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UnrealEngineUWP/Engine/Source/Programs/DotNETCommon/DotNETUtilities/ManagedProcess.cs

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using Microsoft.Win32.SafeHandles;
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
using System;
using System.Collections.Generic;
using System.ComponentModel;
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
using System.Diagnostics;
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
using System.Threading.Tasks;
namespace Tools.DotNETCommon
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
{
Copying //UE4/Release-Staging-4.20 to //UE4/Dev-Main (Source: //UE4/Release-4.20 @ 4112782) ============================ MAJOR FEATURES & CHANGES ============================ Change 4112782 by Mitchell.Wilson Resaving some cloth assets and fixing material compile warnings. #jira UE-59946 Change 4112762 by Max.Chen Sequence Recorder: Fix case where first recording is null but there are other valid recordings. StopRecording wasn't getting called because the EndPIE delegate wasn't bound since ActorWorld was incorrectly set. #jira UE-58688 Change 4112738 by Michael.Dupuis #jira none: Fixed Editor instance count, to only include placed instances. Calling GenerateProceduralContent will no longer automatically remove the current content, as we might want to get the generation for something else than replacing existing data. When deleting procedural foliage, we can now specify if we want to rebuild the tree. Change 4112696 by Matt.Kuhlenschmidt Prevent GC of material editor active preview expression #jira UE-49777 Change 4112611 by Michael.Dupuis Fixed Instance count when Alt+Dragging instance #jira UE-59544: After the operation, reselect the instances, as the selection info into the buffer was lost Change 4112536 by Thomas.Sarkanen Fixed static analysis warning caused by CL 4109096 #jira none Change 4112139 by Phillip.Kavan Fix invalid child actor template cast in nativized code when the child actor class type is a converted Blueprint class asset. - Mirrored from //UE4/Dev-Framework (4111638). #jira UE-53747 Change 4112138 by Phillip.Kavan Fix UHT warning about duplicating UFUNCTION() meta on nativized child Blueprint classes that override at least one BPIE method from the parent class. - Mirrored from //UE4/Dev-Framework (4111613). #jira UE-59182 Change 4111630 by Matt.Collins #jira UE-59934 Rolling back the previous integration of CL 4080446 Change 4111526 by Mike.Beach Guarding against bad settings pointers internal to Oculus. #jira UE-59778 Change 4111525 by Daniel.Wright UStaticMeshComponent::PostEditUndo now initializes its UStaticMesh's rendering resources. This is necessary for cases where the UStaticMesh is in the same transaction (PostEditUndo will be called AFTER the component). However, when calling UStaticMesh::InitResources we must use a FStaticMeshComponentRecreateRenderStateContext to safely handle any components using the UStaticMesh which are not in the transaction. #jira UE-59333 Change 4111518 by Mike.Beach Making sure to load the third party dll, and initing Oculus when we querry for Vulkan extensions. Otherwise we end up calling into the OVR plugin before the dll is loaded. #jira UE-53643 Change 4111482 by Matt.Kuhlenschmidt Fix blend sample context menu appering offset on high dpi monitors #jira UE-59925 Change 4111362 by Ben.Marsh Fix warnings building samples due to missing paths. #jira Change 4111299 by James.McNatton Changed category of Virtual Camera plugin to Virtual Production #RNX #Jira UE-59404 Change 4111153 by Max.Chen Sequencer: Fix dereferencing null pointer - CameraNode #jira UE-59347 Change 4111143 by Matt.Collins #jira UE-59934 CL 4107446 from Dev-Rendering. Always force a commandbuffer submission during EndFrame. Change 4111106 by Matt.Collins #jira UERNDR-406 Bringing CL 4104051 from Dev-Rendering (//UE4/Dev-Rendering) to Release-4.20 (//UE4/Release-4.20) --- Some fixes for semaphore handling. Moved the completion handler to EndFrame (out of FlushFreeList()) FlushFreeList() attached a handler to the command buffer that signaled the semaphore. This can be called through RHIFlushResources which will cause a mismatched signal() Added BeginFrame/EndFrame to the loop in AddModalWindows so the renderer gets the expected frame delimiters. Removed call to EndFrame from EndDrawingViewport. --- Change 4111099 by Ben.Zeigler #jira UE-59199 Add enum redirector for CVD_NormalVision, some values map to normal as they were removed This is needed because that enum value would have been written into the EditorPerProjectSettings for anyone that modified editor style, and then cause mysterious cook warnings Change 4111039 by Ben.Zeigler #jira UE-59046 Fix it so trying to convert a soft path to hard object ref will throw error during async loading instead of silently failing Change 4111013 by Steve.Robb Fix for adding a new module to a project. #jira UE-59770 Change 4110907 by Marc.Audy Add required redirectorfor moving classes from TimeManagement to CoreUObject #jira Change 4110897 by Ben.Zeigler #jira UE-57739 Don't crash if dropping a pin on a node causes the source pin to become invalid, just fail to connect instead Change 4110868 by Ben.Zeigler #jira UE-59920 Fix several issues where half-connected reroute nodes could break AutoCreateRefTerm and other node expansions if they happened to be late in the nodes array, by always expanding knot nodes first Change 4110704 by Ben.Zeigler #jira UE-56365 Fix k2 node tooltip code to not crash if the node is out of date due to slate updates being a tick behind Change 4110686 by Andrew.Grant Resaved to fix empty engine version warning #jira UE-59695 Change 4110466 by Ben.Zeigler #jira UE-59908 Change loading screen logo back to one with text baked in and clean up comments Delete unused logo images Change 4110418 by Ben.Zeigler #jira UE-58025 Fix non editor builds Change 4110258 by Max.Chen Sequencer: Fix some erroneous cases in import fbx. In particular, this fixes an issue where importing an fbx onto one node would behave differently if there are multiple nodes in the fbx since it was ambiguous as to which fbx node to map onto the single node in sequencer. - Changed import operation to be more explicit - when invoking through the general import fbx menu, all object bindings are mapped onto. When invoking through the context menu, only the selected object bindings are mapped onto. - Added a user toggle to match by name only. The default is true. - When importing onto a selected node, disable the creation of cameras. - Don't set range bounds on imported keys since external packages, ie. maya, most likely only have 1 equivalent infinite section range. - Remove any existing sections/keys when importing onto existing tracks. #jira UE-59347 Change 4109923 by Michael.Dupuis #jira UE-59904: Build tree post Serialize otherwise sometime foliage will be missing Change 4109916 by mason.seay Updated level blueprint so it Resets Ignore Look Input, which will prevent look input from being ignored if user triggers Ignore multiple times #jira UE-29618 Change 4109849 by Michael.Dupuis #jira none: Removed PRAGMA_ENABLE_OPTIMISATION Change 4109835 by Lukasz.Furman added OnTaskFinished call when behavior tree's subtree is deactivated #jira UE-48353 Change 4109829 by Ben.Zeigler #jira UE-59909 Add logic so the player cannot be hurt during ShieldNS anim notify by adding and removing a damage immune gameplay effect Change 4109820 by Michael.Dupuis #jira UE-59533: Update the LOD Distribution settings to fix the landscape popping Change 4109813 by Michael.Dupuis #jira UE-59533: Increase the max LOD0 distribution factor so on map with very small component, the value can be increase more than before. Change 4109780 by Alexis.Matte Add the tps file for the levenshtein distance algorithm #jira none Change 4109567 by Ben.Marsh Fix incorrect console colors after a warning or error on Mac. Cannot assume that the default foreground color is gray. #jira UE-55093 Change 4109542 by mason.seay Updated timeline on BP #jira UE-29618 Change 4109474 by Marc.Audy Fix shadow variable warning #jira UE-59895 Change 4109420 by Michael.Dupuis #jira UE-58672 : Since it's possible the GetInstanceBasePtr() would not find the base id we hit, do not assume it must always be valid, and simply skip it instead of crashing. Change 4109397 by Ben.Marsh Speculative fix for exception reading UBT makefiles on Mono. Doesn't seem to be able to deserialize dictionaries with custom comparison functions correctly. #jira UE-59222 Change 4109395 by Lauren.Ridge Removing legacy uses of GetEditorIcon from UMG #jira UE-59038 Change 4109390 by Zachary.Wilson Adding alternative ground truth images for AMD on the planar reflection tests. ST_PR00, 03, 04, 05 #jira UE-59409 Change 4109373 by Michael.Dupuis #jira UE-58664 Restrict the Paint/Unpaint Density to 1.0 Restrict the Foliage Density type to 10000 Restrict the Grass Density type to 1000 Fixed a NAN that could be generated when adding instances These settings would still allow to paint ~2 millions instances with the biggest brush and max density per click. Change 4109348 by Lauren.Ridge Removing engine content that used a material attribute layers node inside a material function #jira UE-55739 Change 4109296 by Lauren.Ridge Fix for crash on adding OnClicked event to button in Widget BP #jira UE-59846 Change 4109193 by Matt.Kuhlenschmidt Fixed crash when construction scripts are rerun during the details panel calling posteditchange #jira UE-59649 Change 4109096 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties Revamped change as the last one failed Fast Path automated tests. This change limits the property re-find only to cases where we are using sub-instances. DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4109078 by Ben.Marsh Fix warnings building PlatformerGame due to incorrect include path. #jira Change 4109066 by Matt.Kuhlenschmidt Prevent alt-f4 during slow tasks as it causes entry into the shutdown sequence at abnormal times #jira UE-59866 Change 4109020 by Ben.Marsh Fix client targets showing up in packaging menu for installed builds (which don't ship with client binaries). (This implementation is a little suspect in general - there is no requirement that client targets are called "*Client.Target.cs", though that is typically the case.) #jira UE-59641 Change 4108991 by Martin.Wilson Fix crash when trying to extract transform from raw track with no track data. #jira UE-58025 Change 4108987 by Martin.Wilson Make sure rotations are normalized before creating blended transform #jira UE-53971 Change 4108932 by Thomas.Sarkanen Back out changelist 4108877 This was causing a 100% crash in an automated test #jira none Change 4108930 by Danny.Bouimad Fixing testcase content #Jira UEQATC-405 Change 4108883 by Danny.Bouimad Fixing Automated LodCurveLinkingTest1 #Jira UE-59763 Change 4108877 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4108874 by Thomas.Sarkanen Fixed incorrect preview mesh being applied after retargeting On first setup, the preview mesh was obtained using a legacy path that didnt use the skeleton fallback #jira UE-59636 - When Retargeting Animation, Mesh Set as Preview that Shares Skeleton Isn't Kept Change 4108834 by Thomas.Sarkanen Pressing enter when selecting an object from a Blueprint node now works #jira UE-58017 - Enter key does not set chosen asset on some blueprint nodes Change 4108833 by Thomas.Sarkanen Fixed crash caused by retargeting a skeleton when some of its animations are still open Firstly we now auto-close all assets that use a skeleton when retergetting instead of popping up a dialog to suggest the user does it. Secondly as a safety measure we dont re-use an animation editor if the persona toolkit's skeleton doesnt match. #jira UE-58681 - [CrashReport] UE4Editor_Persona!FPersonaToolkit::SetAnimationAsset() [personatoolkit.cpp:211] Change 4108808 by Dmitriy.Dyomin Fixed: ARPG crashes on Vulkan PC and Android #jira UE-59781 Change 4108719 by Max.Chen Sequencer: Fix CIS #jira UESEQ-355 Change 4108675 by Max.Chen Sequencer: Added audio support to FCP XML import/export #jira UESEQ-355 Change 4108674 by Max.Chen Sequencer: Upon export, log warnings when filename format is not '{shot}' #jira UESEQ-358 Change 4108673 by Max.Chen Sequencer: Added 'Write FCPXML' option to Render Movie Settings dialog. Changed track menu FCPXML export to get default resolution and frame rate from MovieSceneCaptureSettings. #jira UESEQ-358 Change 4108418 by Mark.Satterthwaite Fix Shipping iOS builds. #jira UE-59883 Change 4108118 by Alexis.Matte Make sure GIsImportingT3D is false when the scene importer open the blueprint editor. This flag force a load of UObject when we do FindObject, which in this case was forcing a load of all blueprints assets. #jira UE-59854 #jira UE-57861 Change 4108059 by Ben.Marsh Merge latest UGS fixes (up to 1.140) to 4.20 branch. #jira Change 4107719 by Mark.Satterthwaite Duplicate 4107661: Refactor the MetalRHI debugging tools to move away from reimplementing the Objective-C protocols to adding separate debugging classes. This makes it easier to build on/for future OSes without having to interpose new functionality we don't yet use. #jira UE-59883 Change 4107443 by Lauren.Ridge Fix for crash on connecting curve param node with no texture set #jira UE-59880 Change 4107248 by Dan.Oconnor Explicitly close floating Blueprint Debugger controls when the master tab is closed #jira UE-59835 Change 4107137 by Jason.Bestimt Removing ML Analytics Plugin to fix regressions #JIRA: UE-59874, UE-59873 Change 4107125 by paulo.souza #jira UE-59806 - ARPG - Goblin death not running all destroy logic Change 4107113 by Phillip.Kavan Allow the NativizedAssets plugin source to include monolithic engine header files without a compiler warning. - Mirrored from //UE4/Dev-Framework (4081432). #jira UE-59125 Change 4106736 by Jamie.Dale Fixed content browser filter failing to match certain names if asset paths were omitted from the search #jira UE-59849 Change 4106581 by Martin.Wilson Fix issue with double ticking a reused animation instance on set skeletal mesh because of parallel evaluation. #jira UE-54851 Change 4106475 by Jason.Bestimt Fix for Lumin Linux dependency in a better way #JIRA: CIS Change 4106201 by Michael.Trepka Don't allow invalid cursor clip rects when locking the cursor on Mac #jira UE-59842 Change 4106188 by Jason.Bestimt Wrapping Lumin call with PLATFORM_LUMIN #JIRA: CIS Change 4106179 by Michael.Dupuis #jira UE-53944: Integrated guard from user to prevent crash if bad data is found in the view #4714 Change 4106176 by Martin.Wilson Fix for crash introduced in 4105998 #jira UE-56395 Change 4106103 by Ben.Marsh UBT: Fix intellisense search paths not being set correctly for modules which are not built by default. #jira Change 4106081 by Marc.Audy Fix shadow variable #jira UE-59848 Change 4106078 by Jason.Bestimt Fix for Linux trying to build MagicLeapAnalytics by swapping from Blacklist to Whitelist #JIRA: none Change 4106015 by Martin.Wilson Make sure that animations that have transform curves are up to date on loading. #4320 #jira UE-53392 Change 4106005 by Anthony.Bills [Linux] Add support for terminfo2 to fix mono issue 6752, and rebuild .net 4.5's mscorlib.dll #jira UE-59382 Change 4105998 by Martin.Wilson Fix crash when re registering a skeletal mesh component with a post process instance that references invalid virtual bones #Jira UE-56395 Change 4105962 by Jeff.Fisher Duplicating for 4.20: Change: 4097595 and 4104555 UE-59359 Mr Mesh Crash at startup -Vulkan does not work correctly unless we fill in all of the vertex buffers. MRMesh now requires that via assert and MeshTrackerComponent fills in placeholder data as necessary. -Also fixed the vr.MagicLeap.FakeMeshTrackerData cvar, it was missing the 'MagicLeap'. #jira UE-59359 Change 4105952 by Ben.Marsh Add an "IsTerminating" event to the record of active sessions. Should allow detecting whether RequestExit() was called before an abnormal shutdown was triggered. #jira Change 4105946 by Ben.Marsh Disable debug info for IOS and TVOS in installed builds. #jira UE-59816 Change 4105939 by Michael.Dupuis #jira UE-59256: Properly take into account the scale of the instances when determining LOD transition Added the possibility to see the Cluster tree bounds in the Show->Advanced Menu Change 4105915 by Jamie.Dale Implemented negative indexing for Python wrapped arrays #jira UE-59841 Change 4105896 by Richard.Wallis Another macOS TIS non-MainThread spam warning fix. #jira UE-54623 Change 4105813 by Michael.Dupuis #jira none: Prevent a possible crash if using world offset with a landscape without sub sections Change 4105764 by Ben.Marsh Add a check that a 2015 compiler exists under VS2015 toolchain directories - it may not have been installed. #jira Change 4105747 by Ben.Marsh Fix detection of VS2017 toolchains that only have a 32-bit compiler for x64 (eg. VS2017 Express Desktop) #jira UE-59838 Change 4105642 by Jason.Bestimt Disabling Lumin Platform Editor modules on linux #JIRA: UE-59543 Change 4105553 by Matt.Kuhlenschmidt PR #4633: Fixed DPI awareness of two functions (Contributed by Temaran) #jira UE-57283 Change 4105486 by Michael.Dupuis #jira UE-58074: Include the HeightmapScaleBias in the DDC hash as component can share the same heightmap with different HeightmapScaleBias Change 4105474 by Michael.Dupuis #jira UE-57957: Fixed neightbord component extend used when component was not visible (so not custom data and generating neighbord) #jira UE-58995: Change 4105427 by Sorin.Gradinaru UE-59698 Cannot load youtube URLs on Android #jira UE-59698 #Android #4.20 The native WebView cannot load HTML5 movies if the control's layout doesn't have the FILL_PARENT param Change 4105308 by Mieszko.Zielinski Merge of 4077826 over from Dev-Framework #UE4 #jira UE-59186 Change 4105050 by Ben.Marsh Disable debug info for all target platforms in installed engine builds, to fix bloated install size. IOS and TVOS still have it enabled for now, due to errors when packaging. #jira UE-59816 Change 4104584 by Mike.Beach Mirroring CL 4103694 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104538 by Alexis.Matte Fix crash when reloading a skeletal mesh actor with some vertex painting #jira UE-57891 Change 4104534 by Mike.Beach Mirroring CL 4090670/4094620 from Dev-VR MR Calibration - Fixing an issue where the alignment models would disappear. MR Calibration - Saving garbage mattes when exiting using escape. #jira UEVR-24 Change 4104381 by Alexis.Matte Fix a render thread crash when reimporting skeletal mesh #jira UE-51935 Change 4104365 by Mike.Beach Mirroring CL 4064903 from Dev-VR Removing duplicate redirects, and resaving MRCalibration content so packaging works without failing on old package references. #jira UE-58914 Change 4104341 by Alexis.Matte Support non uniform scale scene transform for fbx skeletal mesh exporter #jira UE-57733 Change 4104328 by Alexis.Matte Fix a crash when re-importing an animation and we have to choose a skeleton for the anim sequence #jira UE-58027 Change 4104318 by Phillip.Kavan Monolithic engine header file exclusion from nativized Blueprint assets is now tied to a project setting. - Mirrored from //UE4/Dev-Framework (4082035). #jira UE-59125 Change 4104305 by Mike.Beach Mirroring CL 4098493 from Dev-VR Not forcing stereo scene capture target to resize (only intended for the main stereo scene buffer, as the depth buffer needs to match the color buffer on some platforms). #jira UE-58953 Change 4104274 by Mike.Beach Mirroring CL 4088048 from Dev-VR Use the standardized tracking-to-world transform for world layer positioning on Oculus - handles both explicit and implicit HMD positioning. #jira UE-59275 Change 4104259 by Mike.Beach Mirroring CL 4084827/4085071 from Dev-VR MRC - Adding CVar for overriding the tracking latency (makes development easier in the calibration process). #jira UEVR-847 Change 4104246 by Mike.Beach Mirroring CL 4084289 from Dev-VR MR - Setting up the calibration save data so that we version it in the future (know that a lens param change is inbound after 4.20). #jira UE-58187 Change 4104240 by Mike.Beach Mirroring CL 4083160 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104233 by Mike.Beach Mirroring CL 4081823 from Dev-VR Loading Oculus controller models in the editor so that they get included in the cooking process (so that the MotionController components that indirectly uses these at runtime don't get dropped). #jira UE-58190 Change 4104196 by Alexis.Matte Unshelved from pending changelist '4075677': Fix fbx scene re-import crash when the user re-import more then one time with some override material. #jira UE-57937 Change 4104191 by Mike.Beach Mirroring CL 4080389 from Dev-VR Speculative fix/guard against live crash - trying to catch malformed model data. Logging helpful information to give us insight in the future. #jira UE-57680 Change 4104177 by Mike.Beach Mirroring CL 4080119 from Dev-VR CIS fix - circumventing vs2015 errors/warnings #jira UE-59326, UE-59324 Change 4104170 by Mike.Beach Mirroring CL 4078631 from Dev-VR Fixing MR Calibration so it scales the alignment model according the the capture's FOV (so they appear the same size across capture devices - leading to a homogenous experience). Also moved the FOV override config setting to be a console command/setting (mrc.FovOverride) to help in testing this. #jira UE-55499 Change 4104167 by Jostin.Bilyeu Checking in needed changes to level TM-DualLobeSpec in order to correctly verify intended functionality of feature #jira UE-29618 Change 4104158 by Peter.Sumanaseni #jira Change 4104057 by Wes.Hunt Remove sending of UniqueAdvertisingId from AnalyticsET SessionStart events. #jira UE-59790 SOURCE CL 4101872 in //UE4/Main/... Change 4104031 by Dan.Oconnor Update assert to handle subobjects nested in components #jira UE-56422 Change 4103946 by Dan.Oconnor No need to load AnimationBlueprintEditor so early #jira UE-59669 Change 4103859 by Brandon.Schaefer Vulkan on Linux does not allow debugging with markers This is required for debugging wtih Render Doc or anything that uses VK debug markers #jira none Change 4103677 by Sorin.Gradinaru UE-59052 Can't use touch to interact with Web Browser on iPhoneX #jira UE-59052 #iOS #4.20 from CL4077699 on Dev-Mobile Fixed crash on some iOS 11 devices (addSubview before setting WebView's params) Fixed unresponsive WebView on iPhone X (resize the parent with the same size as the child, the touch won't work if the parent is smaller) Change 4103637 by Sorin.Gradinaru UE-39451 Web browser widget causes app to crash when packaging for Distribution on Android #UE-39451 #Android #4.30 from CL 4067204 on Dev-Mobile Adding a proguard exception for the WebViewControl.FrameUpdateInfo Change 4103619 by Marc.Audy Allow the default physics volume to be spawned during construction script execution if it needs to be lazily created #jira UE-58875 Change 4103590 by mason.seay Added Show Mouse Cursor #jira UE-29618 Change 4103469 by paulo.souza #jira UE-59807 - War Hammer weapon was missing Ability setting resulting in it not working correctly. Change 4103459 by mason.seay Updated maps so users can toggle UI-only input #jira UE-29618 Change 4103423 by paulo.souza #jira UE-59808 - Projectile abilities collision blocking on the camera trace Change 4103280 by Jason.Bestimt Fixing copyright in Lumin Plugins #JIRA: 59192 Change 4103238 by JeanMichel.Dignard Copied cl 4077328 from dev-enterprise Fixed SoftObjectPtr/Paths becoming invalid when saving a new world since it's being moved from /Temp/Untitled to its own package. #jira UEENT-1423 Change 4103138 by Richard.Wallis Emergency Fix for bug I introduced in macOS UnrealFrontend crashing on open. FSlateMacMenu::PostInitStartup() gets called much much earler in the front end tool than in the editor. Unfortunatly the style set referenced is invalid as this call happens much earlier in the startup than with the game or the editor 1) Changed GetStyleSetName() - this is not imortant for us so it won't crash there again. 2) Added a check to see if the menu hasn't been setup correctly - if not initialize - this allows localization and and correct keyboard short cuts in non editor / game builds. 3) Keep Editor and Game menu startup behaviour the same as before. #jira UE-59704 Change 4102958 by mason.seay Test map update #jira UE-29618 Change 4102847 by Marc.Audy Try and find the full path name for default value of class parameters #jira UE-59746 Change 4102449 by Ben.Marsh PR #4700: This patch fixes a build failure that occurs on the very first build after adding new files with reflected types. (Contributed by junkimu) #jira UE-58275 Change 4102431 by Ben.Marsh UBT: Fix issue where overlapping circularly header dependencies would not be parsed correctly, preventing files not being rebuilt on header changes (noted where Clang detected an out of date PCH). #jira UE-54979 Change 4102328 by Guillaume.Abadie Cherry-pick 4102327: Fixes a bug in FTAAPassParameters::TopLeftCornerViewRects() that was mistakenly increasing input and output view sizes, causing DOF buffers misalignement for split screen & VR. #jira none Change 4102318 by Emil.Persson Fix for dark metal (missing reflections) in Blueprint Editor. Duplicate of changelist 4099649. #jira UE-59217 Change 4102310 by Dmitriy.Dyomin Fixed: UMG element clipping does not work on Android with Mali GPUs #jira UE-56058 Change 4101920 by Ben.Marsh Don't bother tagging the BuildConfiguration schema on Linux and Mac; we only include it in the distribution for Visual Studio anyway. #jira Change 4101538 by Mark.Satterthwaite Duplicate 4073368 Linear allocator for <2MB Managed buffers allocated in 4MB chunks - hopefully this reduces the total number of buffers and thus reduces the churn in the driver further. These should all be Volatile buffers meaning that we should eventually get semi-decent reuse of these buffers. Fixes some buffer alignment and sizing gotcha's along the way. #jira NA Change 4101500 by Mark.Satterthwaite Duplicate 4098091 On Mac we can avoid continually reallocating the depth-fallback texture as we only need the largest size to hang around and we can use DontCare for Load & Store. On iOS due to driver bugs we need to match the size and either Clear or Load - but I think Clear should be faster. Should make FortGPUTestBed faster on the CPU. #jira NA Change 4101453 by Mark.Satterthwaite Duplicate 4078874 & 4079396 Make LPV visualisation work on macOS to aid debugging. #jira UE-58937 Export the constant-buffer bindings that are actually used by Metal shaders to prevent overwriting SRVs & UAVs with unused uniform-buffer data. #jira UE-58937 Change 4101448 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4101417 by Sam.Deiter #JIRA #RB UEDOC-7656 - Fixed an issue with ARPG not building the loading screen CPP file. Change 4101412 by Mark.Satterthwaite Duplicate 4075868 Metal Vega drivers in 10.13.5 fix blitting with non-zero offsets and we should be using the same buffer blitting path on 2013 Mac Pro's now that we aren't paying an exorbitant cost for doing so. #jira N/A Change 4101393 by Mark.Satterthwaite Fixed a mistake I let slip through in 3934147 that will potentially cause slight miscompilation of SP_METAL. #jira N/A Change 4101390 by Marc.Audy Placed Editor Utility Base once again ticks in the editor as intended #jira UE-59743 Change 4101367 by Brandon.Schaefer Avoid printing when in a signal handler. Put that off until the end #jira UE-36663 Change 4101362 by Mark.Satterthwaite Duplicate 4091485 PR - Fixed potential memory leak. #4751 #jira UE-59490 Change 4101349 by Brandon.Schaefer VHACD Needs to be recompiled #jira UE-59506 Change 4101335 by Brandon.Schaefer Cache files that are invalid or the wrong case sensitivity #jira UE-58250 Change 4101325 by Dan.Oconnor SA fix, remove unneeded null check #jira UE-46834 Change 4101278 by Brandon.Schaefer Set our location to Linux/Mac GenerateProject.sh if we are not running from that location #jira UE-59127, UE-57928 Change 4101219 by Brandon.Schaefer If RunUAT gets a signal while running mono bring mono down as well #jira UE-56041 Change 4101169 by Dan.Oconnor Mirror 4094297 from Dev-Framework Mark blueprint created properties as RF_LoadCompleted to prevent the linker from finding them and overwriting them #jira UE-59642 Change 4101157 by Sam.Deiter #jira UEDOC-7655 Updating these images to reflect the name of the project and look like the other loading screens. Change 4101132 by Jamie.Dale Fixed some places that were running asset registry queries inside a loop and causing performance issues #jira UE-59766 Change 4101125 by Jamie.Dale Added IAssetRegistry::GetAssetsByTags to optimize tag look-up when you can have several potential values #jira UE-59766 Change 4101102 by Dan.Oconnor Mirror 4090824 from Dev-Framework Add abillity to insert pins before or after a target pin for Sequence nodes via the context menu #jira UE-59530 Change 4101017 by Brandon.Schaefer Add a pop up message box for Linux to check if we want to or not submit crash report data #jira UE-59617 Change 4100961 by Michael.Trepka Updated Mac VHACD libs #jira UE-59506 Change 4100703 by Dan.Oconnor Mirror 4090523 from Dev-Framework Allow user to close Blueprint Debugger while at a breakpoint, origin of this behavior was 1148085 and the original issue no longer seems to happen. Also fix mismatch between tab name and context menu entry #jira UE-59526 Change 4100697 by Dan.Oconnor Merge 4083850 from Dev-Framework Prevent GameplayAbilitiesEditor from creating FBluerpintActionDatabase when not neccessary, improve performance of FBlueprintActionDatabase::RegisterAllNodeAction #jira UE-59036 Change 4100687 by Dan.Oconnor Mirror 4086666 from Dev-Framework Fix regression due to 'Step Over' fixes - we could pause VM execution when trying to end a Play-in-Editor or Simulated-in-Editor session #jira UE-58916 Change 4100658 by Jostin.Bilyeu Checking in new level TM-DuelLobeSpec and corresponding assets needed to verify Duel Lobe Specularity #jira UE-29618 Change 4100600 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4100576 by Dan.Oconnor Mirror 4081417 from Dev-Framework Enum literals are now more similar to byte literals, which makes them safer to pass by reference #jira UE-58473 Change 4100559 by Dan.Oconnor Mirror 4081153 from Dev-Framework Watch Point Viewer should not be a nomad tab, is owned by the Blueprint Debugger tab manager #jira UE-59313 Change 4100540 by Dan.Oconnor Mirror 4078822 from Dev-Framework Continue trying to finish reinstancing when instances of the old class are being async loaded #jira UE-58123 Change 4100527 by Dan.Oconnor Mirror 4092349 from Dev-Framework Speculative fix for shutdown crash, avoid use of LoadModule in DataValidator ShutdownModule and delete delegates registered in another module when BlueprintGraph shuts down #jira UE-57763 Change 4100478 by Mike.Zyracki weighted, non-weighted fix typo fix for issue found by AndrewP #jira UE-58573 Change 4100445 by Mike.Zyracki Fix for build warning, order of initialization. #jira UE-58712 #trivial Change 4100438 by Dan.Oconnor Mirror 4083455 from Dev-Framework Reduce use of template nodes - a template node was causing an ensure when asset reload code attempted to fix it up #jira UE-46834 Change 4100374 by Mike.Zyracki Fix for bad Camera Rotation Imported From Maya Main issue was that we don't support RotationOrders that aren't XYZ. We had some code to zero out other part's of the FBX transform pipeline but it wasn't setting the Rotation Order correctly and was also based upon old documentation. Currently recommendation is to always just zero everything out. Finally had to use ResetPivotSetAndConvertAnimation since there appears to be a bug with ConvertPivotAnimationRecursive into the correct space. #jira UE-59116 Change 4100310 by Jamie.Dale Fixed ExecutePythonScript failing when passing file arguments #jira none Change 4100305 by Mike.Zyracki Fix for performance issues with motion trails. Found that the main issue was the GetRefTM call. Refactored the code so that we only call that once per tick, instead of up to 4 times per tick. Also we cache the calculation of the key positions, so we don't need to calculate them again when calculating keys. Finally the GetRefTM call was recursive which was a decent hint, so we cache out it's parent's first and just get the transform's linearly. Also we don't select parents or children to show their trails also, this seemed buggy and possibly very very slow. #jira UE-58712 Change 4100290 by Ben.Marsh Prevent schema being added as a build product twice. #jira UE-59757 Change 4100259 by Jeff.Fisher Duplicating in Release-4.20: Change: 4087159 UE-58249 Late update has FP precision issues on PSVR -In lateupdate the TranslatedViewMatrix and its inverse were being calculated from the ViewMatrix, by subtracting the PreViewTranslation. This doesn't work because the translation numerical innacuracy is already in the ViewMatrix. -I also rearanged the UpdateViewMatrix code some to make it look more like the FViewMatrix constructor code that sets this up, just to make it easier to spot the difference. #review-4087096 #jira UE-58249 Files: //UE4/Dev-VR/Engine/Source/Runtime/Engine/Private/SceneView.cpp#71 Change 4100170 by Brandon.Schaefer Need dump_syms and BreakpadSymbolEncoder in installed builds #jira UE-59500 Change 4100070 by Richard.Wallis Speculative fix for crash in macOS AppKit NSPersistentUIManager. Disable NSWindow application resume feature per window - we are not using it anyway. OS system may still be called but hopefully this reduces the amount of work it is doing. There still seems to be some generic data getting written however. There is also an undocumented *NSDisablePersistence* plist key. Using this plist key completely stops any data getting written by the OS window resume feature. This CL does NOT use this because it's undocumented but maybe an option for the future. #jira UE-52294 Change 4099999 by James.McNatton Removed the disconnect button in the VirtualCamera plugin and cleaned up redirectors in VCam Widgets folder #jira UE-58032 #rb none Change 4099996 by Ben.Marsh Build: Merge changes to support AutoSDKs on Mac. #jira UE-59574 Change 4099991 by Jamie.Dale Updated wrapped enums to be more consistent with native Python enums - Wrapped enums now generate values that are instances of the enum type itself, containing a name and value field (like native Python enums). - Wrapped enums are now strongly typed and do not allow implicit conversion from numbers (explicit casting is available, but throws if the value is unknown). - Wrapped enum entries may be compared against numbers (even numbers that don't have valid values) via the == and != operators (like IntEnum in Python). - Wrapped enums may now be iterated (like native Python enums). - Wrapped enums now return a length based on their number of entries (like native Python enums). - ScriptName meta-data can now be used with enum entries. #jira none Change 4099973 by Mitchell.Wilson Removing some more content that got duplicated into the main project from the virtualcamera plugin content. #jira UE-59744 Change 4099913 by Jamie.Dale Fixed some places that were calling LoadModuleChecked during shutdown #jira UE-59482 Change 4099905 by Jamie.Dale Fixed InitializeAvailableCultures missing some languages #jira UE-59349 Change 4099879 by Jamie.Dale Fixed a crash when a Blueprint with variable watches was destroyed #jira UE-59117 Change 4099874 by Mitchell.Wilson Removing some unused files from the Content directory. Updating defaultengine.ini with remote session channel info. #jira UE-59745 UE-59744 Change 4099860 by Benn.Gallagher Fixed clothing data binding state becomming mismatched after a reimport over multiple LODs, moved the unbind and rebind steps out of the inner import loop to be handled before and after the total reimport. #jira UE-57337 Change 4099819 by Richard.Wallis Fix for Timed Notifies scrub incorrectly on timeline on Mac. This is also an issue if running in Hi DPI on windows. #jira UE-55678 Change 4099808 by Jamie.Dale Fixed crash when content hot-reloading the build data for the currently loaded world #jira UE-59163 Change 4099773 by Jamie.Dale Fixed crash after attempting to load a package that is too new #jira UE-58121 Change 4099759 by Jamie.Dale Fixed material editor crash if reloading a texture used by the material #jira UE-57762 Change 4099744 by Jamie.Dale Fixed placeholder string table entries being considered identical as their entry may appear in the future #jira UE-58987 Change 4099735 by Jurre.deBaare Crash importing specific Alembic file #fix Additional fix to triangulation vs indexing of vertex attributes, this fixes the crash but also normal issues seen before #misc default constructor for FTrackRenderData which could cause jittering/invisible geometry #jira UE-59095 Change 4099612 by Michael.Trepka Reverted change that delays crash reporting initialization for CEF on Mac #jira UE-57378 Change 4099564 by Guillaume.Abadie Cherry-pick 4075014: Works arround HLSLCC's issue with InterlockedOr in DOF's reduce pass. #jira none Change 4099557 by Guillaume.Abadie Cherry-pick 4074767: Fixes DOF's scattered bokeh changing of intensity dynamic resolution + TAAU. #jira none Change 4099549 by Guillaume.Abadie Cherry-pick 4073050: Whitelists vulkan for DOF's R11G11B10 optimisation and increase to 4 gathering on consoles. #jira none Change 4099544 by Guillaume.Abadie Cherry-pick 4073044: PR #4681: UE-58051: Scene Capture 2D: additive mode not working in 4.19 (Contributed by lion03) #jira UE-58051 Change 4099540 by Richard.Wallis Fix for PIE HighDPI touch location. #jira UE-59015 Change 4099516 by Richard.Wallis speculative fix for FSlateMacMenu::UpdateMenu() crashes. I've not been able to reproduce this. All the crash call stacks seem to be at shutdown, maybe with the save changes dialogue that would appear after modifications then a CMD+Q. I can get similar behaviour by adjusting when the FMacMenu adds and removes itself to the GCachedMenuState map. This fix changes the access pattern to the map from operator[] (which uses a FindChecked underneath and is the cause of this crash/assert) to a FindRef then checking for a valid node. Since these crashes are at shutdown I think this is ok to do and I've tested with this fix in place, randomly not adding those items to GCachedMenuState object during editor operation and it now survives this and recovers if you then reenable the adding of the items. My best guess as to the cause is that the defered update event on shutdown is happenning way after the FMacMenu dealloc has been called and so the GCachedMenuState is empty by then. #jira UE-57012 Change 4099511 by Max.Chen Fix CIS #jira UE-59739 Change 4099486 by Richard.Wallis Speculative fix for crash in FMacWindow::ApplySizeAndModeChanges(). I had seen a crash in here while working on UE-46999 (fix for that submitted in CL 4016062) due to the window handle becoming nil mid way through the ApplySizeAndModeChanges() function then a deref'd. This CL adds extra null pointer protection to make sure we check the validity of the WindowHandle after calls to UpdateFullScreenState(). #jira UE-55071 Change 4099392 by Andrew.Rodham Sequencer: Fixed RootToSequence transform not being used when compiling segments with "Evaluate Sub Sequences in Isolation" enabled #jira UE-59138 Change 4099386 by Ben.Marsh Include the BuildConfiguration.Schema.xsd file in the installed engine build, and don't write it out when running in an installed build. #jira UE-58692 Change 4099382 by Benn.Gallagher Fixed crash when switching clothing meshes when clothing LOD0 is unbound on a clothing data object. #jira UE-55780 Change 4099363 by Jason.Bestimt Fix for HMD errors #jira UEVR-1191 Change 4099307 by Richard.Wallis Clone of CL 4077664: Fix for Mac crash from crash report: [CrashReport] UE4Editor-Renderer.dylib!void FForwardLightingParameters::Set<FRHICommandList, FRHIPixelShader*>(). Reflection uniform buffer is NULL when shader parameter is bound - fails checkSlow(!Parameter.IsBound() || UniformBufferRHI); in SetUniformBufferParameter(). #jira UE-51698 Change 4099289 by Richard.Wallis Clone of CL 4059587: Fix for Sequencer window opening behind Main Window. FLevelSequenceEditorToolkit::Initialize() Closes and reopens the world outliner after adding the Sequencer window. On Mac this makes the world outliner / main window move back in front of the sequencer window. This change swaps around those operations. Reopen the world outliner then add the sequencer window. Outliner info still changes it's visible data as before. Tested with World Outliner docked and undocked. #jira UE-55280 Change 4099279 by Richard.Wallis Fix for crash in Mac editor copying unusual characters in the output log. Current operation is unsafe. String Length, number of bytes and code units are not always interchangeable in this way - use FString as that is the target type and does the right thing. #jira UE-57774 Change 4099256 by Richard.Wallis Fix for menu options not updating immediatly after creating or removing collision on Mac. We set the bChachedMacMenuStateNeedsUpdate when a menu is opening, key up and mouse up. However these can be missed on a mouse menu selection (mouse up doesn't cover this case). This change makes sure that the menu cache updates after a menu item execute operation has been called. #jira UE-57049 Change 4098972 by Max.Chen Sequencer: Modify the section when toggling the bounded range. This fixes an issue where the evaluation would be incorrect because the template wouldn't regenerate when toggling the section bounds. #jira UE-59726 Change 4098967 by Mike.Zyracki Turn off turning off optimization for geometry sequencer tracks. #trivial #jira UESEQ-372 Change 4098942 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098906 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098881 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098667 by Marcus.Wassmer Duplicate 4098665. Fix d3ddebug error on launch #jira UE-59693 Change 4098542 by Mike.Zyracki Geometry Cache Sequencer Support for 4.20 #jira UESEQ-372 Change 4098373 by Jason.Bestimt Misc Vulkan/Lumin fixes from Dev-VR CL 4071730, 4077567, 4077947, 4078460, 4078467, 4081212, 4081315, 4081648, 4083015 #JIRA: UE-59722 Change 4098334 by Ethan.Geller [Release 4.20] #jira UE-54812 fix up include path. Change 4098286 by Matt.Kuhlenschmidt Fix slate resources being destroyed when a dynamic image brush is destoyed even if the resource is shared. #jira UE-55792 Change 4098284 by Brandon.Schaefer Missing header in Monolithic builds Fixed indent issues, was using spaces vs tabs #jira UE-59705 Change 4098247 by Michael.Trepka Fixed a crash in FMacApplication::ProcessMouseUpEvent() #jira UE-57859 Change 4098219 by Matt.Hoffman Linux CIS Fixes for TOptional #trivial #jira None Change 4098209 by Matt.Kuhlenschmidt Disable "restart detection" reimport test until we can reproduce the issue. Its not detecting a legit issue #jira UE-59710 Change 4098132 by Ben.Marsh Add "Nuget Package Manager" to the list of required components for compiling the engine. #jira UE-59376 Change 4098110 by Ben.Marsh Fix missing DLL errors when compiling for Win32 with the VC++ 14.14 toolchain. #jira UE-59150 Change 4098088 by Matt.Kuhlenschmidt Fix ensure starting tutorials in any editor project #jira UE-59714 Change 4098011 by Ben.Marsh Fix editor targets not being rebuilt when packaging from an installed engine build. #jira UE-58652 Change 4098006 by Matt.Hoffman Deleting keys, undoing the deletion, selecting them and then redoing the deletion no longer causes a crash in Sequencer/UMG's Curve Editors. KeyHandleLookupTables were not being serialized so when Undo/Redo transactions happened their map of the key handles would not be restored. This caused a mis-match in the data (the map contained more entries than actual data) so the map would falsely report a valid index when there was not one. Graph Editor selections are not sync'd with the Undo/Redo system currently so redoing a deletion after selecting keys would leave you in a state where you tried to request now out of bounds keys on the next Tick to update the UI. #jira UE-58270 Change 4097995 by Ryan.Vance #jira UEVR-1190 Disable rhi thread when running with vulkan on oculus android platforms. Change 4097981 by Ben.Marsh Ignore private include paths for any precompiled modules. Prevents warnings when they are stripped out from an installed engine build. #jira Change 4097963 by Ben.Marsh Write the exception callstack to the UBT log when thrown reading a makefile. #jira UE-59222 Change 4097940 by Ben.Marsh Prevent source folder being added as a private include path if it does not exist. #jira UE-59145 Change 4097927 by Ethan.Geller [Release-4.20] #jira UE-54812 Bring fixes over for Set Mic Threshold issue in binary builds. #rb aaron.mcleran Change 4097905 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. It is controlled by parameters inside subsurface profile. #jira UE-59709 Change 4097898 by Ryan.Vance #jira UEVR-1191 Ensure we prefer VK_PRESENT_MODE_MAILBOX_KHR or VK_PRESENT_MODE_IMMEDIATE_KHR over VK_PRESENT_MODE_FIFO_KHR when creating a swap chain when running inVRr. VSync will interfere with compositor cadence. Change 4097855 by Ben.Marsh Move checks for unique field names behind an additional define, to avoid performance hit when compiling blueprints. #jira UE-58593 Change 4097850 by Ben.Marsh Fix UE4Game compile errors. #jira UE-58593 Change 4097849 by Marcin.Undak Vulkan: fix missing debug markers (TCHAR_TO_ANSI lifetime issues) - Fixed by BrandonS. #jira UE-59484 (merged from Dev-Console) Change 4097844 by Ben.Marsh TBA: Use the trivially relocatable allocator with structured archives, to reduce time taken allocating memory in the constructor. #jira UE-58593 Change 4097840 by Ben.Marsh Add a new allocator (TNonRelocatableInlineAllocator) which eliminates conditional logic from GetAllocation(), at the expense of not being trivially relocatable. This provides a significant performance increase for allocators that are dereferenced frequently, but prevents instances of it being stored inside other allocators (which are expected to be trivially relocatable by default). #jira UE-58593 Change 4097831 by Ben.Marsh TBA: Add a fast path for serializing to binary archives that don't require callbacks when leaving slots. #jira UE-58593 Change 4097825 by Marcin.Undak UAT: don't produce .pak file while cooking on the fly (merged from Dev-Console) #jira UE-58923 Change 4097783 by Ethan.Geller [Release-4.20] #jira UE-58004 fix AudioMixer checks in AudioMixerBlueprintLibary, which solves crash when calling recording BP functions. #rb Aaron.McLeran Change 4097767 by Matt.Kuhlenschmidt Fix crash processing mainframe keybindings during slow tasks #jira UE-55765 Change 4097745 by Ben.Marsh Fixes to UpdateCopyright for latest source. #jira Change 4097743 by mason.seay Test map for Virtual Camera Focus testing #jira UE-29618 Change 4097723 by Matt.Kuhlenschmidt Fix crash when importing assets in a folder containing an invalid character for a package name #jira UE-59166,UE-44071 Change 4097713 by Max.Chen Sequencer: Fix missing buttons in the particle toggle track. Fixed CreateKeyEditor and make the the channel handles reflect the channel's inheritance hierarchy. #jira UE-59542 Change 4097683 by Max.Chen Sequencer Scripting: Move to "Scripting" category alongside Python Script Plugin #jira UE-59568 Change 4097681 by Krzysztof.Narkowicz Missing file for CL 4097655: "Added subsurface profile for eye shading model." #jira UE-59708 Change 4097655 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira UE-59708 Change 4097634 by Max.Chen Sequencer: Add checks for valid sequencer. #jira UE-59287 Change 4097627 by Max.Chen Sequencer: Fix for crash OnKeySelected and GetAutoSizeRange #jira UE-58343 Change 4097625 by Max.Chen Sequence Recorder: Fix StopRecording() condition when there is an actor recording that doesn't have a valid actor to record. Fix bool recorder not using bool channels. #jira UE-58688 Change 4097620 by Max.Chen Actor Sequence: Fix crash on compiling blueprint with deleted actor sequence #jira UE-53186 #jira UE-59664 Change 4097616 by Max.Chen Text Render Component: Fix crash on shutdown. #jira UE-58116 Change 4097607 by Max.Chen Sequencer: Use non-throttled spin box for numeric key editor #jira UE-59219 Change 4097606 by Max.Chen Sequencer: Check for a valid segment ID in EvaluateStatic #jira UE-57596 Change 4097538 by Marc.Audy PR #4755: Fix minor typo in comment (Contributed by Marenz) #jira UE-59671 Change 4097518 by Marcin.Undak UBT: fix for platforms overriding project generation (merge from Dev-Console) #jira UE-59485 Change 4097417 by Benn.Gallagher Fixed barycentric computation case causing a check. Should really just output an invalid sentinel value. Warns about failures but no longer crashes. #jira UE-57097 Change 4097407 by Jason.Bestimt Changing MLSDK missing callback to launch MagicLeap URL #JIRA: UE-58631 Change 4097404 by Jason.Bestimt Proper fix for UE-58864 (crash for Android derived platforms in Launch on menu) #JIRA: UE-58864 Change 4097296 by Matt.Kuhlenschmidt Fix rotation widget no longer correctly displaying rotation label while rotating in high dpi #jira UE-58983 Change 4097284 by Matt.Kuhlenschmidt PR #4650: Git plugin: fix crash on commit error (Contributed by SRombauts) #jira UE-57562 Change 4097275 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097261 by Matt.Kuhlenschmidt Undo //UE4/Release-4.20/Engine/Source/Runtime/Slate/Private/Framework/Application/... changelist 4097249 #jira 0 Change 4097249 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097165 by Nick.Shin #jira UE-58441 HTML5 package crashes on several key combinations: uncaught exception: ASM_CONSTS Change 4097163 by Nick.Shin #jira UE-58423 HTML5 Quicklaunch through UnrealFrontEnd fails on Stage Command: Error: System.NullReferenceExeception Change 4096984 by Ben.Marsh Merging changes to //UE4/Main after 4.20 stream was created. #jira Change 4096873 by Ben.Marsh Fix compile errors for UE4Editor when Oodle SDK is not available. #jira Change 4095992 by Ben.Marsh Update stream for analytics. #robomerge none #jira Change 4111924 by Ben.Marsh Force Win32/Win64 game targets in the installed engine build to be compiled with VS2015, to fix missing symbols linking object files built with VS2017 with VS0215 MSVCRT. #jira UE-59891 Change 4106160 by Ben.Marsh UBT: Fix intermittent PDB errors when compiling with ParallelExecutor, caused by MSPDBSRV.EXE instances being terminated while generating multiple PDBs in parallel. #jira UE-59691 Change 4101702 by Mark.Satterthwaite Duplicate 4098660 & 4101604 Restore the MacGraphicsSwitching plugin removed in 3212253 and begin refactoring it to support switching the Editor between Metal GPUs - primarily this is of benefit to those with eGPUs. - Changing the GPU will ask you to restart. - Fixes a bug where 27" iMacs report an Intel GPU even though it is physically disabled. Add support for Metal device notiications and amend the MacGraphicsSwitching plugin to use it to update when GPUs are added or removed. #jira UERNDR-404 Change 4101598 by Andrew.Grant Changed RemoteSession background to something more generic. #jira UE-59062 Change 4101553 by Mark.Satterthwaite Duplicate 4072923 & 4081236 & 4082081 & 4084046 & 4084647 - Fixes LLM double-counting in MetalRHI. - MetalProfiler improvements. #jira NA Change 4099406 by Ben.Marsh Disable building IOS in installed builds on Windows by default. We don't support this on the cross-compile toolchain. #jira UE-57801 [CL 4112874 by jason bestimt in Dev-VR branch]
2018-06-05 10:27:10 -04:00
/// <summary>
/// Tracks a set of processes, and destroys them when the object is disposed.
/// </summary>
public class ManagedProcessGroup : IDisposable
{
const UInt32 JOB_OBJECT_LIMIT_KILL_ON_JOB_CLOSE = 0x00002000;
const UInt32 JOB_OBJECT_LIMIT_BREAKAWAY_OK = 0x00000800;
[StructLayout(LayoutKind.Sequential)]
struct JOBOBJECT_BASIC_LIMIT_INFORMATION
{
public Int64 PerProcessUserTimeLimit;
public Int64 PerJobUserTimeLimit;
public UInt32 LimitFlags;
public UIntPtr MinimumWorkingSetSize;
public UIntPtr MaximumWorkingSetSize;
public UInt32 ActiveProcessLimit;
public Int64 Affinity;
public UInt32 PriorityClass;
public UInt32 SchedulingClass;
}
[StructLayout(LayoutKind.Sequential)]
struct IO_COUNTERS
{
public UInt64 ReadOperationCount;
public UInt64 WriteOperationCount;
public UInt64 OtherOperationCount;
public UInt64 ReadTransferCount;
public UInt64 WriteTransferCount;
public UInt64 OtherTransferCount;
}
[StructLayout(LayoutKind.Sequential)]
struct JOBOBJECT_EXTENDED_LIMIT_INFORMATION
{
public JOBOBJECT_BASIC_LIMIT_INFORMATION BasicLimitInformation;
public IO_COUNTERS IoInfo;
public UIntPtr ProcessMemoryLimit;
public UIntPtr JobMemoryLimit;
public UIntPtr PeakProcessMemoryUsed;
public UIntPtr PeakJobMemoryUsed;
}
[DllImport("kernel32.dll", SetLastError=true)]
static extern SafeFileHandle CreateJobObject(IntPtr SecurityAttributes, IntPtr Name);
const int JobObjectExtendedLimitInformation = 9;
[DllImport("kernel32.dll", SetLastError=true)]
static extern int SetInformationJobObject(SafeFileHandle hJob, int JobObjectInfoClass, IntPtr lpJobObjectInfo, int cbJobObjectInfoLength);
/// <summary>
/// Handle to the native job object that this process is added to. This handle is closed by the Dispose() method (and will automatically be closed by the OS on process exit),
/// resulting in the child process being killed.
/// </summary>
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
internal SafeFileHandle JobHandle
Copying //UE4/Release-Staging-4.20 to //UE4/Dev-Main (Source: //UE4/Release-4.20 @ 4112782) ============================ MAJOR FEATURES & CHANGES ============================ Change 4112782 by Mitchell.Wilson Resaving some cloth assets and fixing material compile warnings. #jira UE-59946 Change 4112762 by Max.Chen Sequence Recorder: Fix case where first recording is null but there are other valid recordings. StopRecording wasn't getting called because the EndPIE delegate wasn't bound since ActorWorld was incorrectly set. #jira UE-58688 Change 4112738 by Michael.Dupuis #jira none: Fixed Editor instance count, to only include placed instances. Calling GenerateProceduralContent will no longer automatically remove the current content, as we might want to get the generation for something else than replacing existing data. When deleting procedural foliage, we can now specify if we want to rebuild the tree. Change 4112696 by Matt.Kuhlenschmidt Prevent GC of material editor active preview expression #jira UE-49777 Change 4112611 by Michael.Dupuis Fixed Instance count when Alt+Dragging instance #jira UE-59544: After the operation, reselect the instances, as the selection info into the buffer was lost Change 4112536 by Thomas.Sarkanen Fixed static analysis warning caused by CL 4109096 #jira none Change 4112139 by Phillip.Kavan Fix invalid child actor template cast in nativized code when the child actor class type is a converted Blueprint class asset. - Mirrored from //UE4/Dev-Framework (4111638). #jira UE-53747 Change 4112138 by Phillip.Kavan Fix UHT warning about duplicating UFUNCTION() meta on nativized child Blueprint classes that override at least one BPIE method from the parent class. - Mirrored from //UE4/Dev-Framework (4111613). #jira UE-59182 Change 4111630 by Matt.Collins #jira UE-59934 Rolling back the previous integration of CL 4080446 Change 4111526 by Mike.Beach Guarding against bad settings pointers internal to Oculus. #jira UE-59778 Change 4111525 by Daniel.Wright UStaticMeshComponent::PostEditUndo now initializes its UStaticMesh's rendering resources. This is necessary for cases where the UStaticMesh is in the same transaction (PostEditUndo will be called AFTER the component). However, when calling UStaticMesh::InitResources we must use a FStaticMeshComponentRecreateRenderStateContext to safely handle any components using the UStaticMesh which are not in the transaction. #jira UE-59333 Change 4111518 by Mike.Beach Making sure to load the third party dll, and initing Oculus when we querry for Vulkan extensions. Otherwise we end up calling into the OVR plugin before the dll is loaded. #jira UE-53643 Change 4111482 by Matt.Kuhlenschmidt Fix blend sample context menu appering offset on high dpi monitors #jira UE-59925 Change 4111362 by Ben.Marsh Fix warnings building samples due to missing paths. #jira Change 4111299 by James.McNatton Changed category of Virtual Camera plugin to Virtual Production #RNX #Jira UE-59404 Change 4111153 by Max.Chen Sequencer: Fix dereferencing null pointer - CameraNode #jira UE-59347 Change 4111143 by Matt.Collins #jira UE-59934 CL 4107446 from Dev-Rendering. Always force a commandbuffer submission during EndFrame. Change 4111106 by Matt.Collins #jira UERNDR-406 Bringing CL 4104051 from Dev-Rendering (//UE4/Dev-Rendering) to Release-4.20 (//UE4/Release-4.20) --- Some fixes for semaphore handling. Moved the completion handler to EndFrame (out of FlushFreeList()) FlushFreeList() attached a handler to the command buffer that signaled the semaphore. This can be called through RHIFlushResources which will cause a mismatched signal() Added BeginFrame/EndFrame to the loop in AddModalWindows so the renderer gets the expected frame delimiters. Removed call to EndFrame from EndDrawingViewport. --- Change 4111099 by Ben.Zeigler #jira UE-59199 Add enum redirector for CVD_NormalVision, some values map to normal as they were removed This is needed because that enum value would have been written into the EditorPerProjectSettings for anyone that modified editor style, and then cause mysterious cook warnings Change 4111039 by Ben.Zeigler #jira UE-59046 Fix it so trying to convert a soft path to hard object ref will throw error during async loading instead of silently failing Change 4111013 by Steve.Robb Fix for adding a new module to a project. #jira UE-59770 Change 4110907 by Marc.Audy Add required redirectorfor moving classes from TimeManagement to CoreUObject #jira Change 4110897 by Ben.Zeigler #jira UE-57739 Don't crash if dropping a pin on a node causes the source pin to become invalid, just fail to connect instead Change 4110868 by Ben.Zeigler #jira UE-59920 Fix several issues where half-connected reroute nodes could break AutoCreateRefTerm and other node expansions if they happened to be late in the nodes array, by always expanding knot nodes first Change 4110704 by Ben.Zeigler #jira UE-56365 Fix k2 node tooltip code to not crash if the node is out of date due to slate updates being a tick behind Change 4110686 by Andrew.Grant Resaved to fix empty engine version warning #jira UE-59695 Change 4110466 by Ben.Zeigler #jira UE-59908 Change loading screen logo back to one with text baked in and clean up comments Delete unused logo images Change 4110418 by Ben.Zeigler #jira UE-58025 Fix non editor builds Change 4110258 by Max.Chen Sequencer: Fix some erroneous cases in import fbx. In particular, this fixes an issue where importing an fbx onto one node would behave differently if there are multiple nodes in the fbx since it was ambiguous as to which fbx node to map onto the single node in sequencer. - Changed import operation to be more explicit - when invoking through the general import fbx menu, all object bindings are mapped onto. When invoking through the context menu, only the selected object bindings are mapped onto. - Added a user toggle to match by name only. The default is true. - When importing onto a selected node, disable the creation of cameras. - Don't set range bounds on imported keys since external packages, ie. maya, most likely only have 1 equivalent infinite section range. - Remove any existing sections/keys when importing onto existing tracks. #jira UE-59347 Change 4109923 by Michael.Dupuis #jira UE-59904: Build tree post Serialize otherwise sometime foliage will be missing Change 4109916 by mason.seay Updated level blueprint so it Resets Ignore Look Input, which will prevent look input from being ignored if user triggers Ignore multiple times #jira UE-29618 Change 4109849 by Michael.Dupuis #jira none: Removed PRAGMA_ENABLE_OPTIMISATION Change 4109835 by Lukasz.Furman added OnTaskFinished call when behavior tree's subtree is deactivated #jira UE-48353 Change 4109829 by Ben.Zeigler #jira UE-59909 Add logic so the player cannot be hurt during ShieldNS anim notify by adding and removing a damage immune gameplay effect Change 4109820 by Michael.Dupuis #jira UE-59533: Update the LOD Distribution settings to fix the landscape popping Change 4109813 by Michael.Dupuis #jira UE-59533: Increase the max LOD0 distribution factor so on map with very small component, the value can be increase more than before. Change 4109780 by Alexis.Matte Add the tps file for the levenshtein distance algorithm #jira none Change 4109567 by Ben.Marsh Fix incorrect console colors after a warning or error on Mac. Cannot assume that the default foreground color is gray. #jira UE-55093 Change 4109542 by mason.seay Updated timeline on BP #jira UE-29618 Change 4109474 by Marc.Audy Fix shadow variable warning #jira UE-59895 Change 4109420 by Michael.Dupuis #jira UE-58672 : Since it's possible the GetInstanceBasePtr() would not find the base id we hit, do not assume it must always be valid, and simply skip it instead of crashing. Change 4109397 by Ben.Marsh Speculative fix for exception reading UBT makefiles on Mono. Doesn't seem to be able to deserialize dictionaries with custom comparison functions correctly. #jira UE-59222 Change 4109395 by Lauren.Ridge Removing legacy uses of GetEditorIcon from UMG #jira UE-59038 Change 4109390 by Zachary.Wilson Adding alternative ground truth images for AMD on the planar reflection tests. ST_PR00, 03, 04, 05 #jira UE-59409 Change 4109373 by Michael.Dupuis #jira UE-58664 Restrict the Paint/Unpaint Density to 1.0 Restrict the Foliage Density type to 10000 Restrict the Grass Density type to 1000 Fixed a NAN that could be generated when adding instances These settings would still allow to paint ~2 millions instances with the biggest brush and max density per click. Change 4109348 by Lauren.Ridge Removing engine content that used a material attribute layers node inside a material function #jira UE-55739 Change 4109296 by Lauren.Ridge Fix for crash on adding OnClicked event to button in Widget BP #jira UE-59846 Change 4109193 by Matt.Kuhlenschmidt Fixed crash when construction scripts are rerun during the details panel calling posteditchange #jira UE-59649 Change 4109096 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties Revamped change as the last one failed Fast Path automated tests. This change limits the property re-find only to cases where we are using sub-instances. DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4109078 by Ben.Marsh Fix warnings building PlatformerGame due to incorrect include path. #jira Change 4109066 by Matt.Kuhlenschmidt Prevent alt-f4 during slow tasks as it causes entry into the shutdown sequence at abnormal times #jira UE-59866 Change 4109020 by Ben.Marsh Fix client targets showing up in packaging menu for installed builds (which don't ship with client binaries). (This implementation is a little suspect in general - there is no requirement that client targets are called "*Client.Target.cs", though that is typically the case.) #jira UE-59641 Change 4108991 by Martin.Wilson Fix crash when trying to extract transform from raw track with no track data. #jira UE-58025 Change 4108987 by Martin.Wilson Make sure rotations are normalized before creating blended transform #jira UE-53971 Change 4108932 by Thomas.Sarkanen Back out changelist 4108877 This was causing a 100% crash in an automated test #jira none Change 4108930 by Danny.Bouimad Fixing testcase content #Jira UEQATC-405 Change 4108883 by Danny.Bouimad Fixing Automated LodCurveLinkingTest1 #Jira UE-59763 Change 4108877 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4108874 by Thomas.Sarkanen Fixed incorrect preview mesh being applied after retargeting On first setup, the preview mesh was obtained using a legacy path that didnt use the skeleton fallback #jira UE-59636 - When Retargeting Animation, Mesh Set as Preview that Shares Skeleton Isn't Kept Change 4108834 by Thomas.Sarkanen Pressing enter when selecting an object from a Blueprint node now works #jira UE-58017 - Enter key does not set chosen asset on some blueprint nodes Change 4108833 by Thomas.Sarkanen Fixed crash caused by retargeting a skeleton when some of its animations are still open Firstly we now auto-close all assets that use a skeleton when retergetting instead of popping up a dialog to suggest the user does it. Secondly as a safety measure we dont re-use an animation editor if the persona toolkit's skeleton doesnt match. #jira UE-58681 - [CrashReport] UE4Editor_Persona!FPersonaToolkit::SetAnimationAsset() [personatoolkit.cpp:211] Change 4108808 by Dmitriy.Dyomin Fixed: ARPG crashes on Vulkan PC and Android #jira UE-59781 Change 4108719 by Max.Chen Sequencer: Fix CIS #jira UESEQ-355 Change 4108675 by Max.Chen Sequencer: Added audio support to FCP XML import/export #jira UESEQ-355 Change 4108674 by Max.Chen Sequencer: Upon export, log warnings when filename format is not '{shot}' #jira UESEQ-358 Change 4108673 by Max.Chen Sequencer: Added 'Write FCPXML' option to Render Movie Settings dialog. Changed track menu FCPXML export to get default resolution and frame rate from MovieSceneCaptureSettings. #jira UESEQ-358 Change 4108418 by Mark.Satterthwaite Fix Shipping iOS builds. #jira UE-59883 Change 4108118 by Alexis.Matte Make sure GIsImportingT3D is false when the scene importer open the blueprint editor. This flag force a load of UObject when we do FindObject, which in this case was forcing a load of all blueprints assets. #jira UE-59854 #jira UE-57861 Change 4108059 by Ben.Marsh Merge latest UGS fixes (up to 1.140) to 4.20 branch. #jira Change 4107719 by Mark.Satterthwaite Duplicate 4107661: Refactor the MetalRHI debugging tools to move away from reimplementing the Objective-C protocols to adding separate debugging classes. This makes it easier to build on/for future OSes without having to interpose new functionality we don't yet use. #jira UE-59883 Change 4107443 by Lauren.Ridge Fix for crash on connecting curve param node with no texture set #jira UE-59880 Change 4107248 by Dan.Oconnor Explicitly close floating Blueprint Debugger controls when the master tab is closed #jira UE-59835 Change 4107137 by Jason.Bestimt Removing ML Analytics Plugin to fix regressions #JIRA: UE-59874, UE-59873 Change 4107125 by paulo.souza #jira UE-59806 - ARPG - Goblin death not running all destroy logic Change 4107113 by Phillip.Kavan Allow the NativizedAssets plugin source to include monolithic engine header files without a compiler warning. - Mirrored from //UE4/Dev-Framework (4081432). #jira UE-59125 Change 4106736 by Jamie.Dale Fixed content browser filter failing to match certain names if asset paths were omitted from the search #jira UE-59849 Change 4106581 by Martin.Wilson Fix issue with double ticking a reused animation instance on set skeletal mesh because of parallel evaluation. #jira UE-54851 Change 4106475 by Jason.Bestimt Fix for Lumin Linux dependency in a better way #JIRA: CIS Change 4106201 by Michael.Trepka Don't allow invalid cursor clip rects when locking the cursor on Mac #jira UE-59842 Change 4106188 by Jason.Bestimt Wrapping Lumin call with PLATFORM_LUMIN #JIRA: CIS Change 4106179 by Michael.Dupuis #jira UE-53944: Integrated guard from user to prevent crash if bad data is found in the view #4714 Change 4106176 by Martin.Wilson Fix for crash introduced in 4105998 #jira UE-56395 Change 4106103 by Ben.Marsh UBT: Fix intellisense search paths not being set correctly for modules which are not built by default. #jira Change 4106081 by Marc.Audy Fix shadow variable #jira UE-59848 Change 4106078 by Jason.Bestimt Fix for Linux trying to build MagicLeapAnalytics by swapping from Blacklist to Whitelist #JIRA: none Change 4106015 by Martin.Wilson Make sure that animations that have transform curves are up to date on loading. #4320 #jira UE-53392 Change 4106005 by Anthony.Bills [Linux] Add support for terminfo2 to fix mono issue 6752, and rebuild .net 4.5's mscorlib.dll #jira UE-59382 Change 4105998 by Martin.Wilson Fix crash when re registering a skeletal mesh component with a post process instance that references invalid virtual bones #Jira UE-56395 Change 4105962 by Jeff.Fisher Duplicating for 4.20: Change: 4097595 and 4104555 UE-59359 Mr Mesh Crash at startup -Vulkan does not work correctly unless we fill in all of the vertex buffers. MRMesh now requires that via assert and MeshTrackerComponent fills in placeholder data as necessary. -Also fixed the vr.MagicLeap.FakeMeshTrackerData cvar, it was missing the 'MagicLeap'. #jira UE-59359 Change 4105952 by Ben.Marsh Add an "IsTerminating" event to the record of active sessions. Should allow detecting whether RequestExit() was called before an abnormal shutdown was triggered. #jira Change 4105946 by Ben.Marsh Disable debug info for IOS and TVOS in installed builds. #jira UE-59816 Change 4105939 by Michael.Dupuis #jira UE-59256: Properly take into account the scale of the instances when determining LOD transition Added the possibility to see the Cluster tree bounds in the Show->Advanced Menu Change 4105915 by Jamie.Dale Implemented negative indexing for Python wrapped arrays #jira UE-59841 Change 4105896 by Richard.Wallis Another macOS TIS non-MainThread spam warning fix. #jira UE-54623 Change 4105813 by Michael.Dupuis #jira none: Prevent a possible crash if using world offset with a landscape without sub sections Change 4105764 by Ben.Marsh Add a check that a 2015 compiler exists under VS2015 toolchain directories - it may not have been installed. #jira Change 4105747 by Ben.Marsh Fix detection of VS2017 toolchains that only have a 32-bit compiler for x64 (eg. VS2017 Express Desktop) #jira UE-59838 Change 4105642 by Jason.Bestimt Disabling Lumin Platform Editor modules on linux #JIRA: UE-59543 Change 4105553 by Matt.Kuhlenschmidt PR #4633: Fixed DPI awareness of two functions (Contributed by Temaran) #jira UE-57283 Change 4105486 by Michael.Dupuis #jira UE-58074: Include the HeightmapScaleBias in the DDC hash as component can share the same heightmap with different HeightmapScaleBias Change 4105474 by Michael.Dupuis #jira UE-57957: Fixed neightbord component extend used when component was not visible (so not custom data and generating neighbord) #jira UE-58995: Change 4105427 by Sorin.Gradinaru UE-59698 Cannot load youtube URLs on Android #jira UE-59698 #Android #4.20 The native WebView cannot load HTML5 movies if the control's layout doesn't have the FILL_PARENT param Change 4105308 by Mieszko.Zielinski Merge of 4077826 over from Dev-Framework #UE4 #jira UE-59186 Change 4105050 by Ben.Marsh Disable debug info for all target platforms in installed engine builds, to fix bloated install size. IOS and TVOS still have it enabled for now, due to errors when packaging. #jira UE-59816 Change 4104584 by Mike.Beach Mirroring CL 4103694 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104538 by Alexis.Matte Fix crash when reloading a skeletal mesh actor with some vertex painting #jira UE-57891 Change 4104534 by Mike.Beach Mirroring CL 4090670/4094620 from Dev-VR MR Calibration - Fixing an issue where the alignment models would disappear. MR Calibration - Saving garbage mattes when exiting using escape. #jira UEVR-24 Change 4104381 by Alexis.Matte Fix a render thread crash when reimporting skeletal mesh #jira UE-51935 Change 4104365 by Mike.Beach Mirroring CL 4064903 from Dev-VR Removing duplicate redirects, and resaving MRCalibration content so packaging works without failing on old package references. #jira UE-58914 Change 4104341 by Alexis.Matte Support non uniform scale scene transform for fbx skeletal mesh exporter #jira UE-57733 Change 4104328 by Alexis.Matte Fix a crash when re-importing an animation and we have to choose a skeleton for the anim sequence #jira UE-58027 Change 4104318 by Phillip.Kavan Monolithic engine header file exclusion from nativized Blueprint assets is now tied to a project setting. - Mirrored from //UE4/Dev-Framework (4082035). #jira UE-59125 Change 4104305 by Mike.Beach Mirroring CL 4098493 from Dev-VR Not forcing stereo scene capture target to resize (only intended for the main stereo scene buffer, as the depth buffer needs to match the color buffer on some platforms). #jira UE-58953 Change 4104274 by Mike.Beach Mirroring CL 4088048 from Dev-VR Use the standardized tracking-to-world transform for world layer positioning on Oculus - handles both explicit and implicit HMD positioning. #jira UE-59275 Change 4104259 by Mike.Beach Mirroring CL 4084827/4085071 from Dev-VR MRC - Adding CVar for overriding the tracking latency (makes development easier in the calibration process). #jira UEVR-847 Change 4104246 by Mike.Beach Mirroring CL 4084289 from Dev-VR MR - Setting up the calibration save data so that we version it in the future (know that a lens param change is inbound after 4.20). #jira UE-58187 Change 4104240 by Mike.Beach Mirroring CL 4083160 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104233 by Mike.Beach Mirroring CL 4081823 from Dev-VR Loading Oculus controller models in the editor so that they get included in the cooking process (so that the MotionController components that indirectly uses these at runtime don't get dropped). #jira UE-58190 Change 4104196 by Alexis.Matte Unshelved from pending changelist '4075677': Fix fbx scene re-import crash when the user re-import more then one time with some override material. #jira UE-57937 Change 4104191 by Mike.Beach Mirroring CL 4080389 from Dev-VR Speculative fix/guard against live crash - trying to catch malformed model data. Logging helpful information to give us insight in the future. #jira UE-57680 Change 4104177 by Mike.Beach Mirroring CL 4080119 from Dev-VR CIS fix - circumventing vs2015 errors/warnings #jira UE-59326, UE-59324 Change 4104170 by Mike.Beach Mirroring CL 4078631 from Dev-VR Fixing MR Calibration so it scales the alignment model according the the capture's FOV (so they appear the same size across capture devices - leading to a homogenous experience). Also moved the FOV override config setting to be a console command/setting (mrc.FovOverride) to help in testing this. #jira UE-55499 Change 4104167 by Jostin.Bilyeu Checking in needed changes to level TM-DualLobeSpec in order to correctly verify intended functionality of feature #jira UE-29618 Change 4104158 by Peter.Sumanaseni #jira Change 4104057 by Wes.Hunt Remove sending of UniqueAdvertisingId from AnalyticsET SessionStart events. #jira UE-59790 SOURCE CL 4101872 in //UE4/Main/... Change 4104031 by Dan.Oconnor Update assert to handle subobjects nested in components #jira UE-56422 Change 4103946 by Dan.Oconnor No need to load AnimationBlueprintEditor so early #jira UE-59669 Change 4103859 by Brandon.Schaefer Vulkan on Linux does not allow debugging with markers This is required for debugging wtih Render Doc or anything that uses VK debug markers #jira none Change 4103677 by Sorin.Gradinaru UE-59052 Can't use touch to interact with Web Browser on iPhoneX #jira UE-59052 #iOS #4.20 from CL4077699 on Dev-Mobile Fixed crash on some iOS 11 devices (addSubview before setting WebView's params) Fixed unresponsive WebView on iPhone X (resize the parent with the same size as the child, the touch won't work if the parent is smaller) Change 4103637 by Sorin.Gradinaru UE-39451 Web browser widget causes app to crash when packaging for Distribution on Android #UE-39451 #Android #4.30 from CL 4067204 on Dev-Mobile Adding a proguard exception for the WebViewControl.FrameUpdateInfo Change 4103619 by Marc.Audy Allow the default physics volume to be spawned during construction script execution if it needs to be lazily created #jira UE-58875 Change 4103590 by mason.seay Added Show Mouse Cursor #jira UE-29618 Change 4103469 by paulo.souza #jira UE-59807 - War Hammer weapon was missing Ability setting resulting in it not working correctly. Change 4103459 by mason.seay Updated maps so users can toggle UI-only input #jira UE-29618 Change 4103423 by paulo.souza #jira UE-59808 - Projectile abilities collision blocking on the camera trace Change 4103280 by Jason.Bestimt Fixing copyright in Lumin Plugins #JIRA: 59192 Change 4103238 by JeanMichel.Dignard Copied cl 4077328 from dev-enterprise Fixed SoftObjectPtr/Paths becoming invalid when saving a new world since it's being moved from /Temp/Untitled to its own package. #jira UEENT-1423 Change 4103138 by Richard.Wallis Emergency Fix for bug I introduced in macOS UnrealFrontend crashing on open. FSlateMacMenu::PostInitStartup() gets called much much earler in the front end tool than in the editor. Unfortunatly the style set referenced is invalid as this call happens much earlier in the startup than with the game or the editor 1) Changed GetStyleSetName() - this is not imortant for us so it won't crash there again. 2) Added a check to see if the menu hasn't been setup correctly - if not initialize - this allows localization and and correct keyboard short cuts in non editor / game builds. 3) Keep Editor and Game menu startup behaviour the same as before. #jira UE-59704 Change 4102958 by mason.seay Test map update #jira UE-29618 Change 4102847 by Marc.Audy Try and find the full path name for default value of class parameters #jira UE-59746 Change 4102449 by Ben.Marsh PR #4700: This patch fixes a build failure that occurs on the very first build after adding new files with reflected types. (Contributed by junkimu) #jira UE-58275 Change 4102431 by Ben.Marsh UBT: Fix issue where overlapping circularly header dependencies would not be parsed correctly, preventing files not being rebuilt on header changes (noted where Clang detected an out of date PCH). #jira UE-54979 Change 4102328 by Guillaume.Abadie Cherry-pick 4102327: Fixes a bug in FTAAPassParameters::TopLeftCornerViewRects() that was mistakenly increasing input and output view sizes, causing DOF buffers misalignement for split screen & VR. #jira none Change 4102318 by Emil.Persson Fix for dark metal (missing reflections) in Blueprint Editor. Duplicate of changelist 4099649. #jira UE-59217 Change 4102310 by Dmitriy.Dyomin Fixed: UMG element clipping does not work on Android with Mali GPUs #jira UE-56058 Change 4101920 by Ben.Marsh Don't bother tagging the BuildConfiguration schema on Linux and Mac; we only include it in the distribution for Visual Studio anyway. #jira Change 4101538 by Mark.Satterthwaite Duplicate 4073368 Linear allocator for <2MB Managed buffers allocated in 4MB chunks - hopefully this reduces the total number of buffers and thus reduces the churn in the driver further. These should all be Volatile buffers meaning that we should eventually get semi-decent reuse of these buffers. Fixes some buffer alignment and sizing gotcha's along the way. #jira NA Change 4101500 by Mark.Satterthwaite Duplicate 4098091 On Mac we can avoid continually reallocating the depth-fallback texture as we only need the largest size to hang around and we can use DontCare for Load & Store. On iOS due to driver bugs we need to match the size and either Clear or Load - but I think Clear should be faster. Should make FortGPUTestBed faster on the CPU. #jira NA Change 4101453 by Mark.Satterthwaite Duplicate 4078874 & 4079396 Make LPV visualisation work on macOS to aid debugging. #jira UE-58937 Export the constant-buffer bindings that are actually used by Metal shaders to prevent overwriting SRVs & UAVs with unused uniform-buffer data. #jira UE-58937 Change 4101448 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4101417 by Sam.Deiter #JIRA #RB UEDOC-7656 - Fixed an issue with ARPG not building the loading screen CPP file. Change 4101412 by Mark.Satterthwaite Duplicate 4075868 Metal Vega drivers in 10.13.5 fix blitting with non-zero offsets and we should be using the same buffer blitting path on 2013 Mac Pro's now that we aren't paying an exorbitant cost for doing so. #jira N/A Change 4101393 by Mark.Satterthwaite Fixed a mistake I let slip through in 3934147 that will potentially cause slight miscompilation of SP_METAL. #jira N/A Change 4101390 by Marc.Audy Placed Editor Utility Base once again ticks in the editor as intended #jira UE-59743 Change 4101367 by Brandon.Schaefer Avoid printing when in a signal handler. Put that off until the end #jira UE-36663 Change 4101362 by Mark.Satterthwaite Duplicate 4091485 PR - Fixed potential memory leak. #4751 #jira UE-59490 Change 4101349 by Brandon.Schaefer VHACD Needs to be recompiled #jira UE-59506 Change 4101335 by Brandon.Schaefer Cache files that are invalid or the wrong case sensitivity #jira UE-58250 Change 4101325 by Dan.Oconnor SA fix, remove unneeded null check #jira UE-46834 Change 4101278 by Brandon.Schaefer Set our location to Linux/Mac GenerateProject.sh if we are not running from that location #jira UE-59127, UE-57928 Change 4101219 by Brandon.Schaefer If RunUAT gets a signal while running mono bring mono down as well #jira UE-56041 Change 4101169 by Dan.Oconnor Mirror 4094297 from Dev-Framework Mark blueprint created properties as RF_LoadCompleted to prevent the linker from finding them and overwriting them #jira UE-59642 Change 4101157 by Sam.Deiter #jira UEDOC-7655 Updating these images to reflect the name of the project and look like the other loading screens. Change 4101132 by Jamie.Dale Fixed some places that were running asset registry queries inside a loop and causing performance issues #jira UE-59766 Change 4101125 by Jamie.Dale Added IAssetRegistry::GetAssetsByTags to optimize tag look-up when you can have several potential values #jira UE-59766 Change 4101102 by Dan.Oconnor Mirror 4090824 from Dev-Framework Add abillity to insert pins before or after a target pin for Sequence nodes via the context menu #jira UE-59530 Change 4101017 by Brandon.Schaefer Add a pop up message box for Linux to check if we want to or not submit crash report data #jira UE-59617 Change 4100961 by Michael.Trepka Updated Mac VHACD libs #jira UE-59506 Change 4100703 by Dan.Oconnor Mirror 4090523 from Dev-Framework Allow user to close Blueprint Debugger while at a breakpoint, origin of this behavior was 1148085 and the original issue no longer seems to happen. Also fix mismatch between tab name and context menu entry #jira UE-59526 Change 4100697 by Dan.Oconnor Merge 4083850 from Dev-Framework Prevent GameplayAbilitiesEditor from creating FBluerpintActionDatabase when not neccessary, improve performance of FBlueprintActionDatabase::RegisterAllNodeAction #jira UE-59036 Change 4100687 by Dan.Oconnor Mirror 4086666 from Dev-Framework Fix regression due to 'Step Over' fixes - we could pause VM execution when trying to end a Play-in-Editor or Simulated-in-Editor session #jira UE-58916 Change 4100658 by Jostin.Bilyeu Checking in new level TM-DuelLobeSpec and corresponding assets needed to verify Duel Lobe Specularity #jira UE-29618 Change 4100600 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4100576 by Dan.Oconnor Mirror 4081417 from Dev-Framework Enum literals are now more similar to byte literals, which makes them safer to pass by reference #jira UE-58473 Change 4100559 by Dan.Oconnor Mirror 4081153 from Dev-Framework Watch Point Viewer should not be a nomad tab, is owned by the Blueprint Debugger tab manager #jira UE-59313 Change 4100540 by Dan.Oconnor Mirror 4078822 from Dev-Framework Continue trying to finish reinstancing when instances of the old class are being async loaded #jira UE-58123 Change 4100527 by Dan.Oconnor Mirror 4092349 from Dev-Framework Speculative fix for shutdown crash, avoid use of LoadModule in DataValidator ShutdownModule and delete delegates registered in another module when BlueprintGraph shuts down #jira UE-57763 Change 4100478 by Mike.Zyracki weighted, non-weighted fix typo fix for issue found by AndrewP #jira UE-58573 Change 4100445 by Mike.Zyracki Fix for build warning, order of initialization. #jira UE-58712 #trivial Change 4100438 by Dan.Oconnor Mirror 4083455 from Dev-Framework Reduce use of template nodes - a template node was causing an ensure when asset reload code attempted to fix it up #jira UE-46834 Change 4100374 by Mike.Zyracki Fix for bad Camera Rotation Imported From Maya Main issue was that we don't support RotationOrders that aren't XYZ. We had some code to zero out other part's of the FBX transform pipeline but it wasn't setting the Rotation Order correctly and was also based upon old documentation. Currently recommendation is to always just zero everything out. Finally had to use ResetPivotSetAndConvertAnimation since there appears to be a bug with ConvertPivotAnimationRecursive into the correct space. #jira UE-59116 Change 4100310 by Jamie.Dale Fixed ExecutePythonScript failing when passing file arguments #jira none Change 4100305 by Mike.Zyracki Fix for performance issues with motion trails. Found that the main issue was the GetRefTM call. Refactored the code so that we only call that once per tick, instead of up to 4 times per tick. Also we cache the calculation of the key positions, so we don't need to calculate them again when calculating keys. Finally the GetRefTM call was recursive which was a decent hint, so we cache out it's parent's first and just get the transform's linearly. Also we don't select parents or children to show their trails also, this seemed buggy and possibly very very slow. #jira UE-58712 Change 4100290 by Ben.Marsh Prevent schema being added as a build product twice. #jira UE-59757 Change 4100259 by Jeff.Fisher Duplicating in Release-4.20: Change: 4087159 UE-58249 Late update has FP precision issues on PSVR -In lateupdate the TranslatedViewMatrix and its inverse were being calculated from the ViewMatrix, by subtracting the PreViewTranslation. This doesn't work because the translation numerical innacuracy is already in the ViewMatrix. -I also rearanged the UpdateViewMatrix code some to make it look more like the FViewMatrix constructor code that sets this up, just to make it easier to spot the difference. #review-4087096 #jira UE-58249 Files: //UE4/Dev-VR/Engine/Source/Runtime/Engine/Private/SceneView.cpp#71 Change 4100170 by Brandon.Schaefer Need dump_syms and BreakpadSymbolEncoder in installed builds #jira UE-59500 Change 4100070 by Richard.Wallis Speculative fix for crash in macOS AppKit NSPersistentUIManager. Disable NSWindow application resume feature per window - we are not using it anyway. OS system may still be called but hopefully this reduces the amount of work it is doing. There still seems to be some generic data getting written however. There is also an undocumented *NSDisablePersistence* plist key. Using this plist key completely stops any data getting written by the OS window resume feature. This CL does NOT use this because it's undocumented but maybe an option for the future. #jira UE-52294 Change 4099999 by James.McNatton Removed the disconnect button in the VirtualCamera plugin and cleaned up redirectors in VCam Widgets folder #jira UE-58032 #rb none Change 4099996 by Ben.Marsh Build: Merge changes to support AutoSDKs on Mac. #jira UE-59574 Change 4099991 by Jamie.Dale Updated wrapped enums to be more consistent with native Python enums - Wrapped enums now generate values that are instances of the enum type itself, containing a name and value field (like native Python enums). - Wrapped enums are now strongly typed and do not allow implicit conversion from numbers (explicit casting is available, but throws if the value is unknown). - Wrapped enum entries may be compared against numbers (even numbers that don't have valid values) via the == and != operators (like IntEnum in Python). - Wrapped enums may now be iterated (like native Python enums). - Wrapped enums now return a length based on their number of entries (like native Python enums). - ScriptName meta-data can now be used with enum entries. #jira none Change 4099973 by Mitchell.Wilson Removing some more content that got duplicated into the main project from the virtualcamera plugin content. #jira UE-59744 Change 4099913 by Jamie.Dale Fixed some places that were calling LoadModuleChecked during shutdown #jira UE-59482 Change 4099905 by Jamie.Dale Fixed InitializeAvailableCultures missing some languages #jira UE-59349 Change 4099879 by Jamie.Dale Fixed a crash when a Blueprint with variable watches was destroyed #jira UE-59117 Change 4099874 by Mitchell.Wilson Removing some unused files from the Content directory. Updating defaultengine.ini with remote session channel info. #jira UE-59745 UE-59744 Change 4099860 by Benn.Gallagher Fixed clothing data binding state becomming mismatched after a reimport over multiple LODs, moved the unbind and rebind steps out of the inner import loop to be handled before and after the total reimport. #jira UE-57337 Change 4099819 by Richard.Wallis Fix for Timed Notifies scrub incorrectly on timeline on Mac. This is also an issue if running in Hi DPI on windows. #jira UE-55678 Change 4099808 by Jamie.Dale Fixed crash when content hot-reloading the build data for the currently loaded world #jira UE-59163 Change 4099773 by Jamie.Dale Fixed crash after attempting to load a package that is too new #jira UE-58121 Change 4099759 by Jamie.Dale Fixed material editor crash if reloading a texture used by the material #jira UE-57762 Change 4099744 by Jamie.Dale Fixed placeholder string table entries being considered identical as their entry may appear in the future #jira UE-58987 Change 4099735 by Jurre.deBaare Crash importing specific Alembic file #fix Additional fix to triangulation vs indexing of vertex attributes, this fixes the crash but also normal issues seen before #misc default constructor for FTrackRenderData which could cause jittering/invisible geometry #jira UE-59095 Change 4099612 by Michael.Trepka Reverted change that delays crash reporting initialization for CEF on Mac #jira UE-57378 Change 4099564 by Guillaume.Abadie Cherry-pick 4075014: Works arround HLSLCC's issue with InterlockedOr in DOF's reduce pass. #jira none Change 4099557 by Guillaume.Abadie Cherry-pick 4074767: Fixes DOF's scattered bokeh changing of intensity dynamic resolution + TAAU. #jira none Change 4099549 by Guillaume.Abadie Cherry-pick 4073050: Whitelists vulkan for DOF's R11G11B10 optimisation and increase to 4 gathering on consoles. #jira none Change 4099544 by Guillaume.Abadie Cherry-pick 4073044: PR #4681: UE-58051: Scene Capture 2D: additive mode not working in 4.19 (Contributed by lion03) #jira UE-58051 Change 4099540 by Richard.Wallis Fix for PIE HighDPI touch location. #jira UE-59015 Change 4099516 by Richard.Wallis speculative fix for FSlateMacMenu::UpdateMenu() crashes. I've not been able to reproduce this. All the crash call stacks seem to be at shutdown, maybe with the save changes dialogue that would appear after modifications then a CMD+Q. I can get similar behaviour by adjusting when the FMacMenu adds and removes itself to the GCachedMenuState map. This fix changes the access pattern to the map from operator[] (which uses a FindChecked underneath and is the cause of this crash/assert) to a FindRef then checking for a valid node. Since these crashes are at shutdown I think this is ok to do and I've tested with this fix in place, randomly not adding those items to GCachedMenuState object during editor operation and it now survives this and recovers if you then reenable the adding of the items. My best guess as to the cause is that the defered update event on shutdown is happenning way after the FMacMenu dealloc has been called and so the GCachedMenuState is empty by then. #jira UE-57012 Change 4099511 by Max.Chen Fix CIS #jira UE-59739 Change 4099486 by Richard.Wallis Speculative fix for crash in FMacWindow::ApplySizeAndModeChanges(). I had seen a crash in here while working on UE-46999 (fix for that submitted in CL 4016062) due to the window handle becoming nil mid way through the ApplySizeAndModeChanges() function then a deref'd. This CL adds extra null pointer protection to make sure we check the validity of the WindowHandle after calls to UpdateFullScreenState(). #jira UE-55071 Change 4099392 by Andrew.Rodham Sequencer: Fixed RootToSequence transform not being used when compiling segments with "Evaluate Sub Sequences in Isolation" enabled #jira UE-59138 Change 4099386 by Ben.Marsh Include the BuildConfiguration.Schema.xsd file in the installed engine build, and don't write it out when running in an installed build. #jira UE-58692 Change 4099382 by Benn.Gallagher Fixed crash when switching clothing meshes when clothing LOD0 is unbound on a clothing data object. #jira UE-55780 Change 4099363 by Jason.Bestimt Fix for HMD errors #jira UEVR-1191 Change 4099307 by Richard.Wallis Clone of CL 4077664: Fix for Mac crash from crash report: [CrashReport] UE4Editor-Renderer.dylib!void FForwardLightingParameters::Set<FRHICommandList, FRHIPixelShader*>(). Reflection uniform buffer is NULL when shader parameter is bound - fails checkSlow(!Parameter.IsBound() || UniformBufferRHI); in SetUniformBufferParameter(). #jira UE-51698 Change 4099289 by Richard.Wallis Clone of CL 4059587: Fix for Sequencer window opening behind Main Window. FLevelSequenceEditorToolkit::Initialize() Closes and reopens the world outliner after adding the Sequencer window. On Mac this makes the world outliner / main window move back in front of the sequencer window. This change swaps around those operations. Reopen the world outliner then add the sequencer window. Outliner info still changes it's visible data as before. Tested with World Outliner docked and undocked. #jira UE-55280 Change 4099279 by Richard.Wallis Fix for crash in Mac editor copying unusual characters in the output log. Current operation is unsafe. String Length, number of bytes and code units are not always interchangeable in this way - use FString as that is the target type and does the right thing. #jira UE-57774 Change 4099256 by Richard.Wallis Fix for menu options not updating immediatly after creating or removing collision on Mac. We set the bChachedMacMenuStateNeedsUpdate when a menu is opening, key up and mouse up. However these can be missed on a mouse menu selection (mouse up doesn't cover this case). This change makes sure that the menu cache updates after a menu item execute operation has been called. #jira UE-57049 Change 4098972 by Max.Chen Sequencer: Modify the section when toggling the bounded range. This fixes an issue where the evaluation would be incorrect because the template wouldn't regenerate when toggling the section bounds. #jira UE-59726 Change 4098967 by Mike.Zyracki Turn off turning off optimization for geometry sequencer tracks. #trivial #jira UESEQ-372 Change 4098942 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098906 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098881 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098667 by Marcus.Wassmer Duplicate 4098665. Fix d3ddebug error on launch #jira UE-59693 Change 4098542 by Mike.Zyracki Geometry Cache Sequencer Support for 4.20 #jira UESEQ-372 Change 4098373 by Jason.Bestimt Misc Vulkan/Lumin fixes from Dev-VR CL 4071730, 4077567, 4077947, 4078460, 4078467, 4081212, 4081315, 4081648, 4083015 #JIRA: UE-59722 Change 4098334 by Ethan.Geller [Release 4.20] #jira UE-54812 fix up include path. Change 4098286 by Matt.Kuhlenschmidt Fix slate resources being destroyed when a dynamic image brush is destoyed even if the resource is shared. #jira UE-55792 Change 4098284 by Brandon.Schaefer Missing header in Monolithic builds Fixed indent issues, was using spaces vs tabs #jira UE-59705 Change 4098247 by Michael.Trepka Fixed a crash in FMacApplication::ProcessMouseUpEvent() #jira UE-57859 Change 4098219 by Matt.Hoffman Linux CIS Fixes for TOptional #trivial #jira None Change 4098209 by Matt.Kuhlenschmidt Disable "restart detection" reimport test until we can reproduce the issue. Its not detecting a legit issue #jira UE-59710 Change 4098132 by Ben.Marsh Add "Nuget Package Manager" to the list of required components for compiling the engine. #jira UE-59376 Change 4098110 by Ben.Marsh Fix missing DLL errors when compiling for Win32 with the VC++ 14.14 toolchain. #jira UE-59150 Change 4098088 by Matt.Kuhlenschmidt Fix ensure starting tutorials in any editor project #jira UE-59714 Change 4098011 by Ben.Marsh Fix editor targets not being rebuilt when packaging from an installed engine build. #jira UE-58652 Change 4098006 by Matt.Hoffman Deleting keys, undoing the deletion, selecting them and then redoing the deletion no longer causes a crash in Sequencer/UMG's Curve Editors. KeyHandleLookupTables were not being serialized so when Undo/Redo transactions happened their map of the key handles would not be restored. This caused a mis-match in the data (the map contained more entries than actual data) so the map would falsely report a valid index when there was not one. Graph Editor selections are not sync'd with the Undo/Redo system currently so redoing a deletion after selecting keys would leave you in a state where you tried to request now out of bounds keys on the next Tick to update the UI. #jira UE-58270 Change 4097995 by Ryan.Vance #jira UEVR-1190 Disable rhi thread when running with vulkan on oculus android platforms. Change 4097981 by Ben.Marsh Ignore private include paths for any precompiled modules. Prevents warnings when they are stripped out from an installed engine build. #jira Change 4097963 by Ben.Marsh Write the exception callstack to the UBT log when thrown reading a makefile. #jira UE-59222 Change 4097940 by Ben.Marsh Prevent source folder being added as a private include path if it does not exist. #jira UE-59145 Change 4097927 by Ethan.Geller [Release-4.20] #jira UE-54812 Bring fixes over for Set Mic Threshold issue in binary builds. #rb aaron.mcleran Change 4097905 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. It is controlled by parameters inside subsurface profile. #jira UE-59709 Change 4097898 by Ryan.Vance #jira UEVR-1191 Ensure we prefer VK_PRESENT_MODE_MAILBOX_KHR or VK_PRESENT_MODE_IMMEDIATE_KHR over VK_PRESENT_MODE_FIFO_KHR when creating a swap chain when running inVRr. VSync will interfere with compositor cadence. Change 4097855 by Ben.Marsh Move checks for unique field names behind an additional define, to avoid performance hit when compiling blueprints. #jira UE-58593 Change 4097850 by Ben.Marsh Fix UE4Game compile errors. #jira UE-58593 Change 4097849 by Marcin.Undak Vulkan: fix missing debug markers (TCHAR_TO_ANSI lifetime issues) - Fixed by BrandonS. #jira UE-59484 (merged from Dev-Console) Change 4097844 by Ben.Marsh TBA: Use the trivially relocatable allocator with structured archives, to reduce time taken allocating memory in the constructor. #jira UE-58593 Change 4097840 by Ben.Marsh Add a new allocator (TNonRelocatableInlineAllocator) which eliminates conditional logic from GetAllocation(), at the expense of not being trivially relocatable. This provides a significant performance increase for allocators that are dereferenced frequently, but prevents instances of it being stored inside other allocators (which are expected to be trivially relocatable by default). #jira UE-58593 Change 4097831 by Ben.Marsh TBA: Add a fast path for serializing to binary archives that don't require callbacks when leaving slots. #jira UE-58593 Change 4097825 by Marcin.Undak UAT: don't produce .pak file while cooking on the fly (merged from Dev-Console) #jira UE-58923 Change 4097783 by Ethan.Geller [Release-4.20] #jira UE-58004 fix AudioMixer checks in AudioMixerBlueprintLibary, which solves crash when calling recording BP functions. #rb Aaron.McLeran Change 4097767 by Matt.Kuhlenschmidt Fix crash processing mainframe keybindings during slow tasks #jira UE-55765 Change 4097745 by Ben.Marsh Fixes to UpdateCopyright for latest source. #jira Change 4097743 by mason.seay Test map for Virtual Camera Focus testing #jira UE-29618 Change 4097723 by Matt.Kuhlenschmidt Fix crash when importing assets in a folder containing an invalid character for a package name #jira UE-59166,UE-44071 Change 4097713 by Max.Chen Sequencer: Fix missing buttons in the particle toggle track. Fixed CreateKeyEditor and make the the channel handles reflect the channel's inheritance hierarchy. #jira UE-59542 Change 4097683 by Max.Chen Sequencer Scripting: Move to "Scripting" category alongside Python Script Plugin #jira UE-59568 Change 4097681 by Krzysztof.Narkowicz Missing file for CL 4097655: "Added subsurface profile for eye shading model." #jira UE-59708 Change 4097655 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira UE-59708 Change 4097634 by Max.Chen Sequencer: Add checks for valid sequencer. #jira UE-59287 Change 4097627 by Max.Chen Sequencer: Fix for crash OnKeySelected and GetAutoSizeRange #jira UE-58343 Change 4097625 by Max.Chen Sequence Recorder: Fix StopRecording() condition when there is an actor recording that doesn't have a valid actor to record. Fix bool recorder not using bool channels. #jira UE-58688 Change 4097620 by Max.Chen Actor Sequence: Fix crash on compiling blueprint with deleted actor sequence #jira UE-53186 #jira UE-59664 Change 4097616 by Max.Chen Text Render Component: Fix crash on shutdown. #jira UE-58116 Change 4097607 by Max.Chen Sequencer: Use non-throttled spin box for numeric key editor #jira UE-59219 Change 4097606 by Max.Chen Sequencer: Check for a valid segment ID in EvaluateStatic #jira UE-57596 Change 4097538 by Marc.Audy PR #4755: Fix minor typo in comment (Contributed by Marenz) #jira UE-59671 Change 4097518 by Marcin.Undak UBT: fix for platforms overriding project generation (merge from Dev-Console) #jira UE-59485 Change 4097417 by Benn.Gallagher Fixed barycentric computation case causing a check. Should really just output an invalid sentinel value. Warns about failures but no longer crashes. #jira UE-57097 Change 4097407 by Jason.Bestimt Changing MLSDK missing callback to launch MagicLeap URL #JIRA: UE-58631 Change 4097404 by Jason.Bestimt Proper fix for UE-58864 (crash for Android derived platforms in Launch on menu) #JIRA: UE-58864 Change 4097296 by Matt.Kuhlenschmidt Fix rotation widget no longer correctly displaying rotation label while rotating in high dpi #jira UE-58983 Change 4097284 by Matt.Kuhlenschmidt PR #4650: Git plugin: fix crash on commit error (Contributed by SRombauts) #jira UE-57562 Change 4097275 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097261 by Matt.Kuhlenschmidt Undo //UE4/Release-4.20/Engine/Source/Runtime/Slate/Private/Framework/Application/... changelist 4097249 #jira 0 Change 4097249 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097165 by Nick.Shin #jira UE-58441 HTML5 package crashes on several key combinations: uncaught exception: ASM_CONSTS Change 4097163 by Nick.Shin #jira UE-58423 HTML5 Quicklaunch through UnrealFrontEnd fails on Stage Command: Error: System.NullReferenceExeception Change 4096984 by Ben.Marsh Merging changes to //UE4/Main after 4.20 stream was created. #jira Change 4096873 by Ben.Marsh Fix compile errors for UE4Editor when Oodle SDK is not available. #jira Change 4095992 by Ben.Marsh Update stream for analytics. #robomerge none #jira Change 4111924 by Ben.Marsh Force Win32/Win64 game targets in the installed engine build to be compiled with VS2015, to fix missing symbols linking object files built with VS2017 with VS0215 MSVCRT. #jira UE-59891 Change 4106160 by Ben.Marsh UBT: Fix intermittent PDB errors when compiling with ParallelExecutor, caused by MSPDBSRV.EXE instances being terminated while generating multiple PDBs in parallel. #jira UE-59691 Change 4101702 by Mark.Satterthwaite Duplicate 4098660 & 4101604 Restore the MacGraphicsSwitching plugin removed in 3212253 and begin refactoring it to support switching the Editor between Metal GPUs - primarily this is of benefit to those with eGPUs. - Changing the GPU will ask you to restart. - Fixes a bug where 27" iMacs report an Intel GPU even though it is physically disabled. Add support for Metal device notiications and amend the MacGraphicsSwitching plugin to use it to update when GPUs are added or removed. #jira UERNDR-404 Change 4101598 by Andrew.Grant Changed RemoteSession background to something more generic. #jira UE-59062 Change 4101553 by Mark.Satterthwaite Duplicate 4072923 & 4081236 & 4082081 & 4084046 & 4084647 - Fixes LLM double-counting in MetalRHI. - MetalProfiler improvements. #jira NA Change 4099406 by Ben.Marsh Disable building IOS in installed builds on Windows by default. We don't support this on the cross-compile toolchain. #jira UE-57801 [CL 4112874 by jason bestimt in Dev-VR branch]
2018-06-05 10:27:10 -04:00
{
get;
private set;
}
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
/// <summary>
/// Determines support for using job objects
/// </summary>
static internal bool SupportsJobObjects
{
get { return Environment.OSVersion.Platform == PlatformID.Win32NT || Environment.OSVersion.Platform == PlatformID.Win32S || Environment.OSVersion.Platform == PlatformID.Win32Windows; }
}
Copying //UE4/Release-Staging-4.20 to //UE4/Dev-Main (Source: //UE4/Release-4.20 @ 4112782) ============================ MAJOR FEATURES & CHANGES ============================ Change 4112782 by Mitchell.Wilson Resaving some cloth assets and fixing material compile warnings. #jira UE-59946 Change 4112762 by Max.Chen Sequence Recorder: Fix case where first recording is null but there are other valid recordings. StopRecording wasn't getting called because the EndPIE delegate wasn't bound since ActorWorld was incorrectly set. #jira UE-58688 Change 4112738 by Michael.Dupuis #jira none: Fixed Editor instance count, to only include placed instances. Calling GenerateProceduralContent will no longer automatically remove the current content, as we might want to get the generation for something else than replacing existing data. When deleting procedural foliage, we can now specify if we want to rebuild the tree. Change 4112696 by Matt.Kuhlenschmidt Prevent GC of material editor active preview expression #jira UE-49777 Change 4112611 by Michael.Dupuis Fixed Instance count when Alt+Dragging instance #jira UE-59544: After the operation, reselect the instances, as the selection info into the buffer was lost Change 4112536 by Thomas.Sarkanen Fixed static analysis warning caused by CL 4109096 #jira none Change 4112139 by Phillip.Kavan Fix invalid child actor template cast in nativized code when the child actor class type is a converted Blueprint class asset. - Mirrored from //UE4/Dev-Framework (4111638). #jira UE-53747 Change 4112138 by Phillip.Kavan Fix UHT warning about duplicating UFUNCTION() meta on nativized child Blueprint classes that override at least one BPIE method from the parent class. - Mirrored from //UE4/Dev-Framework (4111613). #jira UE-59182 Change 4111630 by Matt.Collins #jira UE-59934 Rolling back the previous integration of CL 4080446 Change 4111526 by Mike.Beach Guarding against bad settings pointers internal to Oculus. #jira UE-59778 Change 4111525 by Daniel.Wright UStaticMeshComponent::PostEditUndo now initializes its UStaticMesh's rendering resources. This is necessary for cases where the UStaticMesh is in the same transaction (PostEditUndo will be called AFTER the component). However, when calling UStaticMesh::InitResources we must use a FStaticMeshComponentRecreateRenderStateContext to safely handle any components using the UStaticMesh which are not in the transaction. #jira UE-59333 Change 4111518 by Mike.Beach Making sure to load the third party dll, and initing Oculus when we querry for Vulkan extensions. Otherwise we end up calling into the OVR plugin before the dll is loaded. #jira UE-53643 Change 4111482 by Matt.Kuhlenschmidt Fix blend sample context menu appering offset on high dpi monitors #jira UE-59925 Change 4111362 by Ben.Marsh Fix warnings building samples due to missing paths. #jira Change 4111299 by James.McNatton Changed category of Virtual Camera plugin to Virtual Production #RNX #Jira UE-59404 Change 4111153 by Max.Chen Sequencer: Fix dereferencing null pointer - CameraNode #jira UE-59347 Change 4111143 by Matt.Collins #jira UE-59934 CL 4107446 from Dev-Rendering. Always force a commandbuffer submission during EndFrame. Change 4111106 by Matt.Collins #jira UERNDR-406 Bringing CL 4104051 from Dev-Rendering (//UE4/Dev-Rendering) to Release-4.20 (//UE4/Release-4.20) --- Some fixes for semaphore handling. Moved the completion handler to EndFrame (out of FlushFreeList()) FlushFreeList() attached a handler to the command buffer that signaled the semaphore. This can be called through RHIFlushResources which will cause a mismatched signal() Added BeginFrame/EndFrame to the loop in AddModalWindows so the renderer gets the expected frame delimiters. Removed call to EndFrame from EndDrawingViewport. --- Change 4111099 by Ben.Zeigler #jira UE-59199 Add enum redirector for CVD_NormalVision, some values map to normal as they were removed This is needed because that enum value would have been written into the EditorPerProjectSettings for anyone that modified editor style, and then cause mysterious cook warnings Change 4111039 by Ben.Zeigler #jira UE-59046 Fix it so trying to convert a soft path to hard object ref will throw error during async loading instead of silently failing Change 4111013 by Steve.Robb Fix for adding a new module to a project. #jira UE-59770 Change 4110907 by Marc.Audy Add required redirectorfor moving classes from TimeManagement to CoreUObject #jira Change 4110897 by Ben.Zeigler #jira UE-57739 Don't crash if dropping a pin on a node causes the source pin to become invalid, just fail to connect instead Change 4110868 by Ben.Zeigler #jira UE-59920 Fix several issues where half-connected reroute nodes could break AutoCreateRefTerm and other node expansions if they happened to be late in the nodes array, by always expanding knot nodes first Change 4110704 by Ben.Zeigler #jira UE-56365 Fix k2 node tooltip code to not crash if the node is out of date due to slate updates being a tick behind Change 4110686 by Andrew.Grant Resaved to fix empty engine version warning #jira UE-59695 Change 4110466 by Ben.Zeigler #jira UE-59908 Change loading screen logo back to one with text baked in and clean up comments Delete unused logo images Change 4110418 by Ben.Zeigler #jira UE-58025 Fix non editor builds Change 4110258 by Max.Chen Sequencer: Fix some erroneous cases in import fbx. In particular, this fixes an issue where importing an fbx onto one node would behave differently if there are multiple nodes in the fbx since it was ambiguous as to which fbx node to map onto the single node in sequencer. - Changed import operation to be more explicit - when invoking through the general import fbx menu, all object bindings are mapped onto. When invoking through the context menu, only the selected object bindings are mapped onto. - Added a user toggle to match by name only. The default is true. - When importing onto a selected node, disable the creation of cameras. - Don't set range bounds on imported keys since external packages, ie. maya, most likely only have 1 equivalent infinite section range. - Remove any existing sections/keys when importing onto existing tracks. #jira UE-59347 Change 4109923 by Michael.Dupuis #jira UE-59904: Build tree post Serialize otherwise sometime foliage will be missing Change 4109916 by mason.seay Updated level blueprint so it Resets Ignore Look Input, which will prevent look input from being ignored if user triggers Ignore multiple times #jira UE-29618 Change 4109849 by Michael.Dupuis #jira none: Removed PRAGMA_ENABLE_OPTIMISATION Change 4109835 by Lukasz.Furman added OnTaskFinished call when behavior tree's subtree is deactivated #jira UE-48353 Change 4109829 by Ben.Zeigler #jira UE-59909 Add logic so the player cannot be hurt during ShieldNS anim notify by adding and removing a damage immune gameplay effect Change 4109820 by Michael.Dupuis #jira UE-59533: Update the LOD Distribution settings to fix the landscape popping Change 4109813 by Michael.Dupuis #jira UE-59533: Increase the max LOD0 distribution factor so on map with very small component, the value can be increase more than before. Change 4109780 by Alexis.Matte Add the tps file for the levenshtein distance algorithm #jira none Change 4109567 by Ben.Marsh Fix incorrect console colors after a warning or error on Mac. Cannot assume that the default foreground color is gray. #jira UE-55093 Change 4109542 by mason.seay Updated timeline on BP #jira UE-29618 Change 4109474 by Marc.Audy Fix shadow variable warning #jira UE-59895 Change 4109420 by Michael.Dupuis #jira UE-58672 : Since it's possible the GetInstanceBasePtr() would not find the base id we hit, do not assume it must always be valid, and simply skip it instead of crashing. Change 4109397 by Ben.Marsh Speculative fix for exception reading UBT makefiles on Mono. Doesn't seem to be able to deserialize dictionaries with custom comparison functions correctly. #jira UE-59222 Change 4109395 by Lauren.Ridge Removing legacy uses of GetEditorIcon from UMG #jira UE-59038 Change 4109390 by Zachary.Wilson Adding alternative ground truth images for AMD on the planar reflection tests. ST_PR00, 03, 04, 05 #jira UE-59409 Change 4109373 by Michael.Dupuis #jira UE-58664 Restrict the Paint/Unpaint Density to 1.0 Restrict the Foliage Density type to 10000 Restrict the Grass Density type to 1000 Fixed a NAN that could be generated when adding instances These settings would still allow to paint ~2 millions instances with the biggest brush and max density per click. Change 4109348 by Lauren.Ridge Removing engine content that used a material attribute layers node inside a material function #jira UE-55739 Change 4109296 by Lauren.Ridge Fix for crash on adding OnClicked event to button in Widget BP #jira UE-59846 Change 4109193 by Matt.Kuhlenschmidt Fixed crash when construction scripts are rerun during the details panel calling posteditchange #jira UE-59649 Change 4109096 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties Revamped change as the last one failed Fast Path automated tests. This change limits the property re-find only to cases where we are using sub-instances. DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4109078 by Ben.Marsh Fix warnings building PlatformerGame due to incorrect include path. #jira Change 4109066 by Matt.Kuhlenschmidt Prevent alt-f4 during slow tasks as it causes entry into the shutdown sequence at abnormal times #jira UE-59866 Change 4109020 by Ben.Marsh Fix client targets showing up in packaging menu for installed builds (which don't ship with client binaries). (This implementation is a little suspect in general - there is no requirement that client targets are called "*Client.Target.cs", though that is typically the case.) #jira UE-59641 Change 4108991 by Martin.Wilson Fix crash when trying to extract transform from raw track with no track data. #jira UE-58025 Change 4108987 by Martin.Wilson Make sure rotations are normalized before creating blended transform #jira UE-53971 Change 4108932 by Thomas.Sarkanen Back out changelist 4108877 This was causing a 100% crash in an automated test #jira none Change 4108930 by Danny.Bouimad Fixing testcase content #Jira UEQATC-405 Change 4108883 by Danny.Bouimad Fixing Automated LodCurveLinkingTest1 #Jira UE-59763 Change 4108877 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4108874 by Thomas.Sarkanen Fixed incorrect preview mesh being applied after retargeting On first setup, the preview mesh was obtained using a legacy path that didnt use the skeleton fallback #jira UE-59636 - When Retargeting Animation, Mesh Set as Preview that Shares Skeleton Isn't Kept Change 4108834 by Thomas.Sarkanen Pressing enter when selecting an object from a Blueprint node now works #jira UE-58017 - Enter key does not set chosen asset on some blueprint nodes Change 4108833 by Thomas.Sarkanen Fixed crash caused by retargeting a skeleton when some of its animations are still open Firstly we now auto-close all assets that use a skeleton when retergetting instead of popping up a dialog to suggest the user does it. Secondly as a safety measure we dont re-use an animation editor if the persona toolkit's skeleton doesnt match. #jira UE-58681 - [CrashReport] UE4Editor_Persona!FPersonaToolkit::SetAnimationAsset() [personatoolkit.cpp:211] Change 4108808 by Dmitriy.Dyomin Fixed: ARPG crashes on Vulkan PC and Android #jira UE-59781 Change 4108719 by Max.Chen Sequencer: Fix CIS #jira UESEQ-355 Change 4108675 by Max.Chen Sequencer: Added audio support to FCP XML import/export #jira UESEQ-355 Change 4108674 by Max.Chen Sequencer: Upon export, log warnings when filename format is not '{shot}' #jira UESEQ-358 Change 4108673 by Max.Chen Sequencer: Added 'Write FCPXML' option to Render Movie Settings dialog. Changed track menu FCPXML export to get default resolution and frame rate from MovieSceneCaptureSettings. #jira UESEQ-358 Change 4108418 by Mark.Satterthwaite Fix Shipping iOS builds. #jira UE-59883 Change 4108118 by Alexis.Matte Make sure GIsImportingT3D is false when the scene importer open the blueprint editor. This flag force a load of UObject when we do FindObject, which in this case was forcing a load of all blueprints assets. #jira UE-59854 #jira UE-57861 Change 4108059 by Ben.Marsh Merge latest UGS fixes (up to 1.140) to 4.20 branch. #jira Change 4107719 by Mark.Satterthwaite Duplicate 4107661: Refactor the MetalRHI debugging tools to move away from reimplementing the Objective-C protocols to adding separate debugging classes. This makes it easier to build on/for future OSes without having to interpose new functionality we don't yet use. #jira UE-59883 Change 4107443 by Lauren.Ridge Fix for crash on connecting curve param node with no texture set #jira UE-59880 Change 4107248 by Dan.Oconnor Explicitly close floating Blueprint Debugger controls when the master tab is closed #jira UE-59835 Change 4107137 by Jason.Bestimt Removing ML Analytics Plugin to fix regressions #JIRA: UE-59874, UE-59873 Change 4107125 by paulo.souza #jira UE-59806 - ARPG - Goblin death not running all destroy logic Change 4107113 by Phillip.Kavan Allow the NativizedAssets plugin source to include monolithic engine header files without a compiler warning. - Mirrored from //UE4/Dev-Framework (4081432). #jira UE-59125 Change 4106736 by Jamie.Dale Fixed content browser filter failing to match certain names if asset paths were omitted from the search #jira UE-59849 Change 4106581 by Martin.Wilson Fix issue with double ticking a reused animation instance on set skeletal mesh because of parallel evaluation. #jira UE-54851 Change 4106475 by Jason.Bestimt Fix for Lumin Linux dependency in a better way #JIRA: CIS Change 4106201 by Michael.Trepka Don't allow invalid cursor clip rects when locking the cursor on Mac #jira UE-59842 Change 4106188 by Jason.Bestimt Wrapping Lumin call with PLATFORM_LUMIN #JIRA: CIS Change 4106179 by Michael.Dupuis #jira UE-53944: Integrated guard from user to prevent crash if bad data is found in the view #4714 Change 4106176 by Martin.Wilson Fix for crash introduced in 4105998 #jira UE-56395 Change 4106103 by Ben.Marsh UBT: Fix intellisense search paths not being set correctly for modules which are not built by default. #jira Change 4106081 by Marc.Audy Fix shadow variable #jira UE-59848 Change 4106078 by Jason.Bestimt Fix for Linux trying to build MagicLeapAnalytics by swapping from Blacklist to Whitelist #JIRA: none Change 4106015 by Martin.Wilson Make sure that animations that have transform curves are up to date on loading. #4320 #jira UE-53392 Change 4106005 by Anthony.Bills [Linux] Add support for terminfo2 to fix mono issue 6752, and rebuild .net 4.5's mscorlib.dll #jira UE-59382 Change 4105998 by Martin.Wilson Fix crash when re registering a skeletal mesh component with a post process instance that references invalid virtual bones #Jira UE-56395 Change 4105962 by Jeff.Fisher Duplicating for 4.20: Change: 4097595 and 4104555 UE-59359 Mr Mesh Crash at startup -Vulkan does not work correctly unless we fill in all of the vertex buffers. MRMesh now requires that via assert and MeshTrackerComponent fills in placeholder data as necessary. -Also fixed the vr.MagicLeap.FakeMeshTrackerData cvar, it was missing the 'MagicLeap'. #jira UE-59359 Change 4105952 by Ben.Marsh Add an "IsTerminating" event to the record of active sessions. Should allow detecting whether RequestExit() was called before an abnormal shutdown was triggered. #jira Change 4105946 by Ben.Marsh Disable debug info for IOS and TVOS in installed builds. #jira UE-59816 Change 4105939 by Michael.Dupuis #jira UE-59256: Properly take into account the scale of the instances when determining LOD transition Added the possibility to see the Cluster tree bounds in the Show->Advanced Menu Change 4105915 by Jamie.Dale Implemented negative indexing for Python wrapped arrays #jira UE-59841 Change 4105896 by Richard.Wallis Another macOS TIS non-MainThread spam warning fix. #jira UE-54623 Change 4105813 by Michael.Dupuis #jira none: Prevent a possible crash if using world offset with a landscape without sub sections Change 4105764 by Ben.Marsh Add a check that a 2015 compiler exists under VS2015 toolchain directories - it may not have been installed. #jira Change 4105747 by Ben.Marsh Fix detection of VS2017 toolchains that only have a 32-bit compiler for x64 (eg. VS2017 Express Desktop) #jira UE-59838 Change 4105642 by Jason.Bestimt Disabling Lumin Platform Editor modules on linux #JIRA: UE-59543 Change 4105553 by Matt.Kuhlenschmidt PR #4633: Fixed DPI awareness of two functions (Contributed by Temaran) #jira UE-57283 Change 4105486 by Michael.Dupuis #jira UE-58074: Include the HeightmapScaleBias in the DDC hash as component can share the same heightmap with different HeightmapScaleBias Change 4105474 by Michael.Dupuis #jira UE-57957: Fixed neightbord component extend used when component was not visible (so not custom data and generating neighbord) #jira UE-58995: Change 4105427 by Sorin.Gradinaru UE-59698 Cannot load youtube URLs on Android #jira UE-59698 #Android #4.20 The native WebView cannot load HTML5 movies if the control's layout doesn't have the FILL_PARENT param Change 4105308 by Mieszko.Zielinski Merge of 4077826 over from Dev-Framework #UE4 #jira UE-59186 Change 4105050 by Ben.Marsh Disable debug info for all target platforms in installed engine builds, to fix bloated install size. IOS and TVOS still have it enabled for now, due to errors when packaging. #jira UE-59816 Change 4104584 by Mike.Beach Mirroring CL 4103694 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104538 by Alexis.Matte Fix crash when reloading a skeletal mesh actor with some vertex painting #jira UE-57891 Change 4104534 by Mike.Beach Mirroring CL 4090670/4094620 from Dev-VR MR Calibration - Fixing an issue where the alignment models would disappear. MR Calibration - Saving garbage mattes when exiting using escape. #jira UEVR-24 Change 4104381 by Alexis.Matte Fix a render thread crash when reimporting skeletal mesh #jira UE-51935 Change 4104365 by Mike.Beach Mirroring CL 4064903 from Dev-VR Removing duplicate redirects, and resaving MRCalibration content so packaging works without failing on old package references. #jira UE-58914 Change 4104341 by Alexis.Matte Support non uniform scale scene transform for fbx skeletal mesh exporter #jira UE-57733 Change 4104328 by Alexis.Matte Fix a crash when re-importing an animation and we have to choose a skeleton for the anim sequence #jira UE-58027 Change 4104318 by Phillip.Kavan Monolithic engine header file exclusion from nativized Blueprint assets is now tied to a project setting. - Mirrored from //UE4/Dev-Framework (4082035). #jira UE-59125 Change 4104305 by Mike.Beach Mirroring CL 4098493 from Dev-VR Not forcing stereo scene capture target to resize (only intended for the main stereo scene buffer, as the depth buffer needs to match the color buffer on some platforms). #jira UE-58953 Change 4104274 by Mike.Beach Mirroring CL 4088048 from Dev-VR Use the standardized tracking-to-world transform for world layer positioning on Oculus - handles both explicit and implicit HMD positioning. #jira UE-59275 Change 4104259 by Mike.Beach Mirroring CL 4084827/4085071 from Dev-VR MRC - Adding CVar for overriding the tracking latency (makes development easier in the calibration process). #jira UEVR-847 Change 4104246 by Mike.Beach Mirroring CL 4084289 from Dev-VR MR - Setting up the calibration save data so that we version it in the future (know that a lens param change is inbound after 4.20). #jira UE-58187 Change 4104240 by Mike.Beach Mirroring CL 4083160 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104233 by Mike.Beach Mirroring CL 4081823 from Dev-VR Loading Oculus controller models in the editor so that they get included in the cooking process (so that the MotionController components that indirectly uses these at runtime don't get dropped). #jira UE-58190 Change 4104196 by Alexis.Matte Unshelved from pending changelist '4075677': Fix fbx scene re-import crash when the user re-import more then one time with some override material. #jira UE-57937 Change 4104191 by Mike.Beach Mirroring CL 4080389 from Dev-VR Speculative fix/guard against live crash - trying to catch malformed model data. Logging helpful information to give us insight in the future. #jira UE-57680 Change 4104177 by Mike.Beach Mirroring CL 4080119 from Dev-VR CIS fix - circumventing vs2015 errors/warnings #jira UE-59326, UE-59324 Change 4104170 by Mike.Beach Mirroring CL 4078631 from Dev-VR Fixing MR Calibration so it scales the alignment model according the the capture's FOV (so they appear the same size across capture devices - leading to a homogenous experience). Also moved the FOV override config setting to be a console command/setting (mrc.FovOverride) to help in testing this. #jira UE-55499 Change 4104167 by Jostin.Bilyeu Checking in needed changes to level TM-DualLobeSpec in order to correctly verify intended functionality of feature #jira UE-29618 Change 4104158 by Peter.Sumanaseni #jira Change 4104057 by Wes.Hunt Remove sending of UniqueAdvertisingId from AnalyticsET SessionStart events. #jira UE-59790 SOURCE CL 4101872 in //UE4/Main/... Change 4104031 by Dan.Oconnor Update assert to handle subobjects nested in components #jira UE-56422 Change 4103946 by Dan.Oconnor No need to load AnimationBlueprintEditor so early #jira UE-59669 Change 4103859 by Brandon.Schaefer Vulkan on Linux does not allow debugging with markers This is required for debugging wtih Render Doc or anything that uses VK debug markers #jira none Change 4103677 by Sorin.Gradinaru UE-59052 Can't use touch to interact with Web Browser on iPhoneX #jira UE-59052 #iOS #4.20 from CL4077699 on Dev-Mobile Fixed crash on some iOS 11 devices (addSubview before setting WebView's params) Fixed unresponsive WebView on iPhone X (resize the parent with the same size as the child, the touch won't work if the parent is smaller) Change 4103637 by Sorin.Gradinaru UE-39451 Web browser widget causes app to crash when packaging for Distribution on Android #UE-39451 #Android #4.30 from CL 4067204 on Dev-Mobile Adding a proguard exception for the WebViewControl.FrameUpdateInfo Change 4103619 by Marc.Audy Allow the default physics volume to be spawned during construction script execution if it needs to be lazily created #jira UE-58875 Change 4103590 by mason.seay Added Show Mouse Cursor #jira UE-29618 Change 4103469 by paulo.souza #jira UE-59807 - War Hammer weapon was missing Ability setting resulting in it not working correctly. Change 4103459 by mason.seay Updated maps so users can toggle UI-only input #jira UE-29618 Change 4103423 by paulo.souza #jira UE-59808 - Projectile abilities collision blocking on the camera trace Change 4103280 by Jason.Bestimt Fixing copyright in Lumin Plugins #JIRA: 59192 Change 4103238 by JeanMichel.Dignard Copied cl 4077328 from dev-enterprise Fixed SoftObjectPtr/Paths becoming invalid when saving a new world since it's being moved from /Temp/Untitled to its own package. #jira UEENT-1423 Change 4103138 by Richard.Wallis Emergency Fix for bug I introduced in macOS UnrealFrontend crashing on open. FSlateMacMenu::PostInitStartup() gets called much much earler in the front end tool than in the editor. Unfortunatly the style set referenced is invalid as this call happens much earlier in the startup than with the game or the editor 1) Changed GetStyleSetName() - this is not imortant for us so it won't crash there again. 2) Added a check to see if the menu hasn't been setup correctly - if not initialize - this allows localization and and correct keyboard short cuts in non editor / game builds. 3) Keep Editor and Game menu startup behaviour the same as before. #jira UE-59704 Change 4102958 by mason.seay Test map update #jira UE-29618 Change 4102847 by Marc.Audy Try and find the full path name for default value of class parameters #jira UE-59746 Change 4102449 by Ben.Marsh PR #4700: This patch fixes a build failure that occurs on the very first build after adding new files with reflected types. (Contributed by junkimu) #jira UE-58275 Change 4102431 by Ben.Marsh UBT: Fix issue where overlapping circularly header dependencies would not be parsed correctly, preventing files not being rebuilt on header changes (noted where Clang detected an out of date PCH). #jira UE-54979 Change 4102328 by Guillaume.Abadie Cherry-pick 4102327: Fixes a bug in FTAAPassParameters::TopLeftCornerViewRects() that was mistakenly increasing input and output view sizes, causing DOF buffers misalignement for split screen & VR. #jira none Change 4102318 by Emil.Persson Fix for dark metal (missing reflections) in Blueprint Editor. Duplicate of changelist 4099649. #jira UE-59217 Change 4102310 by Dmitriy.Dyomin Fixed: UMG element clipping does not work on Android with Mali GPUs #jira UE-56058 Change 4101920 by Ben.Marsh Don't bother tagging the BuildConfiguration schema on Linux and Mac; we only include it in the distribution for Visual Studio anyway. #jira Change 4101538 by Mark.Satterthwaite Duplicate 4073368 Linear allocator for <2MB Managed buffers allocated in 4MB chunks - hopefully this reduces the total number of buffers and thus reduces the churn in the driver further. These should all be Volatile buffers meaning that we should eventually get semi-decent reuse of these buffers. Fixes some buffer alignment and sizing gotcha's along the way. #jira NA Change 4101500 by Mark.Satterthwaite Duplicate 4098091 On Mac we can avoid continually reallocating the depth-fallback texture as we only need the largest size to hang around and we can use DontCare for Load & Store. On iOS due to driver bugs we need to match the size and either Clear or Load - but I think Clear should be faster. Should make FortGPUTestBed faster on the CPU. #jira NA Change 4101453 by Mark.Satterthwaite Duplicate 4078874 & 4079396 Make LPV visualisation work on macOS to aid debugging. #jira UE-58937 Export the constant-buffer bindings that are actually used by Metal shaders to prevent overwriting SRVs & UAVs with unused uniform-buffer data. #jira UE-58937 Change 4101448 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4101417 by Sam.Deiter #JIRA #RB UEDOC-7656 - Fixed an issue with ARPG not building the loading screen CPP file. Change 4101412 by Mark.Satterthwaite Duplicate 4075868 Metal Vega drivers in 10.13.5 fix blitting with non-zero offsets and we should be using the same buffer blitting path on 2013 Mac Pro's now that we aren't paying an exorbitant cost for doing so. #jira N/A Change 4101393 by Mark.Satterthwaite Fixed a mistake I let slip through in 3934147 that will potentially cause slight miscompilation of SP_METAL. #jira N/A Change 4101390 by Marc.Audy Placed Editor Utility Base once again ticks in the editor as intended #jira UE-59743 Change 4101367 by Brandon.Schaefer Avoid printing when in a signal handler. Put that off until the end #jira UE-36663 Change 4101362 by Mark.Satterthwaite Duplicate 4091485 PR - Fixed potential memory leak. #4751 #jira UE-59490 Change 4101349 by Brandon.Schaefer VHACD Needs to be recompiled #jira UE-59506 Change 4101335 by Brandon.Schaefer Cache files that are invalid or the wrong case sensitivity #jira UE-58250 Change 4101325 by Dan.Oconnor SA fix, remove unneeded null check #jira UE-46834 Change 4101278 by Brandon.Schaefer Set our location to Linux/Mac GenerateProject.sh if we are not running from that location #jira UE-59127, UE-57928 Change 4101219 by Brandon.Schaefer If RunUAT gets a signal while running mono bring mono down as well #jira UE-56041 Change 4101169 by Dan.Oconnor Mirror 4094297 from Dev-Framework Mark blueprint created properties as RF_LoadCompleted to prevent the linker from finding them and overwriting them #jira UE-59642 Change 4101157 by Sam.Deiter #jira UEDOC-7655 Updating these images to reflect the name of the project and look like the other loading screens. Change 4101132 by Jamie.Dale Fixed some places that were running asset registry queries inside a loop and causing performance issues #jira UE-59766 Change 4101125 by Jamie.Dale Added IAssetRegistry::GetAssetsByTags to optimize tag look-up when you can have several potential values #jira UE-59766 Change 4101102 by Dan.Oconnor Mirror 4090824 from Dev-Framework Add abillity to insert pins before or after a target pin for Sequence nodes via the context menu #jira UE-59530 Change 4101017 by Brandon.Schaefer Add a pop up message box for Linux to check if we want to or not submit crash report data #jira UE-59617 Change 4100961 by Michael.Trepka Updated Mac VHACD libs #jira UE-59506 Change 4100703 by Dan.Oconnor Mirror 4090523 from Dev-Framework Allow user to close Blueprint Debugger while at a breakpoint, origin of this behavior was 1148085 and the original issue no longer seems to happen. Also fix mismatch between tab name and context menu entry #jira UE-59526 Change 4100697 by Dan.Oconnor Merge 4083850 from Dev-Framework Prevent GameplayAbilitiesEditor from creating FBluerpintActionDatabase when not neccessary, improve performance of FBlueprintActionDatabase::RegisterAllNodeAction #jira UE-59036 Change 4100687 by Dan.Oconnor Mirror 4086666 from Dev-Framework Fix regression due to 'Step Over' fixes - we could pause VM execution when trying to end a Play-in-Editor or Simulated-in-Editor session #jira UE-58916 Change 4100658 by Jostin.Bilyeu Checking in new level TM-DuelLobeSpec and corresponding assets needed to verify Duel Lobe Specularity #jira UE-29618 Change 4100600 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4100576 by Dan.Oconnor Mirror 4081417 from Dev-Framework Enum literals are now more similar to byte literals, which makes them safer to pass by reference #jira UE-58473 Change 4100559 by Dan.Oconnor Mirror 4081153 from Dev-Framework Watch Point Viewer should not be a nomad tab, is owned by the Blueprint Debugger tab manager #jira UE-59313 Change 4100540 by Dan.Oconnor Mirror 4078822 from Dev-Framework Continue trying to finish reinstancing when instances of the old class are being async loaded #jira UE-58123 Change 4100527 by Dan.Oconnor Mirror 4092349 from Dev-Framework Speculative fix for shutdown crash, avoid use of LoadModule in DataValidator ShutdownModule and delete delegates registered in another module when BlueprintGraph shuts down #jira UE-57763 Change 4100478 by Mike.Zyracki weighted, non-weighted fix typo fix for issue found by AndrewP #jira UE-58573 Change 4100445 by Mike.Zyracki Fix for build warning, order of initialization. #jira UE-58712 #trivial Change 4100438 by Dan.Oconnor Mirror 4083455 from Dev-Framework Reduce use of template nodes - a template node was causing an ensure when asset reload code attempted to fix it up #jira UE-46834 Change 4100374 by Mike.Zyracki Fix for bad Camera Rotation Imported From Maya Main issue was that we don't support RotationOrders that aren't XYZ. We had some code to zero out other part's of the FBX transform pipeline but it wasn't setting the Rotation Order correctly and was also based upon old documentation. Currently recommendation is to always just zero everything out. Finally had to use ResetPivotSetAndConvertAnimation since there appears to be a bug with ConvertPivotAnimationRecursive into the correct space. #jira UE-59116 Change 4100310 by Jamie.Dale Fixed ExecutePythonScript failing when passing file arguments #jira none Change 4100305 by Mike.Zyracki Fix for performance issues with motion trails. Found that the main issue was the GetRefTM call. Refactored the code so that we only call that once per tick, instead of up to 4 times per tick. Also we cache the calculation of the key positions, so we don't need to calculate them again when calculating keys. Finally the GetRefTM call was recursive which was a decent hint, so we cache out it's parent's first and just get the transform's linearly. Also we don't select parents or children to show their trails also, this seemed buggy and possibly very very slow. #jira UE-58712 Change 4100290 by Ben.Marsh Prevent schema being added as a build product twice. #jira UE-59757 Change 4100259 by Jeff.Fisher Duplicating in Release-4.20: Change: 4087159 UE-58249 Late update has FP precision issues on PSVR -In lateupdate the TranslatedViewMatrix and its inverse were being calculated from the ViewMatrix, by subtracting the PreViewTranslation. This doesn't work because the translation numerical innacuracy is already in the ViewMatrix. -I also rearanged the UpdateViewMatrix code some to make it look more like the FViewMatrix constructor code that sets this up, just to make it easier to spot the difference. #review-4087096 #jira UE-58249 Files: //UE4/Dev-VR/Engine/Source/Runtime/Engine/Private/SceneView.cpp#71 Change 4100170 by Brandon.Schaefer Need dump_syms and BreakpadSymbolEncoder in installed builds #jira UE-59500 Change 4100070 by Richard.Wallis Speculative fix for crash in macOS AppKit NSPersistentUIManager. Disable NSWindow application resume feature per window - we are not using it anyway. OS system may still be called but hopefully this reduces the amount of work it is doing. There still seems to be some generic data getting written however. There is also an undocumented *NSDisablePersistence* plist key. Using this plist key completely stops any data getting written by the OS window resume feature. This CL does NOT use this because it's undocumented but maybe an option for the future. #jira UE-52294 Change 4099999 by James.McNatton Removed the disconnect button in the VirtualCamera plugin and cleaned up redirectors in VCam Widgets folder #jira UE-58032 #rb none Change 4099996 by Ben.Marsh Build: Merge changes to support AutoSDKs on Mac. #jira UE-59574 Change 4099991 by Jamie.Dale Updated wrapped enums to be more consistent with native Python enums - Wrapped enums now generate values that are instances of the enum type itself, containing a name and value field (like native Python enums). - Wrapped enums are now strongly typed and do not allow implicit conversion from numbers (explicit casting is available, but throws if the value is unknown). - Wrapped enum entries may be compared against numbers (even numbers that don't have valid values) via the == and != operators (like IntEnum in Python). - Wrapped enums may now be iterated (like native Python enums). - Wrapped enums now return a length based on their number of entries (like native Python enums). - ScriptName meta-data can now be used with enum entries. #jira none Change 4099973 by Mitchell.Wilson Removing some more content that got duplicated into the main project from the virtualcamera plugin content. #jira UE-59744 Change 4099913 by Jamie.Dale Fixed some places that were calling LoadModuleChecked during shutdown #jira UE-59482 Change 4099905 by Jamie.Dale Fixed InitializeAvailableCultures missing some languages #jira UE-59349 Change 4099879 by Jamie.Dale Fixed a crash when a Blueprint with variable watches was destroyed #jira UE-59117 Change 4099874 by Mitchell.Wilson Removing some unused files from the Content directory. Updating defaultengine.ini with remote session channel info. #jira UE-59745 UE-59744 Change 4099860 by Benn.Gallagher Fixed clothing data binding state becomming mismatched after a reimport over multiple LODs, moved the unbind and rebind steps out of the inner import loop to be handled before and after the total reimport. #jira UE-57337 Change 4099819 by Richard.Wallis Fix for Timed Notifies scrub incorrectly on timeline on Mac. This is also an issue if running in Hi DPI on windows. #jira UE-55678 Change 4099808 by Jamie.Dale Fixed crash when content hot-reloading the build data for the currently loaded world #jira UE-59163 Change 4099773 by Jamie.Dale Fixed crash after attempting to load a package that is too new #jira UE-58121 Change 4099759 by Jamie.Dale Fixed material editor crash if reloading a texture used by the material #jira UE-57762 Change 4099744 by Jamie.Dale Fixed placeholder string table entries being considered identical as their entry may appear in the future #jira UE-58987 Change 4099735 by Jurre.deBaare Crash importing specific Alembic file #fix Additional fix to triangulation vs indexing of vertex attributes, this fixes the crash but also normal issues seen before #misc default constructor for FTrackRenderData which could cause jittering/invisible geometry #jira UE-59095 Change 4099612 by Michael.Trepka Reverted change that delays crash reporting initialization for CEF on Mac #jira UE-57378 Change 4099564 by Guillaume.Abadie Cherry-pick 4075014: Works arround HLSLCC's issue with InterlockedOr in DOF's reduce pass. #jira none Change 4099557 by Guillaume.Abadie Cherry-pick 4074767: Fixes DOF's scattered bokeh changing of intensity dynamic resolution + TAAU. #jira none Change 4099549 by Guillaume.Abadie Cherry-pick 4073050: Whitelists vulkan for DOF's R11G11B10 optimisation and increase to 4 gathering on consoles. #jira none Change 4099544 by Guillaume.Abadie Cherry-pick 4073044: PR #4681: UE-58051: Scene Capture 2D: additive mode not working in 4.19 (Contributed by lion03) #jira UE-58051 Change 4099540 by Richard.Wallis Fix for PIE HighDPI touch location. #jira UE-59015 Change 4099516 by Richard.Wallis speculative fix for FSlateMacMenu::UpdateMenu() crashes. I've not been able to reproduce this. All the crash call stacks seem to be at shutdown, maybe with the save changes dialogue that would appear after modifications then a CMD+Q. I can get similar behaviour by adjusting when the FMacMenu adds and removes itself to the GCachedMenuState map. This fix changes the access pattern to the map from operator[] (which uses a FindChecked underneath and is the cause of this crash/assert) to a FindRef then checking for a valid node. Since these crashes are at shutdown I think this is ok to do and I've tested with this fix in place, randomly not adding those items to GCachedMenuState object during editor operation and it now survives this and recovers if you then reenable the adding of the items. My best guess as to the cause is that the defered update event on shutdown is happenning way after the FMacMenu dealloc has been called and so the GCachedMenuState is empty by then. #jira UE-57012 Change 4099511 by Max.Chen Fix CIS #jira UE-59739 Change 4099486 by Richard.Wallis Speculative fix for crash in FMacWindow::ApplySizeAndModeChanges(). I had seen a crash in here while working on UE-46999 (fix for that submitted in CL 4016062) due to the window handle becoming nil mid way through the ApplySizeAndModeChanges() function then a deref'd. This CL adds extra null pointer protection to make sure we check the validity of the WindowHandle after calls to UpdateFullScreenState(). #jira UE-55071 Change 4099392 by Andrew.Rodham Sequencer: Fixed RootToSequence transform not being used when compiling segments with "Evaluate Sub Sequences in Isolation" enabled #jira UE-59138 Change 4099386 by Ben.Marsh Include the BuildConfiguration.Schema.xsd file in the installed engine build, and don't write it out when running in an installed build. #jira UE-58692 Change 4099382 by Benn.Gallagher Fixed crash when switching clothing meshes when clothing LOD0 is unbound on a clothing data object. #jira UE-55780 Change 4099363 by Jason.Bestimt Fix for HMD errors #jira UEVR-1191 Change 4099307 by Richard.Wallis Clone of CL 4077664: Fix for Mac crash from crash report: [CrashReport] UE4Editor-Renderer.dylib!void FForwardLightingParameters::Set<FRHICommandList, FRHIPixelShader*>(). Reflection uniform buffer is NULL when shader parameter is bound - fails checkSlow(!Parameter.IsBound() || UniformBufferRHI); in SetUniformBufferParameter(). #jira UE-51698 Change 4099289 by Richard.Wallis Clone of CL 4059587: Fix for Sequencer window opening behind Main Window. FLevelSequenceEditorToolkit::Initialize() Closes and reopens the world outliner after adding the Sequencer window. On Mac this makes the world outliner / main window move back in front of the sequencer window. This change swaps around those operations. Reopen the world outliner then add the sequencer window. Outliner info still changes it's visible data as before. Tested with World Outliner docked and undocked. #jira UE-55280 Change 4099279 by Richard.Wallis Fix for crash in Mac editor copying unusual characters in the output log. Current operation is unsafe. String Length, number of bytes and code units are not always interchangeable in this way - use FString as that is the target type and does the right thing. #jira UE-57774 Change 4099256 by Richard.Wallis Fix for menu options not updating immediatly after creating or removing collision on Mac. We set the bChachedMacMenuStateNeedsUpdate when a menu is opening, key up and mouse up. However these can be missed on a mouse menu selection (mouse up doesn't cover this case). This change makes sure that the menu cache updates after a menu item execute operation has been called. #jira UE-57049 Change 4098972 by Max.Chen Sequencer: Modify the section when toggling the bounded range. This fixes an issue where the evaluation would be incorrect because the template wouldn't regenerate when toggling the section bounds. #jira UE-59726 Change 4098967 by Mike.Zyracki Turn off turning off optimization for geometry sequencer tracks. #trivial #jira UESEQ-372 Change 4098942 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098906 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098881 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098667 by Marcus.Wassmer Duplicate 4098665. Fix d3ddebug error on launch #jira UE-59693 Change 4098542 by Mike.Zyracki Geometry Cache Sequencer Support for 4.20 #jira UESEQ-372 Change 4098373 by Jason.Bestimt Misc Vulkan/Lumin fixes from Dev-VR CL 4071730, 4077567, 4077947, 4078460, 4078467, 4081212, 4081315, 4081648, 4083015 #JIRA: UE-59722 Change 4098334 by Ethan.Geller [Release 4.20] #jira UE-54812 fix up include path. Change 4098286 by Matt.Kuhlenschmidt Fix slate resources being destroyed when a dynamic image brush is destoyed even if the resource is shared. #jira UE-55792 Change 4098284 by Brandon.Schaefer Missing header in Monolithic builds Fixed indent issues, was using spaces vs tabs #jira UE-59705 Change 4098247 by Michael.Trepka Fixed a crash in FMacApplication::ProcessMouseUpEvent() #jira UE-57859 Change 4098219 by Matt.Hoffman Linux CIS Fixes for TOptional #trivial #jira None Change 4098209 by Matt.Kuhlenschmidt Disable "restart detection" reimport test until we can reproduce the issue. Its not detecting a legit issue #jira UE-59710 Change 4098132 by Ben.Marsh Add "Nuget Package Manager" to the list of required components for compiling the engine. #jira UE-59376 Change 4098110 by Ben.Marsh Fix missing DLL errors when compiling for Win32 with the VC++ 14.14 toolchain. #jira UE-59150 Change 4098088 by Matt.Kuhlenschmidt Fix ensure starting tutorials in any editor project #jira UE-59714 Change 4098011 by Ben.Marsh Fix editor targets not being rebuilt when packaging from an installed engine build. #jira UE-58652 Change 4098006 by Matt.Hoffman Deleting keys, undoing the deletion, selecting them and then redoing the deletion no longer causes a crash in Sequencer/UMG's Curve Editors. KeyHandleLookupTables were not being serialized so when Undo/Redo transactions happened their map of the key handles would not be restored. This caused a mis-match in the data (the map contained more entries than actual data) so the map would falsely report a valid index when there was not one. Graph Editor selections are not sync'd with the Undo/Redo system currently so redoing a deletion after selecting keys would leave you in a state where you tried to request now out of bounds keys on the next Tick to update the UI. #jira UE-58270 Change 4097995 by Ryan.Vance #jira UEVR-1190 Disable rhi thread when running with vulkan on oculus android platforms. Change 4097981 by Ben.Marsh Ignore private include paths for any precompiled modules. Prevents warnings when they are stripped out from an installed engine build. #jira Change 4097963 by Ben.Marsh Write the exception callstack to the UBT log when thrown reading a makefile. #jira UE-59222 Change 4097940 by Ben.Marsh Prevent source folder being added as a private include path if it does not exist. #jira UE-59145 Change 4097927 by Ethan.Geller [Release-4.20] #jira UE-54812 Bring fixes over for Set Mic Threshold issue in binary builds. #rb aaron.mcleran Change 4097905 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. It is controlled by parameters inside subsurface profile. #jira UE-59709 Change 4097898 by Ryan.Vance #jira UEVR-1191 Ensure we prefer VK_PRESENT_MODE_MAILBOX_KHR or VK_PRESENT_MODE_IMMEDIATE_KHR over VK_PRESENT_MODE_FIFO_KHR when creating a swap chain when running inVRr. VSync will interfere with compositor cadence. Change 4097855 by Ben.Marsh Move checks for unique field names behind an additional define, to avoid performance hit when compiling blueprints. #jira UE-58593 Change 4097850 by Ben.Marsh Fix UE4Game compile errors. #jira UE-58593 Change 4097849 by Marcin.Undak Vulkan: fix missing debug markers (TCHAR_TO_ANSI lifetime issues) - Fixed by BrandonS. #jira UE-59484 (merged from Dev-Console) Change 4097844 by Ben.Marsh TBA: Use the trivially relocatable allocator with structured archives, to reduce time taken allocating memory in the constructor. #jira UE-58593 Change 4097840 by Ben.Marsh Add a new allocator (TNonRelocatableInlineAllocator) which eliminates conditional logic from GetAllocation(), at the expense of not being trivially relocatable. This provides a significant performance increase for allocators that are dereferenced frequently, but prevents instances of it being stored inside other allocators (which are expected to be trivially relocatable by default). #jira UE-58593 Change 4097831 by Ben.Marsh TBA: Add a fast path for serializing to binary archives that don't require callbacks when leaving slots. #jira UE-58593 Change 4097825 by Marcin.Undak UAT: don't produce .pak file while cooking on the fly (merged from Dev-Console) #jira UE-58923 Change 4097783 by Ethan.Geller [Release-4.20] #jira UE-58004 fix AudioMixer checks in AudioMixerBlueprintLibary, which solves crash when calling recording BP functions. #rb Aaron.McLeran Change 4097767 by Matt.Kuhlenschmidt Fix crash processing mainframe keybindings during slow tasks #jira UE-55765 Change 4097745 by Ben.Marsh Fixes to UpdateCopyright for latest source. #jira Change 4097743 by mason.seay Test map for Virtual Camera Focus testing #jira UE-29618 Change 4097723 by Matt.Kuhlenschmidt Fix crash when importing assets in a folder containing an invalid character for a package name #jira UE-59166,UE-44071 Change 4097713 by Max.Chen Sequencer: Fix missing buttons in the particle toggle track. Fixed CreateKeyEditor and make the the channel handles reflect the channel's inheritance hierarchy. #jira UE-59542 Change 4097683 by Max.Chen Sequencer Scripting: Move to "Scripting" category alongside Python Script Plugin #jira UE-59568 Change 4097681 by Krzysztof.Narkowicz Missing file for CL 4097655: "Added subsurface profile for eye shading model." #jira UE-59708 Change 4097655 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira UE-59708 Change 4097634 by Max.Chen Sequencer: Add checks for valid sequencer. #jira UE-59287 Change 4097627 by Max.Chen Sequencer: Fix for crash OnKeySelected and GetAutoSizeRange #jira UE-58343 Change 4097625 by Max.Chen Sequence Recorder: Fix StopRecording() condition when there is an actor recording that doesn't have a valid actor to record. Fix bool recorder not using bool channels. #jira UE-58688 Change 4097620 by Max.Chen Actor Sequence: Fix crash on compiling blueprint with deleted actor sequence #jira UE-53186 #jira UE-59664 Change 4097616 by Max.Chen Text Render Component: Fix crash on shutdown. #jira UE-58116 Change 4097607 by Max.Chen Sequencer: Use non-throttled spin box for numeric key editor #jira UE-59219 Change 4097606 by Max.Chen Sequencer: Check for a valid segment ID in EvaluateStatic #jira UE-57596 Change 4097538 by Marc.Audy PR #4755: Fix minor typo in comment (Contributed by Marenz) #jira UE-59671 Change 4097518 by Marcin.Undak UBT: fix for platforms overriding project generation (merge from Dev-Console) #jira UE-59485 Change 4097417 by Benn.Gallagher Fixed barycentric computation case causing a check. Should really just output an invalid sentinel value. Warns about failures but no longer crashes. #jira UE-57097 Change 4097407 by Jason.Bestimt Changing MLSDK missing callback to launch MagicLeap URL #JIRA: UE-58631 Change 4097404 by Jason.Bestimt Proper fix for UE-58864 (crash for Android derived platforms in Launch on menu) #JIRA: UE-58864 Change 4097296 by Matt.Kuhlenschmidt Fix rotation widget no longer correctly displaying rotation label while rotating in high dpi #jira UE-58983 Change 4097284 by Matt.Kuhlenschmidt PR #4650: Git plugin: fix crash on commit error (Contributed by SRombauts) #jira UE-57562 Change 4097275 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097261 by Matt.Kuhlenschmidt Undo //UE4/Release-4.20/Engine/Source/Runtime/Slate/Private/Framework/Application/... changelist 4097249 #jira 0 Change 4097249 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097165 by Nick.Shin #jira UE-58441 HTML5 package crashes on several key combinations: uncaught exception: ASM_CONSTS Change 4097163 by Nick.Shin #jira UE-58423 HTML5 Quicklaunch through UnrealFrontEnd fails on Stage Command: Error: System.NullReferenceExeception Change 4096984 by Ben.Marsh Merging changes to //UE4/Main after 4.20 stream was created. #jira Change 4096873 by Ben.Marsh Fix compile errors for UE4Editor when Oodle SDK is not available. #jira Change 4095992 by Ben.Marsh Update stream for analytics. #robomerge none #jira Change 4111924 by Ben.Marsh Force Win32/Win64 game targets in the installed engine build to be compiled with VS2015, to fix missing symbols linking object files built with VS2017 with VS0215 MSVCRT. #jira UE-59891 Change 4106160 by Ben.Marsh UBT: Fix intermittent PDB errors when compiling with ParallelExecutor, caused by MSPDBSRV.EXE instances being terminated while generating multiple PDBs in parallel. #jira UE-59691 Change 4101702 by Mark.Satterthwaite Duplicate 4098660 & 4101604 Restore the MacGraphicsSwitching plugin removed in 3212253 and begin refactoring it to support switching the Editor between Metal GPUs - primarily this is of benefit to those with eGPUs. - Changing the GPU will ask you to restart. - Fixes a bug where 27" iMacs report an Intel GPU even though it is physically disabled. Add support for Metal device notiications and amend the MacGraphicsSwitching plugin to use it to update when GPUs are added or removed. #jira UERNDR-404 Change 4101598 by Andrew.Grant Changed RemoteSession background to something more generic. #jira UE-59062 Change 4101553 by Mark.Satterthwaite Duplicate 4072923 & 4081236 & 4082081 & 4084046 & 4084647 - Fixes LLM double-counting in MetalRHI. - MetalProfiler improvements. #jira NA Change 4099406 by Ben.Marsh Disable building IOS in installed builds on Windows by default. We don't support this on the cross-compile toolchain. #jira UE-57801 [CL 4112874 by jason bestimt in Dev-VR branch]
2018-06-05 10:27:10 -04:00
/// <summary>
/// Constructor
/// </summary>
public ManagedProcessGroup()
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
if(SupportsJobObjects)
Copying //UE4/Release-Staging-4.20 to //UE4/Dev-Main (Source: //UE4/Release-4.20 @ 4112782) ============================ MAJOR FEATURES & CHANGES ============================ Change 4112782 by Mitchell.Wilson Resaving some cloth assets and fixing material compile warnings. #jira UE-59946 Change 4112762 by Max.Chen Sequence Recorder: Fix case where first recording is null but there are other valid recordings. StopRecording wasn't getting called because the EndPIE delegate wasn't bound since ActorWorld was incorrectly set. #jira UE-58688 Change 4112738 by Michael.Dupuis #jira none: Fixed Editor instance count, to only include placed instances. Calling GenerateProceduralContent will no longer automatically remove the current content, as we might want to get the generation for something else than replacing existing data. When deleting procedural foliage, we can now specify if we want to rebuild the tree. Change 4112696 by Matt.Kuhlenschmidt Prevent GC of material editor active preview expression #jira UE-49777 Change 4112611 by Michael.Dupuis Fixed Instance count when Alt+Dragging instance #jira UE-59544: After the operation, reselect the instances, as the selection info into the buffer was lost Change 4112536 by Thomas.Sarkanen Fixed static analysis warning caused by CL 4109096 #jira none Change 4112139 by Phillip.Kavan Fix invalid child actor template cast in nativized code when the child actor class type is a converted Blueprint class asset. - Mirrored from //UE4/Dev-Framework (4111638). #jira UE-53747 Change 4112138 by Phillip.Kavan Fix UHT warning about duplicating UFUNCTION() meta on nativized child Blueprint classes that override at least one BPIE method from the parent class. - Mirrored from //UE4/Dev-Framework (4111613). #jira UE-59182 Change 4111630 by Matt.Collins #jira UE-59934 Rolling back the previous integration of CL 4080446 Change 4111526 by Mike.Beach Guarding against bad settings pointers internal to Oculus. #jira UE-59778 Change 4111525 by Daniel.Wright UStaticMeshComponent::PostEditUndo now initializes its UStaticMesh's rendering resources. This is necessary for cases where the UStaticMesh is in the same transaction (PostEditUndo will be called AFTER the component). However, when calling UStaticMesh::InitResources we must use a FStaticMeshComponentRecreateRenderStateContext to safely handle any components using the UStaticMesh which are not in the transaction. #jira UE-59333 Change 4111518 by Mike.Beach Making sure to load the third party dll, and initing Oculus when we querry for Vulkan extensions. Otherwise we end up calling into the OVR plugin before the dll is loaded. #jira UE-53643 Change 4111482 by Matt.Kuhlenschmidt Fix blend sample context menu appering offset on high dpi monitors #jira UE-59925 Change 4111362 by Ben.Marsh Fix warnings building samples due to missing paths. #jira Change 4111299 by James.McNatton Changed category of Virtual Camera plugin to Virtual Production #RNX #Jira UE-59404 Change 4111153 by Max.Chen Sequencer: Fix dereferencing null pointer - CameraNode #jira UE-59347 Change 4111143 by Matt.Collins #jira UE-59934 CL 4107446 from Dev-Rendering. Always force a commandbuffer submission during EndFrame. Change 4111106 by Matt.Collins #jira UERNDR-406 Bringing CL 4104051 from Dev-Rendering (//UE4/Dev-Rendering) to Release-4.20 (//UE4/Release-4.20) --- Some fixes for semaphore handling. Moved the completion handler to EndFrame (out of FlushFreeList()) FlushFreeList() attached a handler to the command buffer that signaled the semaphore. This can be called through RHIFlushResources which will cause a mismatched signal() Added BeginFrame/EndFrame to the loop in AddModalWindows so the renderer gets the expected frame delimiters. Removed call to EndFrame from EndDrawingViewport. --- Change 4111099 by Ben.Zeigler #jira UE-59199 Add enum redirector for CVD_NormalVision, some values map to normal as they were removed This is needed because that enum value would have been written into the EditorPerProjectSettings for anyone that modified editor style, and then cause mysterious cook warnings Change 4111039 by Ben.Zeigler #jira UE-59046 Fix it so trying to convert a soft path to hard object ref will throw error during async loading instead of silently failing Change 4111013 by Steve.Robb Fix for adding a new module to a project. #jira UE-59770 Change 4110907 by Marc.Audy Add required redirectorfor moving classes from TimeManagement to CoreUObject #jira Change 4110897 by Ben.Zeigler #jira UE-57739 Don't crash if dropping a pin on a node causes the source pin to become invalid, just fail to connect instead Change 4110868 by Ben.Zeigler #jira UE-59920 Fix several issues where half-connected reroute nodes could break AutoCreateRefTerm and other node expansions if they happened to be late in the nodes array, by always expanding knot nodes first Change 4110704 by Ben.Zeigler #jira UE-56365 Fix k2 node tooltip code to not crash if the node is out of date due to slate updates being a tick behind Change 4110686 by Andrew.Grant Resaved to fix empty engine version warning #jira UE-59695 Change 4110466 by Ben.Zeigler #jira UE-59908 Change loading screen logo back to one with text baked in and clean up comments Delete unused logo images Change 4110418 by Ben.Zeigler #jira UE-58025 Fix non editor builds Change 4110258 by Max.Chen Sequencer: Fix some erroneous cases in import fbx. In particular, this fixes an issue where importing an fbx onto one node would behave differently if there are multiple nodes in the fbx since it was ambiguous as to which fbx node to map onto the single node in sequencer. - Changed import operation to be more explicit - when invoking through the general import fbx menu, all object bindings are mapped onto. When invoking through the context menu, only the selected object bindings are mapped onto. - Added a user toggle to match by name only. The default is true. - When importing onto a selected node, disable the creation of cameras. - Don't set range bounds on imported keys since external packages, ie. maya, most likely only have 1 equivalent infinite section range. - Remove any existing sections/keys when importing onto existing tracks. #jira UE-59347 Change 4109923 by Michael.Dupuis #jira UE-59904: Build tree post Serialize otherwise sometime foliage will be missing Change 4109916 by mason.seay Updated level blueprint so it Resets Ignore Look Input, which will prevent look input from being ignored if user triggers Ignore multiple times #jira UE-29618 Change 4109849 by Michael.Dupuis #jira none: Removed PRAGMA_ENABLE_OPTIMISATION Change 4109835 by Lukasz.Furman added OnTaskFinished call when behavior tree's subtree is deactivated #jira UE-48353 Change 4109829 by Ben.Zeigler #jira UE-59909 Add logic so the player cannot be hurt during ShieldNS anim notify by adding and removing a damage immune gameplay effect Change 4109820 by Michael.Dupuis #jira UE-59533: Update the LOD Distribution settings to fix the landscape popping Change 4109813 by Michael.Dupuis #jira UE-59533: Increase the max LOD0 distribution factor so on map with very small component, the value can be increase more than before. Change 4109780 by Alexis.Matte Add the tps file for the levenshtein distance algorithm #jira none Change 4109567 by Ben.Marsh Fix incorrect console colors after a warning or error on Mac. Cannot assume that the default foreground color is gray. #jira UE-55093 Change 4109542 by mason.seay Updated timeline on BP #jira UE-29618 Change 4109474 by Marc.Audy Fix shadow variable warning #jira UE-59895 Change 4109420 by Michael.Dupuis #jira UE-58672 : Since it's possible the GetInstanceBasePtr() would not find the base id we hit, do not assume it must always be valid, and simply skip it instead of crashing. Change 4109397 by Ben.Marsh Speculative fix for exception reading UBT makefiles on Mono. Doesn't seem to be able to deserialize dictionaries with custom comparison functions correctly. #jira UE-59222 Change 4109395 by Lauren.Ridge Removing legacy uses of GetEditorIcon from UMG #jira UE-59038 Change 4109390 by Zachary.Wilson Adding alternative ground truth images for AMD on the planar reflection tests. ST_PR00, 03, 04, 05 #jira UE-59409 Change 4109373 by Michael.Dupuis #jira UE-58664 Restrict the Paint/Unpaint Density to 1.0 Restrict the Foliage Density type to 10000 Restrict the Grass Density type to 1000 Fixed a NAN that could be generated when adding instances These settings would still allow to paint ~2 millions instances with the biggest brush and max density per click. Change 4109348 by Lauren.Ridge Removing engine content that used a material attribute layers node inside a material function #jira UE-55739 Change 4109296 by Lauren.Ridge Fix for crash on adding OnClicked event to button in Widget BP #jira UE-59846 Change 4109193 by Matt.Kuhlenschmidt Fixed crash when construction scripts are rerun during the details panel calling posteditchange #jira UE-59649 Change 4109096 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties Revamped change as the last one failed Fast Path automated tests. This change limits the property re-find only to cases where we are using sub-instances. DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4109078 by Ben.Marsh Fix warnings building PlatformerGame due to incorrect include path. #jira Change 4109066 by Matt.Kuhlenschmidt Prevent alt-f4 during slow tasks as it causes entry into the shutdown sequence at abnormal times #jira UE-59866 Change 4109020 by Ben.Marsh Fix client targets showing up in packaging menu for installed builds (which don't ship with client binaries). (This implementation is a little suspect in general - there is no requirement that client targets are called "*Client.Target.cs", though that is typically the case.) #jira UE-59641 Change 4108991 by Martin.Wilson Fix crash when trying to extract transform from raw track with no track data. #jira UE-58025 Change 4108987 by Martin.Wilson Make sure rotations are normalized before creating blended transform #jira UE-53971 Change 4108932 by Thomas.Sarkanen Back out changelist 4108877 This was causing a 100% crash in an automated test #jira none Change 4108930 by Danny.Bouimad Fixing testcase content #Jira UEQATC-405 Change 4108883 by Danny.Bouimad Fixing Automated LodCurveLinkingTest1 #Jira UE-59763 Change 4108877 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4108874 by Thomas.Sarkanen Fixed incorrect preview mesh being applied after retargeting On first setup, the preview mesh was obtained using a legacy path that didnt use the skeleton fallback #jira UE-59636 - When Retargeting Animation, Mesh Set as Preview that Shares Skeleton Isn't Kept Change 4108834 by Thomas.Sarkanen Pressing enter when selecting an object from a Blueprint node now works #jira UE-58017 - Enter key does not set chosen asset on some blueprint nodes Change 4108833 by Thomas.Sarkanen Fixed crash caused by retargeting a skeleton when some of its animations are still open Firstly we now auto-close all assets that use a skeleton when retergetting instead of popping up a dialog to suggest the user does it. Secondly as a safety measure we dont re-use an animation editor if the persona toolkit's skeleton doesnt match. #jira UE-58681 - [CrashReport] UE4Editor_Persona!FPersonaToolkit::SetAnimationAsset() [personatoolkit.cpp:211] Change 4108808 by Dmitriy.Dyomin Fixed: ARPG crashes on Vulkan PC and Android #jira UE-59781 Change 4108719 by Max.Chen Sequencer: Fix CIS #jira UESEQ-355 Change 4108675 by Max.Chen Sequencer: Added audio support to FCP XML import/export #jira UESEQ-355 Change 4108674 by Max.Chen Sequencer: Upon export, log warnings when filename format is not '{shot}' #jira UESEQ-358 Change 4108673 by Max.Chen Sequencer: Added 'Write FCPXML' option to Render Movie Settings dialog. Changed track menu FCPXML export to get default resolution and frame rate from MovieSceneCaptureSettings. #jira UESEQ-358 Change 4108418 by Mark.Satterthwaite Fix Shipping iOS builds. #jira UE-59883 Change 4108118 by Alexis.Matte Make sure GIsImportingT3D is false when the scene importer open the blueprint editor. This flag force a load of UObject when we do FindObject, which in this case was forcing a load of all blueprints assets. #jira UE-59854 #jira UE-57861 Change 4108059 by Ben.Marsh Merge latest UGS fixes (up to 1.140) to 4.20 branch. #jira Change 4107719 by Mark.Satterthwaite Duplicate 4107661: Refactor the MetalRHI debugging tools to move away from reimplementing the Objective-C protocols to adding separate debugging classes. This makes it easier to build on/for future OSes without having to interpose new functionality we don't yet use. #jira UE-59883 Change 4107443 by Lauren.Ridge Fix for crash on connecting curve param node with no texture set #jira UE-59880 Change 4107248 by Dan.Oconnor Explicitly close floating Blueprint Debugger controls when the master tab is closed #jira UE-59835 Change 4107137 by Jason.Bestimt Removing ML Analytics Plugin to fix regressions #JIRA: UE-59874, UE-59873 Change 4107125 by paulo.souza #jira UE-59806 - ARPG - Goblin death not running all destroy logic Change 4107113 by Phillip.Kavan Allow the NativizedAssets plugin source to include monolithic engine header files without a compiler warning. - Mirrored from //UE4/Dev-Framework (4081432). #jira UE-59125 Change 4106736 by Jamie.Dale Fixed content browser filter failing to match certain names if asset paths were omitted from the search #jira UE-59849 Change 4106581 by Martin.Wilson Fix issue with double ticking a reused animation instance on set skeletal mesh because of parallel evaluation. #jira UE-54851 Change 4106475 by Jason.Bestimt Fix for Lumin Linux dependency in a better way #JIRA: CIS Change 4106201 by Michael.Trepka Don't allow invalid cursor clip rects when locking the cursor on Mac #jira UE-59842 Change 4106188 by Jason.Bestimt Wrapping Lumin call with PLATFORM_LUMIN #JIRA: CIS Change 4106179 by Michael.Dupuis #jira UE-53944: Integrated guard from user to prevent crash if bad data is found in the view #4714 Change 4106176 by Martin.Wilson Fix for crash introduced in 4105998 #jira UE-56395 Change 4106103 by Ben.Marsh UBT: Fix intellisense search paths not being set correctly for modules which are not built by default. #jira Change 4106081 by Marc.Audy Fix shadow variable #jira UE-59848 Change 4106078 by Jason.Bestimt Fix for Linux trying to build MagicLeapAnalytics by swapping from Blacklist to Whitelist #JIRA: none Change 4106015 by Martin.Wilson Make sure that animations that have transform curves are up to date on loading. #4320 #jira UE-53392 Change 4106005 by Anthony.Bills [Linux] Add support for terminfo2 to fix mono issue 6752, and rebuild .net 4.5's mscorlib.dll #jira UE-59382 Change 4105998 by Martin.Wilson Fix crash when re registering a skeletal mesh component with a post process instance that references invalid virtual bones #Jira UE-56395 Change 4105962 by Jeff.Fisher Duplicating for 4.20: Change: 4097595 and 4104555 UE-59359 Mr Mesh Crash at startup -Vulkan does not work correctly unless we fill in all of the vertex buffers. MRMesh now requires that via assert and MeshTrackerComponent fills in placeholder data as necessary. -Also fixed the vr.MagicLeap.FakeMeshTrackerData cvar, it was missing the 'MagicLeap'. #jira UE-59359 Change 4105952 by Ben.Marsh Add an "IsTerminating" event to the record of active sessions. Should allow detecting whether RequestExit() was called before an abnormal shutdown was triggered. #jira Change 4105946 by Ben.Marsh Disable debug info for IOS and TVOS in installed builds. #jira UE-59816 Change 4105939 by Michael.Dupuis #jira UE-59256: Properly take into account the scale of the instances when determining LOD transition Added the possibility to see the Cluster tree bounds in the Show->Advanced Menu Change 4105915 by Jamie.Dale Implemented negative indexing for Python wrapped arrays #jira UE-59841 Change 4105896 by Richard.Wallis Another macOS TIS non-MainThread spam warning fix. #jira UE-54623 Change 4105813 by Michael.Dupuis #jira none: Prevent a possible crash if using world offset with a landscape without sub sections Change 4105764 by Ben.Marsh Add a check that a 2015 compiler exists under VS2015 toolchain directories - it may not have been installed. #jira Change 4105747 by Ben.Marsh Fix detection of VS2017 toolchains that only have a 32-bit compiler for x64 (eg. VS2017 Express Desktop) #jira UE-59838 Change 4105642 by Jason.Bestimt Disabling Lumin Platform Editor modules on linux #JIRA: UE-59543 Change 4105553 by Matt.Kuhlenschmidt PR #4633: Fixed DPI awareness of two functions (Contributed by Temaran) #jira UE-57283 Change 4105486 by Michael.Dupuis #jira UE-58074: Include the HeightmapScaleBias in the DDC hash as component can share the same heightmap with different HeightmapScaleBias Change 4105474 by Michael.Dupuis #jira UE-57957: Fixed neightbord component extend used when component was not visible (so not custom data and generating neighbord) #jira UE-58995: Change 4105427 by Sorin.Gradinaru UE-59698 Cannot load youtube URLs on Android #jira UE-59698 #Android #4.20 The native WebView cannot load HTML5 movies if the control's layout doesn't have the FILL_PARENT param Change 4105308 by Mieszko.Zielinski Merge of 4077826 over from Dev-Framework #UE4 #jira UE-59186 Change 4105050 by Ben.Marsh Disable debug info for all target platforms in installed engine builds, to fix bloated install size. IOS and TVOS still have it enabled for now, due to errors when packaging. #jira UE-59816 Change 4104584 by Mike.Beach Mirroring CL 4103694 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104538 by Alexis.Matte Fix crash when reloading a skeletal mesh actor with some vertex painting #jira UE-57891 Change 4104534 by Mike.Beach Mirroring CL 4090670/4094620 from Dev-VR MR Calibration - Fixing an issue where the alignment models would disappear. MR Calibration - Saving garbage mattes when exiting using escape. #jira UEVR-24 Change 4104381 by Alexis.Matte Fix a render thread crash when reimporting skeletal mesh #jira UE-51935 Change 4104365 by Mike.Beach Mirroring CL 4064903 from Dev-VR Removing duplicate redirects, and resaving MRCalibration content so packaging works without failing on old package references. #jira UE-58914 Change 4104341 by Alexis.Matte Support non uniform scale scene transform for fbx skeletal mesh exporter #jira UE-57733 Change 4104328 by Alexis.Matte Fix a crash when re-importing an animation and we have to choose a skeleton for the anim sequence #jira UE-58027 Change 4104318 by Phillip.Kavan Monolithic engine header file exclusion from nativized Blueprint assets is now tied to a project setting. - Mirrored from //UE4/Dev-Framework (4082035). #jira UE-59125 Change 4104305 by Mike.Beach Mirroring CL 4098493 from Dev-VR Not forcing stereo scene capture target to resize (only intended for the main stereo scene buffer, as the depth buffer needs to match the color buffer on some platforms). #jira UE-58953 Change 4104274 by Mike.Beach Mirroring CL 4088048 from Dev-VR Use the standardized tracking-to-world transform for world layer positioning on Oculus - handles both explicit and implicit HMD positioning. #jira UE-59275 Change 4104259 by Mike.Beach Mirroring CL 4084827/4085071 from Dev-VR MRC - Adding CVar for overriding the tracking latency (makes development easier in the calibration process). #jira UEVR-847 Change 4104246 by Mike.Beach Mirroring CL 4084289 from Dev-VR MR - Setting up the calibration save data so that we version it in the future (know that a lens param change is inbound after 4.20). #jira UE-58187 Change 4104240 by Mike.Beach Mirroring CL 4083160 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104233 by Mike.Beach Mirroring CL 4081823 from Dev-VR Loading Oculus controller models in the editor so that they get included in the cooking process (so that the MotionController components that indirectly uses these at runtime don't get dropped). #jira UE-58190 Change 4104196 by Alexis.Matte Unshelved from pending changelist '4075677': Fix fbx scene re-import crash when the user re-import more then one time with some override material. #jira UE-57937 Change 4104191 by Mike.Beach Mirroring CL 4080389 from Dev-VR Speculative fix/guard against live crash - trying to catch malformed model data. Logging helpful information to give us insight in the future. #jira UE-57680 Change 4104177 by Mike.Beach Mirroring CL 4080119 from Dev-VR CIS fix - circumventing vs2015 errors/warnings #jira UE-59326, UE-59324 Change 4104170 by Mike.Beach Mirroring CL 4078631 from Dev-VR Fixing MR Calibration so it scales the alignment model according the the capture's FOV (so they appear the same size across capture devices - leading to a homogenous experience). Also moved the FOV override config setting to be a console command/setting (mrc.FovOverride) to help in testing this. #jira UE-55499 Change 4104167 by Jostin.Bilyeu Checking in needed changes to level TM-DualLobeSpec in order to correctly verify intended functionality of feature #jira UE-29618 Change 4104158 by Peter.Sumanaseni #jira Change 4104057 by Wes.Hunt Remove sending of UniqueAdvertisingId from AnalyticsET SessionStart events. #jira UE-59790 SOURCE CL 4101872 in //UE4/Main/... Change 4104031 by Dan.Oconnor Update assert to handle subobjects nested in components #jira UE-56422 Change 4103946 by Dan.Oconnor No need to load AnimationBlueprintEditor so early #jira UE-59669 Change 4103859 by Brandon.Schaefer Vulkan on Linux does not allow debugging with markers This is required for debugging wtih Render Doc or anything that uses VK debug markers #jira none Change 4103677 by Sorin.Gradinaru UE-59052 Can't use touch to interact with Web Browser on iPhoneX #jira UE-59052 #iOS #4.20 from CL4077699 on Dev-Mobile Fixed crash on some iOS 11 devices (addSubview before setting WebView's params) Fixed unresponsive WebView on iPhone X (resize the parent with the same size as the child, the touch won't work if the parent is smaller) Change 4103637 by Sorin.Gradinaru UE-39451 Web browser widget causes app to crash when packaging for Distribution on Android #UE-39451 #Android #4.30 from CL 4067204 on Dev-Mobile Adding a proguard exception for the WebViewControl.FrameUpdateInfo Change 4103619 by Marc.Audy Allow the default physics volume to be spawned during construction script execution if it needs to be lazily created #jira UE-58875 Change 4103590 by mason.seay Added Show Mouse Cursor #jira UE-29618 Change 4103469 by paulo.souza #jira UE-59807 - War Hammer weapon was missing Ability setting resulting in it not working correctly. Change 4103459 by mason.seay Updated maps so users can toggle UI-only input #jira UE-29618 Change 4103423 by paulo.souza #jira UE-59808 - Projectile abilities collision blocking on the camera trace Change 4103280 by Jason.Bestimt Fixing copyright in Lumin Plugins #JIRA: 59192 Change 4103238 by JeanMichel.Dignard Copied cl 4077328 from dev-enterprise Fixed SoftObjectPtr/Paths becoming invalid when saving a new world since it's being moved from /Temp/Untitled to its own package. #jira UEENT-1423 Change 4103138 by Richard.Wallis Emergency Fix for bug I introduced in macOS UnrealFrontend crashing on open. FSlateMacMenu::PostInitStartup() gets called much much earler in the front end tool than in the editor. Unfortunatly the style set referenced is invalid as this call happens much earlier in the startup than with the game or the editor 1) Changed GetStyleSetName() - this is not imortant for us so it won't crash there again. 2) Added a check to see if the menu hasn't been setup correctly - if not initialize - this allows localization and and correct keyboard short cuts in non editor / game builds. 3) Keep Editor and Game menu startup behaviour the same as before. #jira UE-59704 Change 4102958 by mason.seay Test map update #jira UE-29618 Change 4102847 by Marc.Audy Try and find the full path name for default value of class parameters #jira UE-59746 Change 4102449 by Ben.Marsh PR #4700: This patch fixes a build failure that occurs on the very first build after adding new files with reflected types. (Contributed by junkimu) #jira UE-58275 Change 4102431 by Ben.Marsh UBT: Fix issue where overlapping circularly header dependencies would not be parsed correctly, preventing files not being rebuilt on header changes (noted where Clang detected an out of date PCH). #jira UE-54979 Change 4102328 by Guillaume.Abadie Cherry-pick 4102327: Fixes a bug in FTAAPassParameters::TopLeftCornerViewRects() that was mistakenly increasing input and output view sizes, causing DOF buffers misalignement for split screen & VR. #jira none Change 4102318 by Emil.Persson Fix for dark metal (missing reflections) in Blueprint Editor. Duplicate of changelist 4099649. #jira UE-59217 Change 4102310 by Dmitriy.Dyomin Fixed: UMG element clipping does not work on Android with Mali GPUs #jira UE-56058 Change 4101920 by Ben.Marsh Don't bother tagging the BuildConfiguration schema on Linux and Mac; we only include it in the distribution for Visual Studio anyway. #jira Change 4101538 by Mark.Satterthwaite Duplicate 4073368 Linear allocator for <2MB Managed buffers allocated in 4MB chunks - hopefully this reduces the total number of buffers and thus reduces the churn in the driver further. These should all be Volatile buffers meaning that we should eventually get semi-decent reuse of these buffers. Fixes some buffer alignment and sizing gotcha's along the way. #jira NA Change 4101500 by Mark.Satterthwaite Duplicate 4098091 On Mac we can avoid continually reallocating the depth-fallback texture as we only need the largest size to hang around and we can use DontCare for Load & Store. On iOS due to driver bugs we need to match the size and either Clear or Load - but I think Clear should be faster. Should make FortGPUTestBed faster on the CPU. #jira NA Change 4101453 by Mark.Satterthwaite Duplicate 4078874 & 4079396 Make LPV visualisation work on macOS to aid debugging. #jira UE-58937 Export the constant-buffer bindings that are actually used by Metal shaders to prevent overwriting SRVs & UAVs with unused uniform-buffer data. #jira UE-58937 Change 4101448 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4101417 by Sam.Deiter #JIRA #RB UEDOC-7656 - Fixed an issue with ARPG not building the loading screen CPP file. Change 4101412 by Mark.Satterthwaite Duplicate 4075868 Metal Vega drivers in 10.13.5 fix blitting with non-zero offsets and we should be using the same buffer blitting path on 2013 Mac Pro's now that we aren't paying an exorbitant cost for doing so. #jira N/A Change 4101393 by Mark.Satterthwaite Fixed a mistake I let slip through in 3934147 that will potentially cause slight miscompilation of SP_METAL. #jira N/A Change 4101390 by Marc.Audy Placed Editor Utility Base once again ticks in the editor as intended #jira UE-59743 Change 4101367 by Brandon.Schaefer Avoid printing when in a signal handler. Put that off until the end #jira UE-36663 Change 4101362 by Mark.Satterthwaite Duplicate 4091485 PR - Fixed potential memory leak. #4751 #jira UE-59490 Change 4101349 by Brandon.Schaefer VHACD Needs to be recompiled #jira UE-59506 Change 4101335 by Brandon.Schaefer Cache files that are invalid or the wrong case sensitivity #jira UE-58250 Change 4101325 by Dan.Oconnor SA fix, remove unneeded null check #jira UE-46834 Change 4101278 by Brandon.Schaefer Set our location to Linux/Mac GenerateProject.sh if we are not running from that location #jira UE-59127, UE-57928 Change 4101219 by Brandon.Schaefer If RunUAT gets a signal while running mono bring mono down as well #jira UE-56041 Change 4101169 by Dan.Oconnor Mirror 4094297 from Dev-Framework Mark blueprint created properties as RF_LoadCompleted to prevent the linker from finding them and overwriting them #jira UE-59642 Change 4101157 by Sam.Deiter #jira UEDOC-7655 Updating these images to reflect the name of the project and look like the other loading screens. Change 4101132 by Jamie.Dale Fixed some places that were running asset registry queries inside a loop and causing performance issues #jira UE-59766 Change 4101125 by Jamie.Dale Added IAssetRegistry::GetAssetsByTags to optimize tag look-up when you can have several potential values #jira UE-59766 Change 4101102 by Dan.Oconnor Mirror 4090824 from Dev-Framework Add abillity to insert pins before or after a target pin for Sequence nodes via the context menu #jira UE-59530 Change 4101017 by Brandon.Schaefer Add a pop up message box for Linux to check if we want to or not submit crash report data #jira UE-59617 Change 4100961 by Michael.Trepka Updated Mac VHACD libs #jira UE-59506 Change 4100703 by Dan.Oconnor Mirror 4090523 from Dev-Framework Allow user to close Blueprint Debugger while at a breakpoint, origin of this behavior was 1148085 and the original issue no longer seems to happen. Also fix mismatch between tab name and context menu entry #jira UE-59526 Change 4100697 by Dan.Oconnor Merge 4083850 from Dev-Framework Prevent GameplayAbilitiesEditor from creating FBluerpintActionDatabase when not neccessary, improve performance of FBlueprintActionDatabase::RegisterAllNodeAction #jira UE-59036 Change 4100687 by Dan.Oconnor Mirror 4086666 from Dev-Framework Fix regression due to 'Step Over' fixes - we could pause VM execution when trying to end a Play-in-Editor or Simulated-in-Editor session #jira UE-58916 Change 4100658 by Jostin.Bilyeu Checking in new level TM-DuelLobeSpec and corresponding assets needed to verify Duel Lobe Specularity #jira UE-29618 Change 4100600 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4100576 by Dan.Oconnor Mirror 4081417 from Dev-Framework Enum literals are now more similar to byte literals, which makes them safer to pass by reference #jira UE-58473 Change 4100559 by Dan.Oconnor Mirror 4081153 from Dev-Framework Watch Point Viewer should not be a nomad tab, is owned by the Blueprint Debugger tab manager #jira UE-59313 Change 4100540 by Dan.Oconnor Mirror 4078822 from Dev-Framework Continue trying to finish reinstancing when instances of the old class are being async loaded #jira UE-58123 Change 4100527 by Dan.Oconnor Mirror 4092349 from Dev-Framework Speculative fix for shutdown crash, avoid use of LoadModule in DataValidator ShutdownModule and delete delegates registered in another module when BlueprintGraph shuts down #jira UE-57763 Change 4100478 by Mike.Zyracki weighted, non-weighted fix typo fix for issue found by AndrewP #jira UE-58573 Change 4100445 by Mike.Zyracki Fix for build warning, order of initialization. #jira UE-58712 #trivial Change 4100438 by Dan.Oconnor Mirror 4083455 from Dev-Framework Reduce use of template nodes - a template node was causing an ensure when asset reload code attempted to fix it up #jira UE-46834 Change 4100374 by Mike.Zyracki Fix for bad Camera Rotation Imported From Maya Main issue was that we don't support RotationOrders that aren't XYZ. We had some code to zero out other part's of the FBX transform pipeline but it wasn't setting the Rotation Order correctly and was also based upon old documentation. Currently recommendation is to always just zero everything out. Finally had to use ResetPivotSetAndConvertAnimation since there appears to be a bug with ConvertPivotAnimationRecursive into the correct space. #jira UE-59116 Change 4100310 by Jamie.Dale Fixed ExecutePythonScript failing when passing file arguments #jira none Change 4100305 by Mike.Zyracki Fix for performance issues with motion trails. Found that the main issue was the GetRefTM call. Refactored the code so that we only call that once per tick, instead of up to 4 times per tick. Also we cache the calculation of the key positions, so we don't need to calculate them again when calculating keys. Finally the GetRefTM call was recursive which was a decent hint, so we cache out it's parent's first and just get the transform's linearly. Also we don't select parents or children to show their trails also, this seemed buggy and possibly very very slow. #jira UE-58712 Change 4100290 by Ben.Marsh Prevent schema being added as a build product twice. #jira UE-59757 Change 4100259 by Jeff.Fisher Duplicating in Release-4.20: Change: 4087159 UE-58249 Late update has FP precision issues on PSVR -In lateupdate the TranslatedViewMatrix and its inverse were being calculated from the ViewMatrix, by subtracting the PreViewTranslation. This doesn't work because the translation numerical innacuracy is already in the ViewMatrix. -I also rearanged the UpdateViewMatrix code some to make it look more like the FViewMatrix constructor code that sets this up, just to make it easier to spot the difference. #review-4087096 #jira UE-58249 Files: //UE4/Dev-VR/Engine/Source/Runtime/Engine/Private/SceneView.cpp#71 Change 4100170 by Brandon.Schaefer Need dump_syms and BreakpadSymbolEncoder in installed builds #jira UE-59500 Change 4100070 by Richard.Wallis Speculative fix for crash in macOS AppKit NSPersistentUIManager. Disable NSWindow application resume feature per window - we are not using it anyway. OS system may still be called but hopefully this reduces the amount of work it is doing. There still seems to be some generic data getting written however. There is also an undocumented *NSDisablePersistence* plist key. Using this plist key completely stops any data getting written by the OS window resume feature. This CL does NOT use this because it's undocumented but maybe an option for the future. #jira UE-52294 Change 4099999 by James.McNatton Removed the disconnect button in the VirtualCamera plugin and cleaned up redirectors in VCam Widgets folder #jira UE-58032 #rb none Change 4099996 by Ben.Marsh Build: Merge changes to support AutoSDKs on Mac. #jira UE-59574 Change 4099991 by Jamie.Dale Updated wrapped enums to be more consistent with native Python enums - Wrapped enums now generate values that are instances of the enum type itself, containing a name and value field (like native Python enums). - Wrapped enums are now strongly typed and do not allow implicit conversion from numbers (explicit casting is available, but throws if the value is unknown). - Wrapped enum entries may be compared against numbers (even numbers that don't have valid values) via the == and != operators (like IntEnum in Python). - Wrapped enums may now be iterated (like native Python enums). - Wrapped enums now return a length based on their number of entries (like native Python enums). - ScriptName meta-data can now be used with enum entries. #jira none Change 4099973 by Mitchell.Wilson Removing some more content that got duplicated into the main project from the virtualcamera plugin content. #jira UE-59744 Change 4099913 by Jamie.Dale Fixed some places that were calling LoadModuleChecked during shutdown #jira UE-59482 Change 4099905 by Jamie.Dale Fixed InitializeAvailableCultures missing some languages #jira UE-59349 Change 4099879 by Jamie.Dale Fixed a crash when a Blueprint with variable watches was destroyed #jira UE-59117 Change 4099874 by Mitchell.Wilson Removing some unused files from the Content directory. Updating defaultengine.ini with remote session channel info. #jira UE-59745 UE-59744 Change 4099860 by Benn.Gallagher Fixed clothing data binding state becomming mismatched after a reimport over multiple LODs, moved the unbind and rebind steps out of the inner import loop to be handled before and after the total reimport. #jira UE-57337 Change 4099819 by Richard.Wallis Fix for Timed Notifies scrub incorrectly on timeline on Mac. This is also an issue if running in Hi DPI on windows. #jira UE-55678 Change 4099808 by Jamie.Dale Fixed crash when content hot-reloading the build data for the currently loaded world #jira UE-59163 Change 4099773 by Jamie.Dale Fixed crash after attempting to load a package that is too new #jira UE-58121 Change 4099759 by Jamie.Dale Fixed material editor crash if reloading a texture used by the material #jira UE-57762 Change 4099744 by Jamie.Dale Fixed placeholder string table entries being considered identical as their entry may appear in the future #jira UE-58987 Change 4099735 by Jurre.deBaare Crash importing specific Alembic file #fix Additional fix to triangulation vs indexing of vertex attributes, this fixes the crash but also normal issues seen before #misc default constructor for FTrackRenderData which could cause jittering/invisible geometry #jira UE-59095 Change 4099612 by Michael.Trepka Reverted change that delays crash reporting initialization for CEF on Mac #jira UE-57378 Change 4099564 by Guillaume.Abadie Cherry-pick 4075014: Works arround HLSLCC's issue with InterlockedOr in DOF's reduce pass. #jira none Change 4099557 by Guillaume.Abadie Cherry-pick 4074767: Fixes DOF's scattered bokeh changing of intensity dynamic resolution + TAAU. #jira none Change 4099549 by Guillaume.Abadie Cherry-pick 4073050: Whitelists vulkan for DOF's R11G11B10 optimisation and increase to 4 gathering on consoles. #jira none Change 4099544 by Guillaume.Abadie Cherry-pick 4073044: PR #4681: UE-58051: Scene Capture 2D: additive mode not working in 4.19 (Contributed by lion03) #jira UE-58051 Change 4099540 by Richard.Wallis Fix for PIE HighDPI touch location. #jira UE-59015 Change 4099516 by Richard.Wallis speculative fix for FSlateMacMenu::UpdateMenu() crashes. I've not been able to reproduce this. All the crash call stacks seem to be at shutdown, maybe with the save changes dialogue that would appear after modifications then a CMD+Q. I can get similar behaviour by adjusting when the FMacMenu adds and removes itself to the GCachedMenuState map. This fix changes the access pattern to the map from operator[] (which uses a FindChecked underneath and is the cause of this crash/assert) to a FindRef then checking for a valid node. Since these crashes are at shutdown I think this is ok to do and I've tested with this fix in place, randomly not adding those items to GCachedMenuState object during editor operation and it now survives this and recovers if you then reenable the adding of the items. My best guess as to the cause is that the defered update event on shutdown is happenning way after the FMacMenu dealloc has been called and so the GCachedMenuState is empty by then. #jira UE-57012 Change 4099511 by Max.Chen Fix CIS #jira UE-59739 Change 4099486 by Richard.Wallis Speculative fix for crash in FMacWindow::ApplySizeAndModeChanges(). I had seen a crash in here while working on UE-46999 (fix for that submitted in CL 4016062) due to the window handle becoming nil mid way through the ApplySizeAndModeChanges() function then a deref'd. This CL adds extra null pointer protection to make sure we check the validity of the WindowHandle after calls to UpdateFullScreenState(). #jira UE-55071 Change 4099392 by Andrew.Rodham Sequencer: Fixed RootToSequence transform not being used when compiling segments with "Evaluate Sub Sequences in Isolation" enabled #jira UE-59138 Change 4099386 by Ben.Marsh Include the BuildConfiguration.Schema.xsd file in the installed engine build, and don't write it out when running in an installed build. #jira UE-58692 Change 4099382 by Benn.Gallagher Fixed crash when switching clothing meshes when clothing LOD0 is unbound on a clothing data object. #jira UE-55780 Change 4099363 by Jason.Bestimt Fix for HMD errors #jira UEVR-1191 Change 4099307 by Richard.Wallis Clone of CL 4077664: Fix for Mac crash from crash report: [CrashReport] UE4Editor-Renderer.dylib!void FForwardLightingParameters::Set<FRHICommandList, FRHIPixelShader*>(). Reflection uniform buffer is NULL when shader parameter is bound - fails checkSlow(!Parameter.IsBound() || UniformBufferRHI); in SetUniformBufferParameter(). #jira UE-51698 Change 4099289 by Richard.Wallis Clone of CL 4059587: Fix for Sequencer window opening behind Main Window. FLevelSequenceEditorToolkit::Initialize() Closes and reopens the world outliner after adding the Sequencer window. On Mac this makes the world outliner / main window move back in front of the sequencer window. This change swaps around those operations. Reopen the world outliner then add the sequencer window. Outliner info still changes it's visible data as before. Tested with World Outliner docked and undocked. #jira UE-55280 Change 4099279 by Richard.Wallis Fix for crash in Mac editor copying unusual characters in the output log. Current operation is unsafe. String Length, number of bytes and code units are not always interchangeable in this way - use FString as that is the target type and does the right thing. #jira UE-57774 Change 4099256 by Richard.Wallis Fix for menu options not updating immediatly after creating or removing collision on Mac. We set the bChachedMacMenuStateNeedsUpdate when a menu is opening, key up and mouse up. However these can be missed on a mouse menu selection (mouse up doesn't cover this case). This change makes sure that the menu cache updates after a menu item execute operation has been called. #jira UE-57049 Change 4098972 by Max.Chen Sequencer: Modify the section when toggling the bounded range. This fixes an issue where the evaluation would be incorrect because the template wouldn't regenerate when toggling the section bounds. #jira UE-59726 Change 4098967 by Mike.Zyracki Turn off turning off optimization for geometry sequencer tracks. #trivial #jira UESEQ-372 Change 4098942 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098906 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098881 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098667 by Marcus.Wassmer Duplicate 4098665. Fix d3ddebug error on launch #jira UE-59693 Change 4098542 by Mike.Zyracki Geometry Cache Sequencer Support for 4.20 #jira UESEQ-372 Change 4098373 by Jason.Bestimt Misc Vulkan/Lumin fixes from Dev-VR CL 4071730, 4077567, 4077947, 4078460, 4078467, 4081212, 4081315, 4081648, 4083015 #JIRA: UE-59722 Change 4098334 by Ethan.Geller [Release 4.20] #jira UE-54812 fix up include path. Change 4098286 by Matt.Kuhlenschmidt Fix slate resources being destroyed when a dynamic image brush is destoyed even if the resource is shared. #jira UE-55792 Change 4098284 by Brandon.Schaefer Missing header in Monolithic builds Fixed indent issues, was using spaces vs tabs #jira UE-59705 Change 4098247 by Michael.Trepka Fixed a crash in FMacApplication::ProcessMouseUpEvent() #jira UE-57859 Change 4098219 by Matt.Hoffman Linux CIS Fixes for TOptional #trivial #jira None Change 4098209 by Matt.Kuhlenschmidt Disable "restart detection" reimport test until we can reproduce the issue. Its not detecting a legit issue #jira UE-59710 Change 4098132 by Ben.Marsh Add "Nuget Package Manager" to the list of required components for compiling the engine. #jira UE-59376 Change 4098110 by Ben.Marsh Fix missing DLL errors when compiling for Win32 with the VC++ 14.14 toolchain. #jira UE-59150 Change 4098088 by Matt.Kuhlenschmidt Fix ensure starting tutorials in any editor project #jira UE-59714 Change 4098011 by Ben.Marsh Fix editor targets not being rebuilt when packaging from an installed engine build. #jira UE-58652 Change 4098006 by Matt.Hoffman Deleting keys, undoing the deletion, selecting them and then redoing the deletion no longer causes a crash in Sequencer/UMG's Curve Editors. KeyHandleLookupTables were not being serialized so when Undo/Redo transactions happened their map of the key handles would not be restored. This caused a mis-match in the data (the map contained more entries than actual data) so the map would falsely report a valid index when there was not one. Graph Editor selections are not sync'd with the Undo/Redo system currently so redoing a deletion after selecting keys would leave you in a state where you tried to request now out of bounds keys on the next Tick to update the UI. #jira UE-58270 Change 4097995 by Ryan.Vance #jira UEVR-1190 Disable rhi thread when running with vulkan on oculus android platforms. Change 4097981 by Ben.Marsh Ignore private include paths for any precompiled modules. Prevents warnings when they are stripped out from an installed engine build. #jira Change 4097963 by Ben.Marsh Write the exception callstack to the UBT log when thrown reading a makefile. #jira UE-59222 Change 4097940 by Ben.Marsh Prevent source folder being added as a private include path if it does not exist. #jira UE-59145 Change 4097927 by Ethan.Geller [Release-4.20] #jira UE-54812 Bring fixes over for Set Mic Threshold issue in binary builds. #rb aaron.mcleran Change 4097905 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. It is controlled by parameters inside subsurface profile. #jira UE-59709 Change 4097898 by Ryan.Vance #jira UEVR-1191 Ensure we prefer VK_PRESENT_MODE_MAILBOX_KHR or VK_PRESENT_MODE_IMMEDIATE_KHR over VK_PRESENT_MODE_FIFO_KHR when creating a swap chain when running inVRr. VSync will interfere with compositor cadence. Change 4097855 by Ben.Marsh Move checks for unique field names behind an additional define, to avoid performance hit when compiling blueprints. #jira UE-58593 Change 4097850 by Ben.Marsh Fix UE4Game compile errors. #jira UE-58593 Change 4097849 by Marcin.Undak Vulkan: fix missing debug markers (TCHAR_TO_ANSI lifetime issues) - Fixed by BrandonS. #jira UE-59484 (merged from Dev-Console) Change 4097844 by Ben.Marsh TBA: Use the trivially relocatable allocator with structured archives, to reduce time taken allocating memory in the constructor. #jira UE-58593 Change 4097840 by Ben.Marsh Add a new allocator (TNonRelocatableInlineAllocator) which eliminates conditional logic from GetAllocation(), at the expense of not being trivially relocatable. This provides a significant performance increase for allocators that are dereferenced frequently, but prevents instances of it being stored inside other allocators (which are expected to be trivially relocatable by default). #jira UE-58593 Change 4097831 by Ben.Marsh TBA: Add a fast path for serializing to binary archives that don't require callbacks when leaving slots. #jira UE-58593 Change 4097825 by Marcin.Undak UAT: don't produce .pak file while cooking on the fly (merged from Dev-Console) #jira UE-58923 Change 4097783 by Ethan.Geller [Release-4.20] #jira UE-58004 fix AudioMixer checks in AudioMixerBlueprintLibary, which solves crash when calling recording BP functions. #rb Aaron.McLeran Change 4097767 by Matt.Kuhlenschmidt Fix crash processing mainframe keybindings during slow tasks #jira UE-55765 Change 4097745 by Ben.Marsh Fixes to UpdateCopyright for latest source. #jira Change 4097743 by mason.seay Test map for Virtual Camera Focus testing #jira UE-29618 Change 4097723 by Matt.Kuhlenschmidt Fix crash when importing assets in a folder containing an invalid character for a package name #jira UE-59166,UE-44071 Change 4097713 by Max.Chen Sequencer: Fix missing buttons in the particle toggle track. Fixed CreateKeyEditor and make the the channel handles reflect the channel's inheritance hierarchy. #jira UE-59542 Change 4097683 by Max.Chen Sequencer Scripting: Move to "Scripting" category alongside Python Script Plugin #jira UE-59568 Change 4097681 by Krzysztof.Narkowicz Missing file for CL 4097655: "Added subsurface profile for eye shading model." #jira UE-59708 Change 4097655 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira UE-59708 Change 4097634 by Max.Chen Sequencer: Add checks for valid sequencer. #jira UE-59287 Change 4097627 by Max.Chen Sequencer: Fix for crash OnKeySelected and GetAutoSizeRange #jira UE-58343 Change 4097625 by Max.Chen Sequence Recorder: Fix StopRecording() condition when there is an actor recording that doesn't have a valid actor to record. Fix bool recorder not using bool channels. #jira UE-58688 Change 4097620 by Max.Chen Actor Sequence: Fix crash on compiling blueprint with deleted actor sequence #jira UE-53186 #jira UE-59664 Change 4097616 by Max.Chen Text Render Component: Fix crash on shutdown. #jira UE-58116 Change 4097607 by Max.Chen Sequencer: Use non-throttled spin box for numeric key editor #jira UE-59219 Change 4097606 by Max.Chen Sequencer: Check for a valid segment ID in EvaluateStatic #jira UE-57596 Change 4097538 by Marc.Audy PR #4755: Fix minor typo in comment (Contributed by Marenz) #jira UE-59671 Change 4097518 by Marcin.Undak UBT: fix for platforms overriding project generation (merge from Dev-Console) #jira UE-59485 Change 4097417 by Benn.Gallagher Fixed barycentric computation case causing a check. Should really just output an invalid sentinel value. Warns about failures but no longer crashes. #jira UE-57097 Change 4097407 by Jason.Bestimt Changing MLSDK missing callback to launch MagicLeap URL #JIRA: UE-58631 Change 4097404 by Jason.Bestimt Proper fix for UE-58864 (crash for Android derived platforms in Launch on menu) #JIRA: UE-58864 Change 4097296 by Matt.Kuhlenschmidt Fix rotation widget no longer correctly displaying rotation label while rotating in high dpi #jira UE-58983 Change 4097284 by Matt.Kuhlenschmidt PR #4650: Git plugin: fix crash on commit error (Contributed by SRombauts) #jira UE-57562 Change 4097275 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097261 by Matt.Kuhlenschmidt Undo //UE4/Release-4.20/Engine/Source/Runtime/Slate/Private/Framework/Application/... changelist 4097249 #jira 0 Change 4097249 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097165 by Nick.Shin #jira UE-58441 HTML5 package crashes on several key combinations: uncaught exception: ASM_CONSTS Change 4097163 by Nick.Shin #jira UE-58423 HTML5 Quicklaunch through UnrealFrontEnd fails on Stage Command: Error: System.NullReferenceExeception Change 4096984 by Ben.Marsh Merging changes to //UE4/Main after 4.20 stream was created. #jira Change 4096873 by Ben.Marsh Fix compile errors for UE4Editor when Oodle SDK is not available. #jira Change 4095992 by Ben.Marsh Update stream for analytics. #robomerge none #jira Change 4111924 by Ben.Marsh Force Win32/Win64 game targets in the installed engine build to be compiled with VS2015, to fix missing symbols linking object files built with VS2017 with VS0215 MSVCRT. #jira UE-59891 Change 4106160 by Ben.Marsh UBT: Fix intermittent PDB errors when compiling with ParallelExecutor, caused by MSPDBSRV.EXE instances being terminated while generating multiple PDBs in parallel. #jira UE-59691 Change 4101702 by Mark.Satterthwaite Duplicate 4098660 & 4101604 Restore the MacGraphicsSwitching plugin removed in 3212253 and begin refactoring it to support switching the Editor between Metal GPUs - primarily this is of benefit to those with eGPUs. - Changing the GPU will ask you to restart. - Fixes a bug where 27" iMacs report an Intel GPU even though it is physically disabled. Add support for Metal device notiications and amend the MacGraphicsSwitching plugin to use it to update when GPUs are added or removed. #jira UERNDR-404 Change 4101598 by Andrew.Grant Changed RemoteSession background to something more generic. #jira UE-59062 Change 4101553 by Mark.Satterthwaite Duplicate 4072923 & 4081236 & 4082081 & 4084046 & 4084647 - Fixes LLM double-counting in MetalRHI. - MetalProfiler improvements. #jira NA Change 4099406 by Ben.Marsh Disable building IOS in installed builds on Windows by default. We don't support this on the cross-compile toolchain. #jira UE-57801 [CL 4112874 by jason bestimt in Dev-VR branch]
2018-06-05 10:27:10 -04:00
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
// Create the job object that the child process will be added to
JobHandle = CreateJobObject(IntPtr.Zero, IntPtr.Zero);
if(JobHandle == null)
{
throw new Win32Exception();
}
// Configure the job object to terminate the processes added to it when the handle is closed
JOBOBJECT_EXTENDED_LIMIT_INFORMATION LimitInformation = new JOBOBJECT_EXTENDED_LIMIT_INFORMATION();
LimitInformation.BasicLimitInformation.LimitFlags = JOB_OBJECT_LIMIT_KILL_ON_JOB_CLOSE | JOB_OBJECT_LIMIT_BREAKAWAY_OK;
int Length = Marshal.SizeOf(typeof(JOBOBJECT_EXTENDED_LIMIT_INFORMATION));
IntPtr LimitInformationPtr = Marshal.AllocHGlobal(Length);
Marshal.StructureToPtr(LimitInformation, LimitInformationPtr, false);
if(SetInformationJobObject(JobHandle, JobObjectExtendedLimitInformation, LimitInformationPtr, Length) == 0)
{
throw new Win32Exception();
}
Copying //UE4/Release-Staging-4.20 to //UE4/Dev-Main (Source: //UE4/Release-4.20 @ 4112782) ============================ MAJOR FEATURES & CHANGES ============================ Change 4112782 by Mitchell.Wilson Resaving some cloth assets and fixing material compile warnings. #jira UE-59946 Change 4112762 by Max.Chen Sequence Recorder: Fix case where first recording is null but there are other valid recordings. StopRecording wasn't getting called because the EndPIE delegate wasn't bound since ActorWorld was incorrectly set. #jira UE-58688 Change 4112738 by Michael.Dupuis #jira none: Fixed Editor instance count, to only include placed instances. Calling GenerateProceduralContent will no longer automatically remove the current content, as we might want to get the generation for something else than replacing existing data. When deleting procedural foliage, we can now specify if we want to rebuild the tree. Change 4112696 by Matt.Kuhlenschmidt Prevent GC of material editor active preview expression #jira UE-49777 Change 4112611 by Michael.Dupuis Fixed Instance count when Alt+Dragging instance #jira UE-59544: After the operation, reselect the instances, as the selection info into the buffer was lost Change 4112536 by Thomas.Sarkanen Fixed static analysis warning caused by CL 4109096 #jira none Change 4112139 by Phillip.Kavan Fix invalid child actor template cast in nativized code when the child actor class type is a converted Blueprint class asset. - Mirrored from //UE4/Dev-Framework (4111638). #jira UE-53747 Change 4112138 by Phillip.Kavan Fix UHT warning about duplicating UFUNCTION() meta on nativized child Blueprint classes that override at least one BPIE method from the parent class. - Mirrored from //UE4/Dev-Framework (4111613). #jira UE-59182 Change 4111630 by Matt.Collins #jira UE-59934 Rolling back the previous integration of CL 4080446 Change 4111526 by Mike.Beach Guarding against bad settings pointers internal to Oculus. #jira UE-59778 Change 4111525 by Daniel.Wright UStaticMeshComponent::PostEditUndo now initializes its UStaticMesh's rendering resources. This is necessary for cases where the UStaticMesh is in the same transaction (PostEditUndo will be called AFTER the component). However, when calling UStaticMesh::InitResources we must use a FStaticMeshComponentRecreateRenderStateContext to safely handle any components using the UStaticMesh which are not in the transaction. #jira UE-59333 Change 4111518 by Mike.Beach Making sure to load the third party dll, and initing Oculus when we querry for Vulkan extensions. Otherwise we end up calling into the OVR plugin before the dll is loaded. #jira UE-53643 Change 4111482 by Matt.Kuhlenschmidt Fix blend sample context menu appering offset on high dpi monitors #jira UE-59925 Change 4111362 by Ben.Marsh Fix warnings building samples due to missing paths. #jira Change 4111299 by James.McNatton Changed category of Virtual Camera plugin to Virtual Production #RNX #Jira UE-59404 Change 4111153 by Max.Chen Sequencer: Fix dereferencing null pointer - CameraNode #jira UE-59347 Change 4111143 by Matt.Collins #jira UE-59934 CL 4107446 from Dev-Rendering. Always force a commandbuffer submission during EndFrame. Change 4111106 by Matt.Collins #jira UERNDR-406 Bringing CL 4104051 from Dev-Rendering (//UE4/Dev-Rendering) to Release-4.20 (//UE4/Release-4.20) --- Some fixes for semaphore handling. Moved the completion handler to EndFrame (out of FlushFreeList()) FlushFreeList() attached a handler to the command buffer that signaled the semaphore. This can be called through RHIFlushResources which will cause a mismatched signal() Added BeginFrame/EndFrame to the loop in AddModalWindows so the renderer gets the expected frame delimiters. Removed call to EndFrame from EndDrawingViewport. --- Change 4111099 by Ben.Zeigler #jira UE-59199 Add enum redirector for CVD_NormalVision, some values map to normal as they were removed This is needed because that enum value would have been written into the EditorPerProjectSettings for anyone that modified editor style, and then cause mysterious cook warnings Change 4111039 by Ben.Zeigler #jira UE-59046 Fix it so trying to convert a soft path to hard object ref will throw error during async loading instead of silently failing Change 4111013 by Steve.Robb Fix for adding a new module to a project. #jira UE-59770 Change 4110907 by Marc.Audy Add required redirectorfor moving classes from TimeManagement to CoreUObject #jira Change 4110897 by Ben.Zeigler #jira UE-57739 Don't crash if dropping a pin on a node causes the source pin to become invalid, just fail to connect instead Change 4110868 by Ben.Zeigler #jira UE-59920 Fix several issues where half-connected reroute nodes could break AutoCreateRefTerm and other node expansions if they happened to be late in the nodes array, by always expanding knot nodes first Change 4110704 by Ben.Zeigler #jira UE-56365 Fix k2 node tooltip code to not crash if the node is out of date due to slate updates being a tick behind Change 4110686 by Andrew.Grant Resaved to fix empty engine version warning #jira UE-59695 Change 4110466 by Ben.Zeigler #jira UE-59908 Change loading screen logo back to one with text baked in and clean up comments Delete unused logo images Change 4110418 by Ben.Zeigler #jira UE-58025 Fix non editor builds Change 4110258 by Max.Chen Sequencer: Fix some erroneous cases in import fbx. In particular, this fixes an issue where importing an fbx onto one node would behave differently if there are multiple nodes in the fbx since it was ambiguous as to which fbx node to map onto the single node in sequencer. - Changed import operation to be more explicit - when invoking through the general import fbx menu, all object bindings are mapped onto. When invoking through the context menu, only the selected object bindings are mapped onto. - Added a user toggle to match by name only. The default is true. - When importing onto a selected node, disable the creation of cameras. - Don't set range bounds on imported keys since external packages, ie. maya, most likely only have 1 equivalent infinite section range. - Remove any existing sections/keys when importing onto existing tracks. #jira UE-59347 Change 4109923 by Michael.Dupuis #jira UE-59904: Build tree post Serialize otherwise sometime foliage will be missing Change 4109916 by mason.seay Updated level blueprint so it Resets Ignore Look Input, which will prevent look input from being ignored if user triggers Ignore multiple times #jira UE-29618 Change 4109849 by Michael.Dupuis #jira none: Removed PRAGMA_ENABLE_OPTIMISATION Change 4109835 by Lukasz.Furman added OnTaskFinished call when behavior tree's subtree is deactivated #jira UE-48353 Change 4109829 by Ben.Zeigler #jira UE-59909 Add logic so the player cannot be hurt during ShieldNS anim notify by adding and removing a damage immune gameplay effect Change 4109820 by Michael.Dupuis #jira UE-59533: Update the LOD Distribution settings to fix the landscape popping Change 4109813 by Michael.Dupuis #jira UE-59533: Increase the max LOD0 distribution factor so on map with very small component, the value can be increase more than before. Change 4109780 by Alexis.Matte Add the tps file for the levenshtein distance algorithm #jira none Change 4109567 by Ben.Marsh Fix incorrect console colors after a warning or error on Mac. Cannot assume that the default foreground color is gray. #jira UE-55093 Change 4109542 by mason.seay Updated timeline on BP #jira UE-29618 Change 4109474 by Marc.Audy Fix shadow variable warning #jira UE-59895 Change 4109420 by Michael.Dupuis #jira UE-58672 : Since it's possible the GetInstanceBasePtr() would not find the base id we hit, do not assume it must always be valid, and simply skip it instead of crashing. Change 4109397 by Ben.Marsh Speculative fix for exception reading UBT makefiles on Mono. Doesn't seem to be able to deserialize dictionaries with custom comparison functions correctly. #jira UE-59222 Change 4109395 by Lauren.Ridge Removing legacy uses of GetEditorIcon from UMG #jira UE-59038 Change 4109390 by Zachary.Wilson Adding alternative ground truth images for AMD on the planar reflection tests. ST_PR00, 03, 04, 05 #jira UE-59409 Change 4109373 by Michael.Dupuis #jira UE-58664 Restrict the Paint/Unpaint Density to 1.0 Restrict the Foliage Density type to 10000 Restrict the Grass Density type to 1000 Fixed a NAN that could be generated when adding instances These settings would still allow to paint ~2 millions instances with the biggest brush and max density per click. Change 4109348 by Lauren.Ridge Removing engine content that used a material attribute layers node inside a material function #jira UE-55739 Change 4109296 by Lauren.Ridge Fix for crash on adding OnClicked event to button in Widget BP #jira UE-59846 Change 4109193 by Matt.Kuhlenschmidt Fixed crash when construction scripts are rerun during the details panel calling posteditchange #jira UE-59649 Change 4109096 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties Revamped change as the last one failed Fast Path automated tests. This change limits the property re-find only to cases where we are using sub-instances. DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4109078 by Ben.Marsh Fix warnings building PlatformerGame due to incorrect include path. #jira Change 4109066 by Matt.Kuhlenschmidt Prevent alt-f4 during slow tasks as it causes entry into the shutdown sequence at abnormal times #jira UE-59866 Change 4109020 by Ben.Marsh Fix client targets showing up in packaging menu for installed builds (which don't ship with client binaries). (This implementation is a little suspect in general - there is no requirement that client targets are called "*Client.Target.cs", though that is typically the case.) #jira UE-59641 Change 4108991 by Martin.Wilson Fix crash when trying to extract transform from raw track with no track data. #jira UE-58025 Change 4108987 by Martin.Wilson Make sure rotations are normalized before creating blended transform #jira UE-53971 Change 4108932 by Thomas.Sarkanen Back out changelist 4108877 This was causing a 100% crash in an automated test #jira none Change 4108930 by Danny.Bouimad Fixing testcase content #Jira UEQATC-405 Change 4108883 by Danny.Bouimad Fixing Automated LodCurveLinkingTest1 #Jira UE-59763 Change 4108877 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4108874 by Thomas.Sarkanen Fixed incorrect preview mesh being applied after retargeting On first setup, the preview mesh was obtained using a legacy path that didnt use the skeleton fallback #jira UE-59636 - When Retargeting Animation, Mesh Set as Preview that Shares Skeleton Isn't Kept Change 4108834 by Thomas.Sarkanen Pressing enter when selecting an object from a Blueprint node now works #jira UE-58017 - Enter key does not set chosen asset on some blueprint nodes Change 4108833 by Thomas.Sarkanen Fixed crash caused by retargeting a skeleton when some of its animations are still open Firstly we now auto-close all assets that use a skeleton when retergetting instead of popping up a dialog to suggest the user does it. Secondly as a safety measure we dont re-use an animation editor if the persona toolkit's skeleton doesnt match. #jira UE-58681 - [CrashReport] UE4Editor_Persona!FPersonaToolkit::SetAnimationAsset() [personatoolkit.cpp:211] Change 4108808 by Dmitriy.Dyomin Fixed: ARPG crashes on Vulkan PC and Android #jira UE-59781 Change 4108719 by Max.Chen Sequencer: Fix CIS #jira UESEQ-355 Change 4108675 by Max.Chen Sequencer: Added audio support to FCP XML import/export #jira UESEQ-355 Change 4108674 by Max.Chen Sequencer: Upon export, log warnings when filename format is not '{shot}' #jira UESEQ-358 Change 4108673 by Max.Chen Sequencer: Added 'Write FCPXML' option to Render Movie Settings dialog. Changed track menu FCPXML export to get default resolution and frame rate from MovieSceneCaptureSettings. #jira UESEQ-358 Change 4108418 by Mark.Satterthwaite Fix Shipping iOS builds. #jira UE-59883 Change 4108118 by Alexis.Matte Make sure GIsImportingT3D is false when the scene importer open the blueprint editor. This flag force a load of UObject when we do FindObject, which in this case was forcing a load of all blueprints assets. #jira UE-59854 #jira UE-57861 Change 4108059 by Ben.Marsh Merge latest UGS fixes (up to 1.140) to 4.20 branch. #jira Change 4107719 by Mark.Satterthwaite Duplicate 4107661: Refactor the MetalRHI debugging tools to move away from reimplementing the Objective-C protocols to adding separate debugging classes. This makes it easier to build on/for future OSes without having to interpose new functionality we don't yet use. #jira UE-59883 Change 4107443 by Lauren.Ridge Fix for crash on connecting curve param node with no texture set #jira UE-59880 Change 4107248 by Dan.Oconnor Explicitly close floating Blueprint Debugger controls when the master tab is closed #jira UE-59835 Change 4107137 by Jason.Bestimt Removing ML Analytics Plugin to fix regressions #JIRA: UE-59874, UE-59873 Change 4107125 by paulo.souza #jira UE-59806 - ARPG - Goblin death not running all destroy logic Change 4107113 by Phillip.Kavan Allow the NativizedAssets plugin source to include monolithic engine header files without a compiler warning. - Mirrored from //UE4/Dev-Framework (4081432). #jira UE-59125 Change 4106736 by Jamie.Dale Fixed content browser filter failing to match certain names if asset paths were omitted from the search #jira UE-59849 Change 4106581 by Martin.Wilson Fix issue with double ticking a reused animation instance on set skeletal mesh because of parallel evaluation. #jira UE-54851 Change 4106475 by Jason.Bestimt Fix for Lumin Linux dependency in a better way #JIRA: CIS Change 4106201 by Michael.Trepka Don't allow invalid cursor clip rects when locking the cursor on Mac #jira UE-59842 Change 4106188 by Jason.Bestimt Wrapping Lumin call with PLATFORM_LUMIN #JIRA: CIS Change 4106179 by Michael.Dupuis #jira UE-53944: Integrated guard from user to prevent crash if bad data is found in the view #4714 Change 4106176 by Martin.Wilson Fix for crash introduced in 4105998 #jira UE-56395 Change 4106103 by Ben.Marsh UBT: Fix intellisense search paths not being set correctly for modules which are not built by default. #jira Change 4106081 by Marc.Audy Fix shadow variable #jira UE-59848 Change 4106078 by Jason.Bestimt Fix for Linux trying to build MagicLeapAnalytics by swapping from Blacklist to Whitelist #JIRA: none Change 4106015 by Martin.Wilson Make sure that animations that have transform curves are up to date on loading. #4320 #jira UE-53392 Change 4106005 by Anthony.Bills [Linux] Add support for terminfo2 to fix mono issue 6752, and rebuild .net 4.5's mscorlib.dll #jira UE-59382 Change 4105998 by Martin.Wilson Fix crash when re registering a skeletal mesh component with a post process instance that references invalid virtual bones #Jira UE-56395 Change 4105962 by Jeff.Fisher Duplicating for 4.20: Change: 4097595 and 4104555 UE-59359 Mr Mesh Crash at startup -Vulkan does not work correctly unless we fill in all of the vertex buffers. MRMesh now requires that via assert and MeshTrackerComponent fills in placeholder data as necessary. -Also fixed the vr.MagicLeap.FakeMeshTrackerData cvar, it was missing the 'MagicLeap'. #jira UE-59359 Change 4105952 by Ben.Marsh Add an "IsTerminating" event to the record of active sessions. Should allow detecting whether RequestExit() was called before an abnormal shutdown was triggered. #jira Change 4105946 by Ben.Marsh Disable debug info for IOS and TVOS in installed builds. #jira UE-59816 Change 4105939 by Michael.Dupuis #jira UE-59256: Properly take into account the scale of the instances when determining LOD transition Added the possibility to see the Cluster tree bounds in the Show->Advanced Menu Change 4105915 by Jamie.Dale Implemented negative indexing for Python wrapped arrays #jira UE-59841 Change 4105896 by Richard.Wallis Another macOS TIS non-MainThread spam warning fix. #jira UE-54623 Change 4105813 by Michael.Dupuis #jira none: Prevent a possible crash if using world offset with a landscape without sub sections Change 4105764 by Ben.Marsh Add a check that a 2015 compiler exists under VS2015 toolchain directories - it may not have been installed. #jira Change 4105747 by Ben.Marsh Fix detection of VS2017 toolchains that only have a 32-bit compiler for x64 (eg. VS2017 Express Desktop) #jira UE-59838 Change 4105642 by Jason.Bestimt Disabling Lumin Platform Editor modules on linux #JIRA: UE-59543 Change 4105553 by Matt.Kuhlenschmidt PR #4633: Fixed DPI awareness of two functions (Contributed by Temaran) #jira UE-57283 Change 4105486 by Michael.Dupuis #jira UE-58074: Include the HeightmapScaleBias in the DDC hash as component can share the same heightmap with different HeightmapScaleBias Change 4105474 by Michael.Dupuis #jira UE-57957: Fixed neightbord component extend used when component was not visible (so not custom data and generating neighbord) #jira UE-58995: Change 4105427 by Sorin.Gradinaru UE-59698 Cannot load youtube URLs on Android #jira UE-59698 #Android #4.20 The native WebView cannot load HTML5 movies if the control's layout doesn't have the FILL_PARENT param Change 4105308 by Mieszko.Zielinski Merge of 4077826 over from Dev-Framework #UE4 #jira UE-59186 Change 4105050 by Ben.Marsh Disable debug info for all target platforms in installed engine builds, to fix bloated install size. IOS and TVOS still have it enabled for now, due to errors when packaging. #jira UE-59816 Change 4104584 by Mike.Beach Mirroring CL 4103694 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104538 by Alexis.Matte Fix crash when reloading a skeletal mesh actor with some vertex painting #jira UE-57891 Change 4104534 by Mike.Beach Mirroring CL 4090670/4094620 from Dev-VR MR Calibration - Fixing an issue where the alignment models would disappear. MR Calibration - Saving garbage mattes when exiting using escape. #jira UEVR-24 Change 4104381 by Alexis.Matte Fix a render thread crash when reimporting skeletal mesh #jira UE-51935 Change 4104365 by Mike.Beach Mirroring CL 4064903 from Dev-VR Removing duplicate redirects, and resaving MRCalibration content so packaging works without failing on old package references. #jira UE-58914 Change 4104341 by Alexis.Matte Support non uniform scale scene transform for fbx skeletal mesh exporter #jira UE-57733 Change 4104328 by Alexis.Matte Fix a crash when re-importing an animation and we have to choose a skeleton for the anim sequence #jira UE-58027 Change 4104318 by Phillip.Kavan Monolithic engine header file exclusion from nativized Blueprint assets is now tied to a project setting. - Mirrored from //UE4/Dev-Framework (4082035). #jira UE-59125 Change 4104305 by Mike.Beach Mirroring CL 4098493 from Dev-VR Not forcing stereo scene capture target to resize (only intended for the main stereo scene buffer, as the depth buffer needs to match the color buffer on some platforms). #jira UE-58953 Change 4104274 by Mike.Beach Mirroring CL 4088048 from Dev-VR Use the standardized tracking-to-world transform for world layer positioning on Oculus - handles both explicit and implicit HMD positioning. #jira UE-59275 Change 4104259 by Mike.Beach Mirroring CL 4084827/4085071 from Dev-VR MRC - Adding CVar for overriding the tracking latency (makes development easier in the calibration process). #jira UEVR-847 Change 4104246 by Mike.Beach Mirroring CL 4084289 from Dev-VR MR - Setting up the calibration save data so that we version it in the future (know that a lens param change is inbound after 4.20). #jira UE-58187 Change 4104240 by Mike.Beach Mirroring CL 4083160 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104233 by Mike.Beach Mirroring CL 4081823 from Dev-VR Loading Oculus controller models in the editor so that they get included in the cooking process (so that the MotionController components that indirectly uses these at runtime don't get dropped). #jira UE-58190 Change 4104196 by Alexis.Matte Unshelved from pending changelist '4075677': Fix fbx scene re-import crash when the user re-import more then one time with some override material. #jira UE-57937 Change 4104191 by Mike.Beach Mirroring CL 4080389 from Dev-VR Speculative fix/guard against live crash - trying to catch malformed model data. Logging helpful information to give us insight in the future. #jira UE-57680 Change 4104177 by Mike.Beach Mirroring CL 4080119 from Dev-VR CIS fix - circumventing vs2015 errors/warnings #jira UE-59326, UE-59324 Change 4104170 by Mike.Beach Mirroring CL 4078631 from Dev-VR Fixing MR Calibration so it scales the alignment model according the the capture's FOV (so they appear the same size across capture devices - leading to a homogenous experience). Also moved the FOV override config setting to be a console command/setting (mrc.FovOverride) to help in testing this. #jira UE-55499 Change 4104167 by Jostin.Bilyeu Checking in needed changes to level TM-DualLobeSpec in order to correctly verify intended functionality of feature #jira UE-29618 Change 4104158 by Peter.Sumanaseni #jira Change 4104057 by Wes.Hunt Remove sending of UniqueAdvertisingId from AnalyticsET SessionStart events. #jira UE-59790 SOURCE CL 4101872 in //UE4/Main/... Change 4104031 by Dan.Oconnor Update assert to handle subobjects nested in components #jira UE-56422 Change 4103946 by Dan.Oconnor No need to load AnimationBlueprintEditor so early #jira UE-59669 Change 4103859 by Brandon.Schaefer Vulkan on Linux does not allow debugging with markers This is required for debugging wtih Render Doc or anything that uses VK debug markers #jira none Change 4103677 by Sorin.Gradinaru UE-59052 Can't use touch to interact with Web Browser on iPhoneX #jira UE-59052 #iOS #4.20 from CL4077699 on Dev-Mobile Fixed crash on some iOS 11 devices (addSubview before setting WebView's params) Fixed unresponsive WebView on iPhone X (resize the parent with the same size as the child, the touch won't work if the parent is smaller) Change 4103637 by Sorin.Gradinaru UE-39451 Web browser widget causes app to crash when packaging for Distribution on Android #UE-39451 #Android #4.30 from CL 4067204 on Dev-Mobile Adding a proguard exception for the WebViewControl.FrameUpdateInfo Change 4103619 by Marc.Audy Allow the default physics volume to be spawned during construction script execution if it needs to be lazily created #jira UE-58875 Change 4103590 by mason.seay Added Show Mouse Cursor #jira UE-29618 Change 4103469 by paulo.souza #jira UE-59807 - War Hammer weapon was missing Ability setting resulting in it not working correctly. Change 4103459 by mason.seay Updated maps so users can toggle UI-only input #jira UE-29618 Change 4103423 by paulo.souza #jira UE-59808 - Projectile abilities collision blocking on the camera trace Change 4103280 by Jason.Bestimt Fixing copyright in Lumin Plugins #JIRA: 59192 Change 4103238 by JeanMichel.Dignard Copied cl 4077328 from dev-enterprise Fixed SoftObjectPtr/Paths becoming invalid when saving a new world since it's being moved from /Temp/Untitled to its own package. #jira UEENT-1423 Change 4103138 by Richard.Wallis Emergency Fix for bug I introduced in macOS UnrealFrontend crashing on open. FSlateMacMenu::PostInitStartup() gets called much much earler in the front end tool than in the editor. Unfortunatly the style set referenced is invalid as this call happens much earlier in the startup than with the game or the editor 1) Changed GetStyleSetName() - this is not imortant for us so it won't crash there again. 2) Added a check to see if the menu hasn't been setup correctly - if not initialize - this allows localization and and correct keyboard short cuts in non editor / game builds. 3) Keep Editor and Game menu startup behaviour the same as before. #jira UE-59704 Change 4102958 by mason.seay Test map update #jira UE-29618 Change 4102847 by Marc.Audy Try and find the full path name for default value of class parameters #jira UE-59746 Change 4102449 by Ben.Marsh PR #4700: This patch fixes a build failure that occurs on the very first build after adding new files with reflected types. (Contributed by junkimu) #jira UE-58275 Change 4102431 by Ben.Marsh UBT: Fix issue where overlapping circularly header dependencies would not be parsed correctly, preventing files not being rebuilt on header changes (noted where Clang detected an out of date PCH). #jira UE-54979 Change 4102328 by Guillaume.Abadie Cherry-pick 4102327: Fixes a bug in FTAAPassParameters::TopLeftCornerViewRects() that was mistakenly increasing input and output view sizes, causing DOF buffers misalignement for split screen & VR. #jira none Change 4102318 by Emil.Persson Fix for dark metal (missing reflections) in Blueprint Editor. Duplicate of changelist 4099649. #jira UE-59217 Change 4102310 by Dmitriy.Dyomin Fixed: UMG element clipping does not work on Android with Mali GPUs #jira UE-56058 Change 4101920 by Ben.Marsh Don't bother tagging the BuildConfiguration schema on Linux and Mac; we only include it in the distribution for Visual Studio anyway. #jira Change 4101538 by Mark.Satterthwaite Duplicate 4073368 Linear allocator for <2MB Managed buffers allocated in 4MB chunks - hopefully this reduces the total number of buffers and thus reduces the churn in the driver further. These should all be Volatile buffers meaning that we should eventually get semi-decent reuse of these buffers. Fixes some buffer alignment and sizing gotcha's along the way. #jira NA Change 4101500 by Mark.Satterthwaite Duplicate 4098091 On Mac we can avoid continually reallocating the depth-fallback texture as we only need the largest size to hang around and we can use DontCare for Load & Store. On iOS due to driver bugs we need to match the size and either Clear or Load - but I think Clear should be faster. Should make FortGPUTestBed faster on the CPU. #jira NA Change 4101453 by Mark.Satterthwaite Duplicate 4078874 & 4079396 Make LPV visualisation work on macOS to aid debugging. #jira UE-58937 Export the constant-buffer bindings that are actually used by Metal shaders to prevent overwriting SRVs & UAVs with unused uniform-buffer data. #jira UE-58937 Change 4101448 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4101417 by Sam.Deiter #JIRA #RB UEDOC-7656 - Fixed an issue with ARPG not building the loading screen CPP file. Change 4101412 by Mark.Satterthwaite Duplicate 4075868 Metal Vega drivers in 10.13.5 fix blitting with non-zero offsets and we should be using the same buffer blitting path on 2013 Mac Pro's now that we aren't paying an exorbitant cost for doing so. #jira N/A Change 4101393 by Mark.Satterthwaite Fixed a mistake I let slip through in 3934147 that will potentially cause slight miscompilation of SP_METAL. #jira N/A Change 4101390 by Marc.Audy Placed Editor Utility Base once again ticks in the editor as intended #jira UE-59743 Change 4101367 by Brandon.Schaefer Avoid printing when in a signal handler. Put that off until the end #jira UE-36663 Change 4101362 by Mark.Satterthwaite Duplicate 4091485 PR - Fixed potential memory leak. #4751 #jira UE-59490 Change 4101349 by Brandon.Schaefer VHACD Needs to be recompiled #jira UE-59506 Change 4101335 by Brandon.Schaefer Cache files that are invalid or the wrong case sensitivity #jira UE-58250 Change 4101325 by Dan.Oconnor SA fix, remove unneeded null check #jira UE-46834 Change 4101278 by Brandon.Schaefer Set our location to Linux/Mac GenerateProject.sh if we are not running from that location #jira UE-59127, UE-57928 Change 4101219 by Brandon.Schaefer If RunUAT gets a signal while running mono bring mono down as well #jira UE-56041 Change 4101169 by Dan.Oconnor Mirror 4094297 from Dev-Framework Mark blueprint created properties as RF_LoadCompleted to prevent the linker from finding them and overwriting them #jira UE-59642 Change 4101157 by Sam.Deiter #jira UEDOC-7655 Updating these images to reflect the name of the project and look like the other loading screens. Change 4101132 by Jamie.Dale Fixed some places that were running asset registry queries inside a loop and causing performance issues #jira UE-59766 Change 4101125 by Jamie.Dale Added IAssetRegistry::GetAssetsByTags to optimize tag look-up when you can have several potential values #jira UE-59766 Change 4101102 by Dan.Oconnor Mirror 4090824 from Dev-Framework Add abillity to insert pins before or after a target pin for Sequence nodes via the context menu #jira UE-59530 Change 4101017 by Brandon.Schaefer Add a pop up message box for Linux to check if we want to or not submit crash report data #jira UE-59617 Change 4100961 by Michael.Trepka Updated Mac VHACD libs #jira UE-59506 Change 4100703 by Dan.Oconnor Mirror 4090523 from Dev-Framework Allow user to close Blueprint Debugger while at a breakpoint, origin of this behavior was 1148085 and the original issue no longer seems to happen. Also fix mismatch between tab name and context menu entry #jira UE-59526 Change 4100697 by Dan.Oconnor Merge 4083850 from Dev-Framework Prevent GameplayAbilitiesEditor from creating FBluerpintActionDatabase when not neccessary, improve performance of FBlueprintActionDatabase::RegisterAllNodeAction #jira UE-59036 Change 4100687 by Dan.Oconnor Mirror 4086666 from Dev-Framework Fix regression due to 'Step Over' fixes - we could pause VM execution when trying to end a Play-in-Editor or Simulated-in-Editor session #jira UE-58916 Change 4100658 by Jostin.Bilyeu Checking in new level TM-DuelLobeSpec and corresponding assets needed to verify Duel Lobe Specularity #jira UE-29618 Change 4100600 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4100576 by Dan.Oconnor Mirror 4081417 from Dev-Framework Enum literals are now more similar to byte literals, which makes them safer to pass by reference #jira UE-58473 Change 4100559 by Dan.Oconnor Mirror 4081153 from Dev-Framework Watch Point Viewer should not be a nomad tab, is owned by the Blueprint Debugger tab manager #jira UE-59313 Change 4100540 by Dan.Oconnor Mirror 4078822 from Dev-Framework Continue trying to finish reinstancing when instances of the old class are being async loaded #jira UE-58123 Change 4100527 by Dan.Oconnor Mirror 4092349 from Dev-Framework Speculative fix for shutdown crash, avoid use of LoadModule in DataValidator ShutdownModule and delete delegates registered in another module when BlueprintGraph shuts down #jira UE-57763 Change 4100478 by Mike.Zyracki weighted, non-weighted fix typo fix for issue found by AndrewP #jira UE-58573 Change 4100445 by Mike.Zyracki Fix for build warning, order of initialization. #jira UE-58712 #trivial Change 4100438 by Dan.Oconnor Mirror 4083455 from Dev-Framework Reduce use of template nodes - a template node was causing an ensure when asset reload code attempted to fix it up #jira UE-46834 Change 4100374 by Mike.Zyracki Fix for bad Camera Rotation Imported From Maya Main issue was that we don't support RotationOrders that aren't XYZ. We had some code to zero out other part's of the FBX transform pipeline but it wasn't setting the Rotation Order correctly and was also based upon old documentation. Currently recommendation is to always just zero everything out. Finally had to use ResetPivotSetAndConvertAnimation since there appears to be a bug with ConvertPivotAnimationRecursive into the correct space. #jira UE-59116 Change 4100310 by Jamie.Dale Fixed ExecutePythonScript failing when passing file arguments #jira none Change 4100305 by Mike.Zyracki Fix for performance issues with motion trails. Found that the main issue was the GetRefTM call. Refactored the code so that we only call that once per tick, instead of up to 4 times per tick. Also we cache the calculation of the key positions, so we don't need to calculate them again when calculating keys. Finally the GetRefTM call was recursive which was a decent hint, so we cache out it's parent's first and just get the transform's linearly. Also we don't select parents or children to show their trails also, this seemed buggy and possibly very very slow. #jira UE-58712 Change 4100290 by Ben.Marsh Prevent schema being added as a build product twice. #jira UE-59757 Change 4100259 by Jeff.Fisher Duplicating in Release-4.20: Change: 4087159 UE-58249 Late update has FP precision issues on PSVR -In lateupdate the TranslatedViewMatrix and its inverse were being calculated from the ViewMatrix, by subtracting the PreViewTranslation. This doesn't work because the translation numerical innacuracy is already in the ViewMatrix. -I also rearanged the UpdateViewMatrix code some to make it look more like the FViewMatrix constructor code that sets this up, just to make it easier to spot the difference. #review-4087096 #jira UE-58249 Files: //UE4/Dev-VR/Engine/Source/Runtime/Engine/Private/SceneView.cpp#71 Change 4100170 by Brandon.Schaefer Need dump_syms and BreakpadSymbolEncoder in installed builds #jira UE-59500 Change 4100070 by Richard.Wallis Speculative fix for crash in macOS AppKit NSPersistentUIManager. Disable NSWindow application resume feature per window - we are not using it anyway. OS system may still be called but hopefully this reduces the amount of work it is doing. There still seems to be some generic data getting written however. There is also an undocumented *NSDisablePersistence* plist key. Using this plist key completely stops any data getting written by the OS window resume feature. This CL does NOT use this because it's undocumented but maybe an option for the future. #jira UE-52294 Change 4099999 by James.McNatton Removed the disconnect button in the VirtualCamera plugin and cleaned up redirectors in VCam Widgets folder #jira UE-58032 #rb none Change 4099996 by Ben.Marsh Build: Merge changes to support AutoSDKs on Mac. #jira UE-59574 Change 4099991 by Jamie.Dale Updated wrapped enums to be more consistent with native Python enums - Wrapped enums now generate values that are instances of the enum type itself, containing a name and value field (like native Python enums). - Wrapped enums are now strongly typed and do not allow implicit conversion from numbers (explicit casting is available, but throws if the value is unknown). - Wrapped enum entries may be compared against numbers (even numbers that don't have valid values) via the == and != operators (like IntEnum in Python). - Wrapped enums may now be iterated (like native Python enums). - Wrapped enums now return a length based on their number of entries (like native Python enums). - ScriptName meta-data can now be used with enum entries. #jira none Change 4099973 by Mitchell.Wilson Removing some more content that got duplicated into the main project from the virtualcamera plugin content. #jira UE-59744 Change 4099913 by Jamie.Dale Fixed some places that were calling LoadModuleChecked during shutdown #jira UE-59482 Change 4099905 by Jamie.Dale Fixed InitializeAvailableCultures missing some languages #jira UE-59349 Change 4099879 by Jamie.Dale Fixed a crash when a Blueprint with variable watches was destroyed #jira UE-59117 Change 4099874 by Mitchell.Wilson Removing some unused files from the Content directory. Updating defaultengine.ini with remote session channel info. #jira UE-59745 UE-59744 Change 4099860 by Benn.Gallagher Fixed clothing data binding state becomming mismatched after a reimport over multiple LODs, moved the unbind and rebind steps out of the inner import loop to be handled before and after the total reimport. #jira UE-57337 Change 4099819 by Richard.Wallis Fix for Timed Notifies scrub incorrectly on timeline on Mac. This is also an issue if running in Hi DPI on windows. #jira UE-55678 Change 4099808 by Jamie.Dale Fixed crash when content hot-reloading the build data for the currently loaded world #jira UE-59163 Change 4099773 by Jamie.Dale Fixed crash after attempting to load a package that is too new #jira UE-58121 Change 4099759 by Jamie.Dale Fixed material editor crash if reloading a texture used by the material #jira UE-57762 Change 4099744 by Jamie.Dale Fixed placeholder string table entries being considered identical as their entry may appear in the future #jira UE-58987 Change 4099735 by Jurre.deBaare Crash importing specific Alembic file #fix Additional fix to triangulation vs indexing of vertex attributes, this fixes the crash but also normal issues seen before #misc default constructor for FTrackRenderData which could cause jittering/invisible geometry #jira UE-59095 Change 4099612 by Michael.Trepka Reverted change that delays crash reporting initialization for CEF on Mac #jira UE-57378 Change 4099564 by Guillaume.Abadie Cherry-pick 4075014: Works arround HLSLCC's issue with InterlockedOr in DOF's reduce pass. #jira none Change 4099557 by Guillaume.Abadie Cherry-pick 4074767: Fixes DOF's scattered bokeh changing of intensity dynamic resolution + TAAU. #jira none Change 4099549 by Guillaume.Abadie Cherry-pick 4073050: Whitelists vulkan for DOF's R11G11B10 optimisation and increase to 4 gathering on consoles. #jira none Change 4099544 by Guillaume.Abadie Cherry-pick 4073044: PR #4681: UE-58051: Scene Capture 2D: additive mode not working in 4.19 (Contributed by lion03) #jira UE-58051 Change 4099540 by Richard.Wallis Fix for PIE HighDPI touch location. #jira UE-59015 Change 4099516 by Richard.Wallis speculative fix for FSlateMacMenu::UpdateMenu() crashes. I've not been able to reproduce this. All the crash call stacks seem to be at shutdown, maybe with the save changes dialogue that would appear after modifications then a CMD+Q. I can get similar behaviour by adjusting when the FMacMenu adds and removes itself to the GCachedMenuState map. This fix changes the access pattern to the map from operator[] (which uses a FindChecked underneath and is the cause of this crash/assert) to a FindRef then checking for a valid node. Since these crashes are at shutdown I think this is ok to do and I've tested with this fix in place, randomly not adding those items to GCachedMenuState object during editor operation and it now survives this and recovers if you then reenable the adding of the items. My best guess as to the cause is that the defered update event on shutdown is happenning way after the FMacMenu dealloc has been called and so the GCachedMenuState is empty by then. #jira UE-57012 Change 4099511 by Max.Chen Fix CIS #jira UE-59739 Change 4099486 by Richard.Wallis Speculative fix for crash in FMacWindow::ApplySizeAndModeChanges(). I had seen a crash in here while working on UE-46999 (fix for that submitted in CL 4016062) due to the window handle becoming nil mid way through the ApplySizeAndModeChanges() function then a deref'd. This CL adds extra null pointer protection to make sure we check the validity of the WindowHandle after calls to UpdateFullScreenState(). #jira UE-55071 Change 4099392 by Andrew.Rodham Sequencer: Fixed RootToSequence transform not being used when compiling segments with "Evaluate Sub Sequences in Isolation" enabled #jira UE-59138 Change 4099386 by Ben.Marsh Include the BuildConfiguration.Schema.xsd file in the installed engine build, and don't write it out when running in an installed build. #jira UE-58692 Change 4099382 by Benn.Gallagher Fixed crash when switching clothing meshes when clothing LOD0 is unbound on a clothing data object. #jira UE-55780 Change 4099363 by Jason.Bestimt Fix for HMD errors #jira UEVR-1191 Change 4099307 by Richard.Wallis Clone of CL 4077664: Fix for Mac crash from crash report: [CrashReport] UE4Editor-Renderer.dylib!void FForwardLightingParameters::Set<FRHICommandList, FRHIPixelShader*>(). Reflection uniform buffer is NULL when shader parameter is bound - fails checkSlow(!Parameter.IsBound() || UniformBufferRHI); in SetUniformBufferParameter(). #jira UE-51698 Change 4099289 by Richard.Wallis Clone of CL 4059587: Fix for Sequencer window opening behind Main Window. FLevelSequenceEditorToolkit::Initialize() Closes and reopens the world outliner after adding the Sequencer window. On Mac this makes the world outliner / main window move back in front of the sequencer window. This change swaps around those operations. Reopen the world outliner then add the sequencer window. Outliner info still changes it's visible data as before. Tested with World Outliner docked and undocked. #jira UE-55280 Change 4099279 by Richard.Wallis Fix for crash in Mac editor copying unusual characters in the output log. Current operation is unsafe. String Length, number of bytes and code units are not always interchangeable in this way - use FString as that is the target type and does the right thing. #jira UE-57774 Change 4099256 by Richard.Wallis Fix for menu options not updating immediatly after creating or removing collision on Mac. We set the bChachedMacMenuStateNeedsUpdate when a menu is opening, key up and mouse up. However these can be missed on a mouse menu selection (mouse up doesn't cover this case). This change makes sure that the menu cache updates after a menu item execute operation has been called. #jira UE-57049 Change 4098972 by Max.Chen Sequencer: Modify the section when toggling the bounded range. This fixes an issue where the evaluation would be incorrect because the template wouldn't regenerate when toggling the section bounds. #jira UE-59726 Change 4098967 by Mike.Zyracki Turn off turning off optimization for geometry sequencer tracks. #trivial #jira UESEQ-372 Change 4098942 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098906 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098881 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098667 by Marcus.Wassmer Duplicate 4098665. Fix d3ddebug error on launch #jira UE-59693 Change 4098542 by Mike.Zyracki Geometry Cache Sequencer Support for 4.20 #jira UESEQ-372 Change 4098373 by Jason.Bestimt Misc Vulkan/Lumin fixes from Dev-VR CL 4071730, 4077567, 4077947, 4078460, 4078467, 4081212, 4081315, 4081648, 4083015 #JIRA: UE-59722 Change 4098334 by Ethan.Geller [Release 4.20] #jira UE-54812 fix up include path. Change 4098286 by Matt.Kuhlenschmidt Fix slate resources being destroyed when a dynamic image brush is destoyed even if the resource is shared. #jira UE-55792 Change 4098284 by Brandon.Schaefer Missing header in Monolithic builds Fixed indent issues, was using spaces vs tabs #jira UE-59705 Change 4098247 by Michael.Trepka Fixed a crash in FMacApplication::ProcessMouseUpEvent() #jira UE-57859 Change 4098219 by Matt.Hoffman Linux CIS Fixes for TOptional #trivial #jira None Change 4098209 by Matt.Kuhlenschmidt Disable "restart detection" reimport test until we can reproduce the issue. Its not detecting a legit issue #jira UE-59710 Change 4098132 by Ben.Marsh Add "Nuget Package Manager" to the list of required components for compiling the engine. #jira UE-59376 Change 4098110 by Ben.Marsh Fix missing DLL errors when compiling for Win32 with the VC++ 14.14 toolchain. #jira UE-59150 Change 4098088 by Matt.Kuhlenschmidt Fix ensure starting tutorials in any editor project #jira UE-59714 Change 4098011 by Ben.Marsh Fix editor targets not being rebuilt when packaging from an installed engine build. #jira UE-58652 Change 4098006 by Matt.Hoffman Deleting keys, undoing the deletion, selecting them and then redoing the deletion no longer causes a crash in Sequencer/UMG's Curve Editors. KeyHandleLookupTables were not being serialized so when Undo/Redo transactions happened their map of the key handles would not be restored. This caused a mis-match in the data (the map contained more entries than actual data) so the map would falsely report a valid index when there was not one. Graph Editor selections are not sync'd with the Undo/Redo system currently so redoing a deletion after selecting keys would leave you in a state where you tried to request now out of bounds keys on the next Tick to update the UI. #jira UE-58270 Change 4097995 by Ryan.Vance #jira UEVR-1190 Disable rhi thread when running with vulkan on oculus android platforms. Change 4097981 by Ben.Marsh Ignore private include paths for any precompiled modules. Prevents warnings when they are stripped out from an installed engine build. #jira Change 4097963 by Ben.Marsh Write the exception callstack to the UBT log when thrown reading a makefile. #jira UE-59222 Change 4097940 by Ben.Marsh Prevent source folder being added as a private include path if it does not exist. #jira UE-59145 Change 4097927 by Ethan.Geller [Release-4.20] #jira UE-54812 Bring fixes over for Set Mic Threshold issue in binary builds. #rb aaron.mcleran Change 4097905 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. It is controlled by parameters inside subsurface profile. #jira UE-59709 Change 4097898 by Ryan.Vance #jira UEVR-1191 Ensure we prefer VK_PRESENT_MODE_MAILBOX_KHR or VK_PRESENT_MODE_IMMEDIATE_KHR over VK_PRESENT_MODE_FIFO_KHR when creating a swap chain when running inVRr. VSync will interfere with compositor cadence. Change 4097855 by Ben.Marsh Move checks for unique field names behind an additional define, to avoid performance hit when compiling blueprints. #jira UE-58593 Change 4097850 by Ben.Marsh Fix UE4Game compile errors. #jira UE-58593 Change 4097849 by Marcin.Undak Vulkan: fix missing debug markers (TCHAR_TO_ANSI lifetime issues) - Fixed by BrandonS. #jira UE-59484 (merged from Dev-Console) Change 4097844 by Ben.Marsh TBA: Use the trivially relocatable allocator with structured archives, to reduce time taken allocating memory in the constructor. #jira UE-58593 Change 4097840 by Ben.Marsh Add a new allocator (TNonRelocatableInlineAllocator) which eliminates conditional logic from GetAllocation(), at the expense of not being trivially relocatable. This provides a significant performance increase for allocators that are dereferenced frequently, but prevents instances of it being stored inside other allocators (which are expected to be trivially relocatable by default). #jira UE-58593 Change 4097831 by Ben.Marsh TBA: Add a fast path for serializing to binary archives that don't require callbacks when leaving slots. #jira UE-58593 Change 4097825 by Marcin.Undak UAT: don't produce .pak file while cooking on the fly (merged from Dev-Console) #jira UE-58923 Change 4097783 by Ethan.Geller [Release-4.20] #jira UE-58004 fix AudioMixer checks in AudioMixerBlueprintLibary, which solves crash when calling recording BP functions. #rb Aaron.McLeran Change 4097767 by Matt.Kuhlenschmidt Fix crash processing mainframe keybindings during slow tasks #jira UE-55765 Change 4097745 by Ben.Marsh Fixes to UpdateCopyright for latest source. #jira Change 4097743 by mason.seay Test map for Virtual Camera Focus testing #jira UE-29618 Change 4097723 by Matt.Kuhlenschmidt Fix crash when importing assets in a folder containing an invalid character for a package name #jira UE-59166,UE-44071 Change 4097713 by Max.Chen Sequencer: Fix missing buttons in the particle toggle track. Fixed CreateKeyEditor and make the the channel handles reflect the channel's inheritance hierarchy. #jira UE-59542 Change 4097683 by Max.Chen Sequencer Scripting: Move to "Scripting" category alongside Python Script Plugin #jira UE-59568 Change 4097681 by Krzysztof.Narkowicz Missing file for CL 4097655: "Added subsurface profile for eye shading model." #jira UE-59708 Change 4097655 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira UE-59708 Change 4097634 by Max.Chen Sequencer: Add checks for valid sequencer. #jira UE-59287 Change 4097627 by Max.Chen Sequencer: Fix for crash OnKeySelected and GetAutoSizeRange #jira UE-58343 Change 4097625 by Max.Chen Sequence Recorder: Fix StopRecording() condition when there is an actor recording that doesn't have a valid actor to record. Fix bool recorder not using bool channels. #jira UE-58688 Change 4097620 by Max.Chen Actor Sequence: Fix crash on compiling blueprint with deleted actor sequence #jira UE-53186 #jira UE-59664 Change 4097616 by Max.Chen Text Render Component: Fix crash on shutdown. #jira UE-58116 Change 4097607 by Max.Chen Sequencer: Use non-throttled spin box for numeric key editor #jira UE-59219 Change 4097606 by Max.Chen Sequencer: Check for a valid segment ID in EvaluateStatic #jira UE-57596 Change 4097538 by Marc.Audy PR #4755: Fix minor typo in comment (Contributed by Marenz) #jira UE-59671 Change 4097518 by Marcin.Undak UBT: fix for platforms overriding project generation (merge from Dev-Console) #jira UE-59485 Change 4097417 by Benn.Gallagher Fixed barycentric computation case causing a check. Should really just output an invalid sentinel value. Warns about failures but no longer crashes. #jira UE-57097 Change 4097407 by Jason.Bestimt Changing MLSDK missing callback to launch MagicLeap URL #JIRA: UE-58631 Change 4097404 by Jason.Bestimt Proper fix for UE-58864 (crash for Android derived platforms in Launch on menu) #JIRA: UE-58864 Change 4097296 by Matt.Kuhlenschmidt Fix rotation widget no longer correctly displaying rotation label while rotating in high dpi #jira UE-58983 Change 4097284 by Matt.Kuhlenschmidt PR #4650: Git plugin: fix crash on commit error (Contributed by SRombauts) #jira UE-57562 Change 4097275 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097261 by Matt.Kuhlenschmidt Undo //UE4/Release-4.20/Engine/Source/Runtime/Slate/Private/Framework/Application/... changelist 4097249 #jira 0 Change 4097249 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097165 by Nick.Shin #jira UE-58441 HTML5 package crashes on several key combinations: uncaught exception: ASM_CONSTS Change 4097163 by Nick.Shin #jira UE-58423 HTML5 Quicklaunch through UnrealFrontEnd fails on Stage Command: Error: System.NullReferenceExeception Change 4096984 by Ben.Marsh Merging changes to //UE4/Main after 4.20 stream was created. #jira Change 4096873 by Ben.Marsh Fix compile errors for UE4Editor when Oodle SDK is not available. #jira Change 4095992 by Ben.Marsh Update stream for analytics. #robomerge none #jira Change 4111924 by Ben.Marsh Force Win32/Win64 game targets in the installed engine build to be compiled with VS2015, to fix missing symbols linking object files built with VS2017 with VS0215 MSVCRT. #jira UE-59891 Change 4106160 by Ben.Marsh UBT: Fix intermittent PDB errors when compiling with ParallelExecutor, caused by MSPDBSRV.EXE instances being terminated while generating multiple PDBs in parallel. #jira UE-59691 Change 4101702 by Mark.Satterthwaite Duplicate 4098660 & 4101604 Restore the MacGraphicsSwitching plugin removed in 3212253 and begin refactoring it to support switching the Editor between Metal GPUs - primarily this is of benefit to those with eGPUs. - Changing the GPU will ask you to restart. - Fixes a bug where 27" iMacs report an Intel GPU even though it is physically disabled. Add support for Metal device notiications and amend the MacGraphicsSwitching plugin to use it to update when GPUs are added or removed. #jira UERNDR-404 Change 4101598 by Andrew.Grant Changed RemoteSession background to something more generic. #jira UE-59062 Change 4101553 by Mark.Satterthwaite Duplicate 4072923 & 4081236 & 4082081 & 4084046 & 4084647 - Fixes LLM double-counting in MetalRHI. - MetalProfiler improvements. #jira NA Change 4099406 by Ben.Marsh Disable building IOS in installed builds on Windows by default. We don't support this on the cross-compile toolchain. #jira UE-57801 [CL 4112874 by jason bestimt in Dev-VR branch]
2018-06-05 10:27:10 -04:00
}
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
}
Copying //UE4/Release-Staging-4.20 to //UE4/Dev-Main (Source: //UE4/Release-4.20 @ 4112782) ============================ MAJOR FEATURES & CHANGES ============================ Change 4112782 by Mitchell.Wilson Resaving some cloth assets and fixing material compile warnings. #jira UE-59946 Change 4112762 by Max.Chen Sequence Recorder: Fix case where first recording is null but there are other valid recordings. StopRecording wasn't getting called because the EndPIE delegate wasn't bound since ActorWorld was incorrectly set. #jira UE-58688 Change 4112738 by Michael.Dupuis #jira none: Fixed Editor instance count, to only include placed instances. Calling GenerateProceduralContent will no longer automatically remove the current content, as we might want to get the generation for something else than replacing existing data. When deleting procedural foliage, we can now specify if we want to rebuild the tree. Change 4112696 by Matt.Kuhlenschmidt Prevent GC of material editor active preview expression #jira UE-49777 Change 4112611 by Michael.Dupuis Fixed Instance count when Alt+Dragging instance #jira UE-59544: After the operation, reselect the instances, as the selection info into the buffer was lost Change 4112536 by Thomas.Sarkanen Fixed static analysis warning caused by CL 4109096 #jira none Change 4112139 by Phillip.Kavan Fix invalid child actor template cast in nativized code when the child actor class type is a converted Blueprint class asset. - Mirrored from //UE4/Dev-Framework (4111638). #jira UE-53747 Change 4112138 by Phillip.Kavan Fix UHT warning about duplicating UFUNCTION() meta on nativized child Blueprint classes that override at least one BPIE method from the parent class. - Mirrored from //UE4/Dev-Framework (4111613). #jira UE-59182 Change 4111630 by Matt.Collins #jira UE-59934 Rolling back the previous integration of CL 4080446 Change 4111526 by Mike.Beach Guarding against bad settings pointers internal to Oculus. #jira UE-59778 Change 4111525 by Daniel.Wright UStaticMeshComponent::PostEditUndo now initializes its UStaticMesh's rendering resources. This is necessary for cases where the UStaticMesh is in the same transaction (PostEditUndo will be called AFTER the component). However, when calling UStaticMesh::InitResources we must use a FStaticMeshComponentRecreateRenderStateContext to safely handle any components using the UStaticMesh which are not in the transaction. #jira UE-59333 Change 4111518 by Mike.Beach Making sure to load the third party dll, and initing Oculus when we querry for Vulkan extensions. Otherwise we end up calling into the OVR plugin before the dll is loaded. #jira UE-53643 Change 4111482 by Matt.Kuhlenschmidt Fix blend sample context menu appering offset on high dpi monitors #jira UE-59925 Change 4111362 by Ben.Marsh Fix warnings building samples due to missing paths. #jira Change 4111299 by James.McNatton Changed category of Virtual Camera plugin to Virtual Production #RNX #Jira UE-59404 Change 4111153 by Max.Chen Sequencer: Fix dereferencing null pointer - CameraNode #jira UE-59347 Change 4111143 by Matt.Collins #jira UE-59934 CL 4107446 from Dev-Rendering. Always force a commandbuffer submission during EndFrame. Change 4111106 by Matt.Collins #jira UERNDR-406 Bringing CL 4104051 from Dev-Rendering (//UE4/Dev-Rendering) to Release-4.20 (//UE4/Release-4.20) --- Some fixes for semaphore handling. Moved the completion handler to EndFrame (out of FlushFreeList()) FlushFreeList() attached a handler to the command buffer that signaled the semaphore. This can be called through RHIFlushResources which will cause a mismatched signal() Added BeginFrame/EndFrame to the loop in AddModalWindows so the renderer gets the expected frame delimiters. Removed call to EndFrame from EndDrawingViewport. --- Change 4111099 by Ben.Zeigler #jira UE-59199 Add enum redirector for CVD_NormalVision, some values map to normal as they were removed This is needed because that enum value would have been written into the EditorPerProjectSettings for anyone that modified editor style, and then cause mysterious cook warnings Change 4111039 by Ben.Zeigler #jira UE-59046 Fix it so trying to convert a soft path to hard object ref will throw error during async loading instead of silently failing Change 4111013 by Steve.Robb Fix for adding a new module to a project. #jira UE-59770 Change 4110907 by Marc.Audy Add required redirectorfor moving classes from TimeManagement to CoreUObject #jira Change 4110897 by Ben.Zeigler #jira UE-57739 Don't crash if dropping a pin on a node causes the source pin to become invalid, just fail to connect instead Change 4110868 by Ben.Zeigler #jira UE-59920 Fix several issues where half-connected reroute nodes could break AutoCreateRefTerm and other node expansions if they happened to be late in the nodes array, by always expanding knot nodes first Change 4110704 by Ben.Zeigler #jira UE-56365 Fix k2 node tooltip code to not crash if the node is out of date due to slate updates being a tick behind Change 4110686 by Andrew.Grant Resaved to fix empty engine version warning #jira UE-59695 Change 4110466 by Ben.Zeigler #jira UE-59908 Change loading screen logo back to one with text baked in and clean up comments Delete unused logo images Change 4110418 by Ben.Zeigler #jira UE-58025 Fix non editor builds Change 4110258 by Max.Chen Sequencer: Fix some erroneous cases in import fbx. In particular, this fixes an issue where importing an fbx onto one node would behave differently if there are multiple nodes in the fbx since it was ambiguous as to which fbx node to map onto the single node in sequencer. - Changed import operation to be more explicit - when invoking through the general import fbx menu, all object bindings are mapped onto. When invoking through the context menu, only the selected object bindings are mapped onto. - Added a user toggle to match by name only. The default is true. - When importing onto a selected node, disable the creation of cameras. - Don't set range bounds on imported keys since external packages, ie. maya, most likely only have 1 equivalent infinite section range. - Remove any existing sections/keys when importing onto existing tracks. #jira UE-59347 Change 4109923 by Michael.Dupuis #jira UE-59904: Build tree post Serialize otherwise sometime foliage will be missing Change 4109916 by mason.seay Updated level blueprint so it Resets Ignore Look Input, which will prevent look input from being ignored if user triggers Ignore multiple times #jira UE-29618 Change 4109849 by Michael.Dupuis #jira none: Removed PRAGMA_ENABLE_OPTIMISATION Change 4109835 by Lukasz.Furman added OnTaskFinished call when behavior tree's subtree is deactivated #jira UE-48353 Change 4109829 by Ben.Zeigler #jira UE-59909 Add logic so the player cannot be hurt during ShieldNS anim notify by adding and removing a damage immune gameplay effect Change 4109820 by Michael.Dupuis #jira UE-59533: Update the LOD Distribution settings to fix the landscape popping Change 4109813 by Michael.Dupuis #jira UE-59533: Increase the max LOD0 distribution factor so on map with very small component, the value can be increase more than before. Change 4109780 by Alexis.Matte Add the tps file for the levenshtein distance algorithm #jira none Change 4109567 by Ben.Marsh Fix incorrect console colors after a warning or error on Mac. Cannot assume that the default foreground color is gray. #jira UE-55093 Change 4109542 by mason.seay Updated timeline on BP #jira UE-29618 Change 4109474 by Marc.Audy Fix shadow variable warning #jira UE-59895 Change 4109420 by Michael.Dupuis #jira UE-58672 : Since it's possible the GetInstanceBasePtr() would not find the base id we hit, do not assume it must always be valid, and simply skip it instead of crashing. Change 4109397 by Ben.Marsh Speculative fix for exception reading UBT makefiles on Mono. Doesn't seem to be able to deserialize dictionaries with custom comparison functions correctly. #jira UE-59222 Change 4109395 by Lauren.Ridge Removing legacy uses of GetEditorIcon from UMG #jira UE-59038 Change 4109390 by Zachary.Wilson Adding alternative ground truth images for AMD on the planar reflection tests. ST_PR00, 03, 04, 05 #jira UE-59409 Change 4109373 by Michael.Dupuis #jira UE-58664 Restrict the Paint/Unpaint Density to 1.0 Restrict the Foliage Density type to 10000 Restrict the Grass Density type to 1000 Fixed a NAN that could be generated when adding instances These settings would still allow to paint ~2 millions instances with the biggest brush and max density per click. Change 4109348 by Lauren.Ridge Removing engine content that used a material attribute layers node inside a material function #jira UE-55739 Change 4109296 by Lauren.Ridge Fix for crash on adding OnClicked event to button in Widget BP #jira UE-59846 Change 4109193 by Matt.Kuhlenschmidt Fixed crash when construction scripts are rerun during the details panel calling posteditchange #jira UE-59649 Change 4109096 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties Revamped change as the last one failed Fast Path automated tests. This change limits the property re-find only to cases where we are using sub-instances. DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4109078 by Ben.Marsh Fix warnings building PlatformerGame due to incorrect include path. #jira Change 4109066 by Matt.Kuhlenschmidt Prevent alt-f4 during slow tasks as it causes entry into the shutdown sequence at abnormal times #jira UE-59866 Change 4109020 by Ben.Marsh Fix client targets showing up in packaging menu for installed builds (which don't ship with client binaries). (This implementation is a little suspect in general - there is no requirement that client targets are called "*Client.Target.cs", though that is typically the case.) #jira UE-59641 Change 4108991 by Martin.Wilson Fix crash when trying to extract transform from raw track with no track data. #jira UE-58025 Change 4108987 by Martin.Wilson Make sure rotations are normalized before creating blended transform #jira UE-53971 Change 4108932 by Thomas.Sarkanen Back out changelist 4108877 This was causing a 100% crash in an automated test #jira none Change 4108930 by Danny.Bouimad Fixing testcase content #Jira UEQATC-405 Change 4108883 by Danny.Bouimad Fixing Automated LodCurveLinkingTest1 #Jira UE-59763 Change 4108877 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4108874 by Thomas.Sarkanen Fixed incorrect preview mesh being applied after retargeting On first setup, the preview mesh was obtained using a legacy path that didnt use the skeleton fallback #jira UE-59636 - When Retargeting Animation, Mesh Set as Preview that Shares Skeleton Isn't Kept Change 4108834 by Thomas.Sarkanen Pressing enter when selecting an object from a Blueprint node now works #jira UE-58017 - Enter key does not set chosen asset on some blueprint nodes Change 4108833 by Thomas.Sarkanen Fixed crash caused by retargeting a skeleton when some of its animations are still open Firstly we now auto-close all assets that use a skeleton when retergetting instead of popping up a dialog to suggest the user does it. Secondly as a safety measure we dont re-use an animation editor if the persona toolkit's skeleton doesnt match. #jira UE-58681 - [CrashReport] UE4Editor_Persona!FPersonaToolkit::SetAnimationAsset() [personatoolkit.cpp:211] Change 4108808 by Dmitriy.Dyomin Fixed: ARPG crashes on Vulkan PC and Android #jira UE-59781 Change 4108719 by Max.Chen Sequencer: Fix CIS #jira UESEQ-355 Change 4108675 by Max.Chen Sequencer: Added audio support to FCP XML import/export #jira UESEQ-355 Change 4108674 by Max.Chen Sequencer: Upon export, log warnings when filename format is not '{shot}' #jira UESEQ-358 Change 4108673 by Max.Chen Sequencer: Added 'Write FCPXML' option to Render Movie Settings dialog. Changed track menu FCPXML export to get default resolution and frame rate from MovieSceneCaptureSettings. #jira UESEQ-358 Change 4108418 by Mark.Satterthwaite Fix Shipping iOS builds. #jira UE-59883 Change 4108118 by Alexis.Matte Make sure GIsImportingT3D is false when the scene importer open the blueprint editor. This flag force a load of UObject when we do FindObject, which in this case was forcing a load of all blueprints assets. #jira UE-59854 #jira UE-57861 Change 4108059 by Ben.Marsh Merge latest UGS fixes (up to 1.140) to 4.20 branch. #jira Change 4107719 by Mark.Satterthwaite Duplicate 4107661: Refactor the MetalRHI debugging tools to move away from reimplementing the Objective-C protocols to adding separate debugging classes. This makes it easier to build on/for future OSes without having to interpose new functionality we don't yet use. #jira UE-59883 Change 4107443 by Lauren.Ridge Fix for crash on connecting curve param node with no texture set #jira UE-59880 Change 4107248 by Dan.Oconnor Explicitly close floating Blueprint Debugger controls when the master tab is closed #jira UE-59835 Change 4107137 by Jason.Bestimt Removing ML Analytics Plugin to fix regressions #JIRA: UE-59874, UE-59873 Change 4107125 by paulo.souza #jira UE-59806 - ARPG - Goblin death not running all destroy logic Change 4107113 by Phillip.Kavan Allow the NativizedAssets plugin source to include monolithic engine header files without a compiler warning. - Mirrored from //UE4/Dev-Framework (4081432). #jira UE-59125 Change 4106736 by Jamie.Dale Fixed content browser filter failing to match certain names if asset paths were omitted from the search #jira UE-59849 Change 4106581 by Martin.Wilson Fix issue with double ticking a reused animation instance on set skeletal mesh because of parallel evaluation. #jira UE-54851 Change 4106475 by Jason.Bestimt Fix for Lumin Linux dependency in a better way #JIRA: CIS Change 4106201 by Michael.Trepka Don't allow invalid cursor clip rects when locking the cursor on Mac #jira UE-59842 Change 4106188 by Jason.Bestimt Wrapping Lumin call with PLATFORM_LUMIN #JIRA: CIS Change 4106179 by Michael.Dupuis #jira UE-53944: Integrated guard from user to prevent crash if bad data is found in the view #4714 Change 4106176 by Martin.Wilson Fix for crash introduced in 4105998 #jira UE-56395 Change 4106103 by Ben.Marsh UBT: Fix intellisense search paths not being set correctly for modules which are not built by default. #jira Change 4106081 by Marc.Audy Fix shadow variable #jira UE-59848 Change 4106078 by Jason.Bestimt Fix for Linux trying to build MagicLeapAnalytics by swapping from Blacklist to Whitelist #JIRA: none Change 4106015 by Martin.Wilson Make sure that animations that have transform curves are up to date on loading. #4320 #jira UE-53392 Change 4106005 by Anthony.Bills [Linux] Add support for terminfo2 to fix mono issue 6752, and rebuild .net 4.5's mscorlib.dll #jira UE-59382 Change 4105998 by Martin.Wilson Fix crash when re registering a skeletal mesh component with a post process instance that references invalid virtual bones #Jira UE-56395 Change 4105962 by Jeff.Fisher Duplicating for 4.20: Change: 4097595 and 4104555 UE-59359 Mr Mesh Crash at startup -Vulkan does not work correctly unless we fill in all of the vertex buffers. MRMesh now requires that via assert and MeshTrackerComponent fills in placeholder data as necessary. -Also fixed the vr.MagicLeap.FakeMeshTrackerData cvar, it was missing the 'MagicLeap'. #jira UE-59359 Change 4105952 by Ben.Marsh Add an "IsTerminating" event to the record of active sessions. Should allow detecting whether RequestExit() was called before an abnormal shutdown was triggered. #jira Change 4105946 by Ben.Marsh Disable debug info for IOS and TVOS in installed builds. #jira UE-59816 Change 4105939 by Michael.Dupuis #jira UE-59256: Properly take into account the scale of the instances when determining LOD transition Added the possibility to see the Cluster tree bounds in the Show->Advanced Menu Change 4105915 by Jamie.Dale Implemented negative indexing for Python wrapped arrays #jira UE-59841 Change 4105896 by Richard.Wallis Another macOS TIS non-MainThread spam warning fix. #jira UE-54623 Change 4105813 by Michael.Dupuis #jira none: Prevent a possible crash if using world offset with a landscape without sub sections Change 4105764 by Ben.Marsh Add a check that a 2015 compiler exists under VS2015 toolchain directories - it may not have been installed. #jira Change 4105747 by Ben.Marsh Fix detection of VS2017 toolchains that only have a 32-bit compiler for x64 (eg. VS2017 Express Desktop) #jira UE-59838 Change 4105642 by Jason.Bestimt Disabling Lumin Platform Editor modules on linux #JIRA: UE-59543 Change 4105553 by Matt.Kuhlenschmidt PR #4633: Fixed DPI awareness of two functions (Contributed by Temaran) #jira UE-57283 Change 4105486 by Michael.Dupuis #jira UE-58074: Include the HeightmapScaleBias in the DDC hash as component can share the same heightmap with different HeightmapScaleBias Change 4105474 by Michael.Dupuis #jira UE-57957: Fixed neightbord component extend used when component was not visible (so not custom data and generating neighbord) #jira UE-58995: Change 4105427 by Sorin.Gradinaru UE-59698 Cannot load youtube URLs on Android #jira UE-59698 #Android #4.20 The native WebView cannot load HTML5 movies if the control's layout doesn't have the FILL_PARENT param Change 4105308 by Mieszko.Zielinski Merge of 4077826 over from Dev-Framework #UE4 #jira UE-59186 Change 4105050 by Ben.Marsh Disable debug info for all target platforms in installed engine builds, to fix bloated install size. IOS and TVOS still have it enabled for now, due to errors when packaging. #jira UE-59816 Change 4104584 by Mike.Beach Mirroring CL 4103694 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104538 by Alexis.Matte Fix crash when reloading a skeletal mesh actor with some vertex painting #jira UE-57891 Change 4104534 by Mike.Beach Mirroring CL 4090670/4094620 from Dev-VR MR Calibration - Fixing an issue where the alignment models would disappear. MR Calibration - Saving garbage mattes when exiting using escape. #jira UEVR-24 Change 4104381 by Alexis.Matte Fix a render thread crash when reimporting skeletal mesh #jira UE-51935 Change 4104365 by Mike.Beach Mirroring CL 4064903 from Dev-VR Removing duplicate redirects, and resaving MRCalibration content so packaging works without failing on old package references. #jira UE-58914 Change 4104341 by Alexis.Matte Support non uniform scale scene transform for fbx skeletal mesh exporter #jira UE-57733 Change 4104328 by Alexis.Matte Fix a crash when re-importing an animation and we have to choose a skeleton for the anim sequence #jira UE-58027 Change 4104318 by Phillip.Kavan Monolithic engine header file exclusion from nativized Blueprint assets is now tied to a project setting. - Mirrored from //UE4/Dev-Framework (4082035). #jira UE-59125 Change 4104305 by Mike.Beach Mirroring CL 4098493 from Dev-VR Not forcing stereo scene capture target to resize (only intended for the main stereo scene buffer, as the depth buffer needs to match the color buffer on some platforms). #jira UE-58953 Change 4104274 by Mike.Beach Mirroring CL 4088048 from Dev-VR Use the standardized tracking-to-world transform for world layer positioning on Oculus - handles both explicit and implicit HMD positioning. #jira UE-59275 Change 4104259 by Mike.Beach Mirroring CL 4084827/4085071 from Dev-VR MRC - Adding CVar for overriding the tracking latency (makes development easier in the calibration process). #jira UEVR-847 Change 4104246 by Mike.Beach Mirroring CL 4084289 from Dev-VR MR - Setting up the calibration save data so that we version it in the future (know that a lens param change is inbound after 4.20). #jira UE-58187 Change 4104240 by Mike.Beach Mirroring CL 4083160 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104233 by Mike.Beach Mirroring CL 4081823 from Dev-VR Loading Oculus controller models in the editor so that they get included in the cooking process (so that the MotionController components that indirectly uses these at runtime don't get dropped). #jira UE-58190 Change 4104196 by Alexis.Matte Unshelved from pending changelist '4075677': Fix fbx scene re-import crash when the user re-import more then one time with some override material. #jira UE-57937 Change 4104191 by Mike.Beach Mirroring CL 4080389 from Dev-VR Speculative fix/guard against live crash - trying to catch malformed model data. Logging helpful information to give us insight in the future. #jira UE-57680 Change 4104177 by Mike.Beach Mirroring CL 4080119 from Dev-VR CIS fix - circumventing vs2015 errors/warnings #jira UE-59326, UE-59324 Change 4104170 by Mike.Beach Mirroring CL 4078631 from Dev-VR Fixing MR Calibration so it scales the alignment model according the the capture's FOV (so they appear the same size across capture devices - leading to a homogenous experience). Also moved the FOV override config setting to be a console command/setting (mrc.FovOverride) to help in testing this. #jira UE-55499 Change 4104167 by Jostin.Bilyeu Checking in needed changes to level TM-DualLobeSpec in order to correctly verify intended functionality of feature #jira UE-29618 Change 4104158 by Peter.Sumanaseni #jira Change 4104057 by Wes.Hunt Remove sending of UniqueAdvertisingId from AnalyticsET SessionStart events. #jira UE-59790 SOURCE CL 4101872 in //UE4/Main/... Change 4104031 by Dan.Oconnor Update assert to handle subobjects nested in components #jira UE-56422 Change 4103946 by Dan.Oconnor No need to load AnimationBlueprintEditor so early #jira UE-59669 Change 4103859 by Brandon.Schaefer Vulkan on Linux does not allow debugging with markers This is required for debugging wtih Render Doc or anything that uses VK debug markers #jira none Change 4103677 by Sorin.Gradinaru UE-59052 Can't use touch to interact with Web Browser on iPhoneX #jira UE-59052 #iOS #4.20 from CL4077699 on Dev-Mobile Fixed crash on some iOS 11 devices (addSubview before setting WebView's params) Fixed unresponsive WebView on iPhone X (resize the parent with the same size as the child, the touch won't work if the parent is smaller) Change 4103637 by Sorin.Gradinaru UE-39451 Web browser widget causes app to crash when packaging for Distribution on Android #UE-39451 #Android #4.30 from CL 4067204 on Dev-Mobile Adding a proguard exception for the WebViewControl.FrameUpdateInfo Change 4103619 by Marc.Audy Allow the default physics volume to be spawned during construction script execution if it needs to be lazily created #jira UE-58875 Change 4103590 by mason.seay Added Show Mouse Cursor #jira UE-29618 Change 4103469 by paulo.souza #jira UE-59807 - War Hammer weapon was missing Ability setting resulting in it not working correctly. Change 4103459 by mason.seay Updated maps so users can toggle UI-only input #jira UE-29618 Change 4103423 by paulo.souza #jira UE-59808 - Projectile abilities collision blocking on the camera trace Change 4103280 by Jason.Bestimt Fixing copyright in Lumin Plugins #JIRA: 59192 Change 4103238 by JeanMichel.Dignard Copied cl 4077328 from dev-enterprise Fixed SoftObjectPtr/Paths becoming invalid when saving a new world since it's being moved from /Temp/Untitled to its own package. #jira UEENT-1423 Change 4103138 by Richard.Wallis Emergency Fix for bug I introduced in macOS UnrealFrontend crashing on open. FSlateMacMenu::PostInitStartup() gets called much much earler in the front end tool than in the editor. Unfortunatly the style set referenced is invalid as this call happens much earlier in the startup than with the game or the editor 1) Changed GetStyleSetName() - this is not imortant for us so it won't crash there again. 2) Added a check to see if the menu hasn't been setup correctly - if not initialize - this allows localization and and correct keyboard short cuts in non editor / game builds. 3) Keep Editor and Game menu startup behaviour the same as before. #jira UE-59704 Change 4102958 by mason.seay Test map update #jira UE-29618 Change 4102847 by Marc.Audy Try and find the full path name for default value of class parameters #jira UE-59746 Change 4102449 by Ben.Marsh PR #4700: This patch fixes a build failure that occurs on the very first build after adding new files with reflected types. (Contributed by junkimu) #jira UE-58275 Change 4102431 by Ben.Marsh UBT: Fix issue where overlapping circularly header dependencies would not be parsed correctly, preventing files not being rebuilt on header changes (noted where Clang detected an out of date PCH). #jira UE-54979 Change 4102328 by Guillaume.Abadie Cherry-pick 4102327: Fixes a bug in FTAAPassParameters::TopLeftCornerViewRects() that was mistakenly increasing input and output view sizes, causing DOF buffers misalignement for split screen & VR. #jira none Change 4102318 by Emil.Persson Fix for dark metal (missing reflections) in Blueprint Editor. Duplicate of changelist 4099649. #jira UE-59217 Change 4102310 by Dmitriy.Dyomin Fixed: UMG element clipping does not work on Android with Mali GPUs #jira UE-56058 Change 4101920 by Ben.Marsh Don't bother tagging the BuildConfiguration schema on Linux and Mac; we only include it in the distribution for Visual Studio anyway. #jira Change 4101538 by Mark.Satterthwaite Duplicate 4073368 Linear allocator for <2MB Managed buffers allocated in 4MB chunks - hopefully this reduces the total number of buffers and thus reduces the churn in the driver further. These should all be Volatile buffers meaning that we should eventually get semi-decent reuse of these buffers. Fixes some buffer alignment and sizing gotcha's along the way. #jira NA Change 4101500 by Mark.Satterthwaite Duplicate 4098091 On Mac we can avoid continually reallocating the depth-fallback texture as we only need the largest size to hang around and we can use DontCare for Load & Store. On iOS due to driver bugs we need to match the size and either Clear or Load - but I think Clear should be faster. Should make FortGPUTestBed faster on the CPU. #jira NA Change 4101453 by Mark.Satterthwaite Duplicate 4078874 & 4079396 Make LPV visualisation work on macOS to aid debugging. #jira UE-58937 Export the constant-buffer bindings that are actually used by Metal shaders to prevent overwriting SRVs & UAVs with unused uniform-buffer data. #jira UE-58937 Change 4101448 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4101417 by Sam.Deiter #JIRA #RB UEDOC-7656 - Fixed an issue with ARPG not building the loading screen CPP file. Change 4101412 by Mark.Satterthwaite Duplicate 4075868 Metal Vega drivers in 10.13.5 fix blitting with non-zero offsets and we should be using the same buffer blitting path on 2013 Mac Pro's now that we aren't paying an exorbitant cost for doing so. #jira N/A Change 4101393 by Mark.Satterthwaite Fixed a mistake I let slip through in 3934147 that will potentially cause slight miscompilation of SP_METAL. #jira N/A Change 4101390 by Marc.Audy Placed Editor Utility Base once again ticks in the editor as intended #jira UE-59743 Change 4101367 by Brandon.Schaefer Avoid printing when in a signal handler. Put that off until the end #jira UE-36663 Change 4101362 by Mark.Satterthwaite Duplicate 4091485 PR - Fixed potential memory leak. #4751 #jira UE-59490 Change 4101349 by Brandon.Schaefer VHACD Needs to be recompiled #jira UE-59506 Change 4101335 by Brandon.Schaefer Cache files that are invalid or the wrong case sensitivity #jira UE-58250 Change 4101325 by Dan.Oconnor SA fix, remove unneeded null check #jira UE-46834 Change 4101278 by Brandon.Schaefer Set our location to Linux/Mac GenerateProject.sh if we are not running from that location #jira UE-59127, UE-57928 Change 4101219 by Brandon.Schaefer If RunUAT gets a signal while running mono bring mono down as well #jira UE-56041 Change 4101169 by Dan.Oconnor Mirror 4094297 from Dev-Framework Mark blueprint created properties as RF_LoadCompleted to prevent the linker from finding them and overwriting them #jira UE-59642 Change 4101157 by Sam.Deiter #jira UEDOC-7655 Updating these images to reflect the name of the project and look like the other loading screens. Change 4101132 by Jamie.Dale Fixed some places that were running asset registry queries inside a loop and causing performance issues #jira UE-59766 Change 4101125 by Jamie.Dale Added IAssetRegistry::GetAssetsByTags to optimize tag look-up when you can have several potential values #jira UE-59766 Change 4101102 by Dan.Oconnor Mirror 4090824 from Dev-Framework Add abillity to insert pins before or after a target pin for Sequence nodes via the context menu #jira UE-59530 Change 4101017 by Brandon.Schaefer Add a pop up message box for Linux to check if we want to or not submit crash report data #jira UE-59617 Change 4100961 by Michael.Trepka Updated Mac VHACD libs #jira UE-59506 Change 4100703 by Dan.Oconnor Mirror 4090523 from Dev-Framework Allow user to close Blueprint Debugger while at a breakpoint, origin of this behavior was 1148085 and the original issue no longer seems to happen. Also fix mismatch between tab name and context menu entry #jira UE-59526 Change 4100697 by Dan.Oconnor Merge 4083850 from Dev-Framework Prevent GameplayAbilitiesEditor from creating FBluerpintActionDatabase when not neccessary, improve performance of FBlueprintActionDatabase::RegisterAllNodeAction #jira UE-59036 Change 4100687 by Dan.Oconnor Mirror 4086666 from Dev-Framework Fix regression due to 'Step Over' fixes - we could pause VM execution when trying to end a Play-in-Editor or Simulated-in-Editor session #jira UE-58916 Change 4100658 by Jostin.Bilyeu Checking in new level TM-DuelLobeSpec and corresponding assets needed to verify Duel Lobe Specularity #jira UE-29618 Change 4100600 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4100576 by Dan.Oconnor Mirror 4081417 from Dev-Framework Enum literals are now more similar to byte literals, which makes them safer to pass by reference #jira UE-58473 Change 4100559 by Dan.Oconnor Mirror 4081153 from Dev-Framework Watch Point Viewer should not be a nomad tab, is owned by the Blueprint Debugger tab manager #jira UE-59313 Change 4100540 by Dan.Oconnor Mirror 4078822 from Dev-Framework Continue trying to finish reinstancing when instances of the old class are being async loaded #jira UE-58123 Change 4100527 by Dan.Oconnor Mirror 4092349 from Dev-Framework Speculative fix for shutdown crash, avoid use of LoadModule in DataValidator ShutdownModule and delete delegates registered in another module when BlueprintGraph shuts down #jira UE-57763 Change 4100478 by Mike.Zyracki weighted, non-weighted fix typo fix for issue found by AndrewP #jira UE-58573 Change 4100445 by Mike.Zyracki Fix for build warning, order of initialization. #jira UE-58712 #trivial Change 4100438 by Dan.Oconnor Mirror 4083455 from Dev-Framework Reduce use of template nodes - a template node was causing an ensure when asset reload code attempted to fix it up #jira UE-46834 Change 4100374 by Mike.Zyracki Fix for bad Camera Rotation Imported From Maya Main issue was that we don't support RotationOrders that aren't XYZ. We had some code to zero out other part's of the FBX transform pipeline but it wasn't setting the Rotation Order correctly and was also based upon old documentation. Currently recommendation is to always just zero everything out. Finally had to use ResetPivotSetAndConvertAnimation since there appears to be a bug with ConvertPivotAnimationRecursive into the correct space. #jira UE-59116 Change 4100310 by Jamie.Dale Fixed ExecutePythonScript failing when passing file arguments #jira none Change 4100305 by Mike.Zyracki Fix for performance issues with motion trails. Found that the main issue was the GetRefTM call. Refactored the code so that we only call that once per tick, instead of up to 4 times per tick. Also we cache the calculation of the key positions, so we don't need to calculate them again when calculating keys. Finally the GetRefTM call was recursive which was a decent hint, so we cache out it's parent's first and just get the transform's linearly. Also we don't select parents or children to show their trails also, this seemed buggy and possibly very very slow. #jira UE-58712 Change 4100290 by Ben.Marsh Prevent schema being added as a build product twice. #jira UE-59757 Change 4100259 by Jeff.Fisher Duplicating in Release-4.20: Change: 4087159 UE-58249 Late update has FP precision issues on PSVR -In lateupdate the TranslatedViewMatrix and its inverse were being calculated from the ViewMatrix, by subtracting the PreViewTranslation. This doesn't work because the translation numerical innacuracy is already in the ViewMatrix. -I also rearanged the UpdateViewMatrix code some to make it look more like the FViewMatrix constructor code that sets this up, just to make it easier to spot the difference. #review-4087096 #jira UE-58249 Files: //UE4/Dev-VR/Engine/Source/Runtime/Engine/Private/SceneView.cpp#71 Change 4100170 by Brandon.Schaefer Need dump_syms and BreakpadSymbolEncoder in installed builds #jira UE-59500 Change 4100070 by Richard.Wallis Speculative fix for crash in macOS AppKit NSPersistentUIManager. Disable NSWindow application resume feature per window - we are not using it anyway. OS system may still be called but hopefully this reduces the amount of work it is doing. There still seems to be some generic data getting written however. There is also an undocumented *NSDisablePersistence* plist key. Using this plist key completely stops any data getting written by the OS window resume feature. This CL does NOT use this because it's undocumented but maybe an option for the future. #jira UE-52294 Change 4099999 by James.McNatton Removed the disconnect button in the VirtualCamera plugin and cleaned up redirectors in VCam Widgets folder #jira UE-58032 #rb none Change 4099996 by Ben.Marsh Build: Merge changes to support AutoSDKs on Mac. #jira UE-59574 Change 4099991 by Jamie.Dale Updated wrapped enums to be more consistent with native Python enums - Wrapped enums now generate values that are instances of the enum type itself, containing a name and value field (like native Python enums). - Wrapped enums are now strongly typed and do not allow implicit conversion from numbers (explicit casting is available, but throws if the value is unknown). - Wrapped enum entries may be compared against numbers (even numbers that don't have valid values) via the == and != operators (like IntEnum in Python). - Wrapped enums may now be iterated (like native Python enums). - Wrapped enums now return a length based on their number of entries (like native Python enums). - ScriptName meta-data can now be used with enum entries. #jira none Change 4099973 by Mitchell.Wilson Removing some more content that got duplicated into the main project from the virtualcamera plugin content. #jira UE-59744 Change 4099913 by Jamie.Dale Fixed some places that were calling LoadModuleChecked during shutdown #jira UE-59482 Change 4099905 by Jamie.Dale Fixed InitializeAvailableCultures missing some languages #jira UE-59349 Change 4099879 by Jamie.Dale Fixed a crash when a Blueprint with variable watches was destroyed #jira UE-59117 Change 4099874 by Mitchell.Wilson Removing some unused files from the Content directory. Updating defaultengine.ini with remote session channel info. #jira UE-59745 UE-59744 Change 4099860 by Benn.Gallagher Fixed clothing data binding state becomming mismatched after a reimport over multiple LODs, moved the unbind and rebind steps out of the inner import loop to be handled before and after the total reimport. #jira UE-57337 Change 4099819 by Richard.Wallis Fix for Timed Notifies scrub incorrectly on timeline on Mac. This is also an issue if running in Hi DPI on windows. #jira UE-55678 Change 4099808 by Jamie.Dale Fixed crash when content hot-reloading the build data for the currently loaded world #jira UE-59163 Change 4099773 by Jamie.Dale Fixed crash after attempting to load a package that is too new #jira UE-58121 Change 4099759 by Jamie.Dale Fixed material editor crash if reloading a texture used by the material #jira UE-57762 Change 4099744 by Jamie.Dale Fixed placeholder string table entries being considered identical as their entry may appear in the future #jira UE-58987 Change 4099735 by Jurre.deBaare Crash importing specific Alembic file #fix Additional fix to triangulation vs indexing of vertex attributes, this fixes the crash but also normal issues seen before #misc default constructor for FTrackRenderData which could cause jittering/invisible geometry #jira UE-59095 Change 4099612 by Michael.Trepka Reverted change that delays crash reporting initialization for CEF on Mac #jira UE-57378 Change 4099564 by Guillaume.Abadie Cherry-pick 4075014: Works arround HLSLCC's issue with InterlockedOr in DOF's reduce pass. #jira none Change 4099557 by Guillaume.Abadie Cherry-pick 4074767: Fixes DOF's scattered bokeh changing of intensity dynamic resolution + TAAU. #jira none Change 4099549 by Guillaume.Abadie Cherry-pick 4073050: Whitelists vulkan for DOF's R11G11B10 optimisation and increase to 4 gathering on consoles. #jira none Change 4099544 by Guillaume.Abadie Cherry-pick 4073044: PR #4681: UE-58051: Scene Capture 2D: additive mode not working in 4.19 (Contributed by lion03) #jira UE-58051 Change 4099540 by Richard.Wallis Fix for PIE HighDPI touch location. #jira UE-59015 Change 4099516 by Richard.Wallis speculative fix for FSlateMacMenu::UpdateMenu() crashes. I've not been able to reproduce this. All the crash call stacks seem to be at shutdown, maybe with the save changes dialogue that would appear after modifications then a CMD+Q. I can get similar behaviour by adjusting when the FMacMenu adds and removes itself to the GCachedMenuState map. This fix changes the access pattern to the map from operator[] (which uses a FindChecked underneath and is the cause of this crash/assert) to a FindRef then checking for a valid node. Since these crashes are at shutdown I think this is ok to do and I've tested with this fix in place, randomly not adding those items to GCachedMenuState object during editor operation and it now survives this and recovers if you then reenable the adding of the items. My best guess as to the cause is that the defered update event on shutdown is happenning way after the FMacMenu dealloc has been called and so the GCachedMenuState is empty by then. #jira UE-57012 Change 4099511 by Max.Chen Fix CIS #jira UE-59739 Change 4099486 by Richard.Wallis Speculative fix for crash in FMacWindow::ApplySizeAndModeChanges(). I had seen a crash in here while working on UE-46999 (fix for that submitted in CL 4016062) due to the window handle becoming nil mid way through the ApplySizeAndModeChanges() function then a deref'd. This CL adds extra null pointer protection to make sure we check the validity of the WindowHandle after calls to UpdateFullScreenState(). #jira UE-55071 Change 4099392 by Andrew.Rodham Sequencer: Fixed RootToSequence transform not being used when compiling segments with "Evaluate Sub Sequences in Isolation" enabled #jira UE-59138 Change 4099386 by Ben.Marsh Include the BuildConfiguration.Schema.xsd file in the installed engine build, and don't write it out when running in an installed build. #jira UE-58692 Change 4099382 by Benn.Gallagher Fixed crash when switching clothing meshes when clothing LOD0 is unbound on a clothing data object. #jira UE-55780 Change 4099363 by Jason.Bestimt Fix for HMD errors #jira UEVR-1191 Change 4099307 by Richard.Wallis Clone of CL 4077664: Fix for Mac crash from crash report: [CrashReport] UE4Editor-Renderer.dylib!void FForwardLightingParameters::Set<FRHICommandList, FRHIPixelShader*>(). Reflection uniform buffer is NULL when shader parameter is bound - fails checkSlow(!Parameter.IsBound() || UniformBufferRHI); in SetUniformBufferParameter(). #jira UE-51698 Change 4099289 by Richard.Wallis Clone of CL 4059587: Fix for Sequencer window opening behind Main Window. FLevelSequenceEditorToolkit::Initialize() Closes and reopens the world outliner after adding the Sequencer window. On Mac this makes the world outliner / main window move back in front of the sequencer window. This change swaps around those operations. Reopen the world outliner then add the sequencer window. Outliner info still changes it's visible data as before. Tested with World Outliner docked and undocked. #jira UE-55280 Change 4099279 by Richard.Wallis Fix for crash in Mac editor copying unusual characters in the output log. Current operation is unsafe. String Length, number of bytes and code units are not always interchangeable in this way - use FString as that is the target type and does the right thing. #jira UE-57774 Change 4099256 by Richard.Wallis Fix for menu options not updating immediatly after creating or removing collision on Mac. We set the bChachedMacMenuStateNeedsUpdate when a menu is opening, key up and mouse up. However these can be missed on a mouse menu selection (mouse up doesn't cover this case). This change makes sure that the menu cache updates after a menu item execute operation has been called. #jira UE-57049 Change 4098972 by Max.Chen Sequencer: Modify the section when toggling the bounded range. This fixes an issue where the evaluation would be incorrect because the template wouldn't regenerate when toggling the section bounds. #jira UE-59726 Change 4098967 by Mike.Zyracki Turn off turning off optimization for geometry sequencer tracks. #trivial #jira UESEQ-372 Change 4098942 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098906 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098881 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098667 by Marcus.Wassmer Duplicate 4098665. Fix d3ddebug error on launch #jira UE-59693 Change 4098542 by Mike.Zyracki Geometry Cache Sequencer Support for 4.20 #jira UESEQ-372 Change 4098373 by Jason.Bestimt Misc Vulkan/Lumin fixes from Dev-VR CL 4071730, 4077567, 4077947, 4078460, 4078467, 4081212, 4081315, 4081648, 4083015 #JIRA: UE-59722 Change 4098334 by Ethan.Geller [Release 4.20] #jira UE-54812 fix up include path. Change 4098286 by Matt.Kuhlenschmidt Fix slate resources being destroyed when a dynamic image brush is destoyed even if the resource is shared. #jira UE-55792 Change 4098284 by Brandon.Schaefer Missing header in Monolithic builds Fixed indent issues, was using spaces vs tabs #jira UE-59705 Change 4098247 by Michael.Trepka Fixed a crash in FMacApplication::ProcessMouseUpEvent() #jira UE-57859 Change 4098219 by Matt.Hoffman Linux CIS Fixes for TOptional #trivial #jira None Change 4098209 by Matt.Kuhlenschmidt Disable "restart detection" reimport test until we can reproduce the issue. Its not detecting a legit issue #jira UE-59710 Change 4098132 by Ben.Marsh Add "Nuget Package Manager" to the list of required components for compiling the engine. #jira UE-59376 Change 4098110 by Ben.Marsh Fix missing DLL errors when compiling for Win32 with the VC++ 14.14 toolchain. #jira UE-59150 Change 4098088 by Matt.Kuhlenschmidt Fix ensure starting tutorials in any editor project #jira UE-59714 Change 4098011 by Ben.Marsh Fix editor targets not being rebuilt when packaging from an installed engine build. #jira UE-58652 Change 4098006 by Matt.Hoffman Deleting keys, undoing the deletion, selecting them and then redoing the deletion no longer causes a crash in Sequencer/UMG's Curve Editors. KeyHandleLookupTables were not being serialized so when Undo/Redo transactions happened their map of the key handles would not be restored. This caused a mis-match in the data (the map contained more entries than actual data) so the map would falsely report a valid index when there was not one. Graph Editor selections are not sync'd with the Undo/Redo system currently so redoing a deletion after selecting keys would leave you in a state where you tried to request now out of bounds keys on the next Tick to update the UI. #jira UE-58270 Change 4097995 by Ryan.Vance #jira UEVR-1190 Disable rhi thread when running with vulkan on oculus android platforms. Change 4097981 by Ben.Marsh Ignore private include paths for any precompiled modules. Prevents warnings when they are stripped out from an installed engine build. #jira Change 4097963 by Ben.Marsh Write the exception callstack to the UBT log when thrown reading a makefile. #jira UE-59222 Change 4097940 by Ben.Marsh Prevent source folder being added as a private include path if it does not exist. #jira UE-59145 Change 4097927 by Ethan.Geller [Release-4.20] #jira UE-54812 Bring fixes over for Set Mic Threshold issue in binary builds. #rb aaron.mcleran Change 4097905 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. It is controlled by parameters inside subsurface profile. #jira UE-59709 Change 4097898 by Ryan.Vance #jira UEVR-1191 Ensure we prefer VK_PRESENT_MODE_MAILBOX_KHR or VK_PRESENT_MODE_IMMEDIATE_KHR over VK_PRESENT_MODE_FIFO_KHR when creating a swap chain when running inVRr. VSync will interfere with compositor cadence. Change 4097855 by Ben.Marsh Move checks for unique field names behind an additional define, to avoid performance hit when compiling blueprints. #jira UE-58593 Change 4097850 by Ben.Marsh Fix UE4Game compile errors. #jira UE-58593 Change 4097849 by Marcin.Undak Vulkan: fix missing debug markers (TCHAR_TO_ANSI lifetime issues) - Fixed by BrandonS. #jira UE-59484 (merged from Dev-Console) Change 4097844 by Ben.Marsh TBA: Use the trivially relocatable allocator with structured archives, to reduce time taken allocating memory in the constructor. #jira UE-58593 Change 4097840 by Ben.Marsh Add a new allocator (TNonRelocatableInlineAllocator) which eliminates conditional logic from GetAllocation(), at the expense of not being trivially relocatable. This provides a significant performance increase for allocators that are dereferenced frequently, but prevents instances of it being stored inside other allocators (which are expected to be trivially relocatable by default). #jira UE-58593 Change 4097831 by Ben.Marsh TBA: Add a fast path for serializing to binary archives that don't require callbacks when leaving slots. #jira UE-58593 Change 4097825 by Marcin.Undak UAT: don't produce .pak file while cooking on the fly (merged from Dev-Console) #jira UE-58923 Change 4097783 by Ethan.Geller [Release-4.20] #jira UE-58004 fix AudioMixer checks in AudioMixerBlueprintLibary, which solves crash when calling recording BP functions. #rb Aaron.McLeran Change 4097767 by Matt.Kuhlenschmidt Fix crash processing mainframe keybindings during slow tasks #jira UE-55765 Change 4097745 by Ben.Marsh Fixes to UpdateCopyright for latest source. #jira Change 4097743 by mason.seay Test map for Virtual Camera Focus testing #jira UE-29618 Change 4097723 by Matt.Kuhlenschmidt Fix crash when importing assets in a folder containing an invalid character for a package name #jira UE-59166,UE-44071 Change 4097713 by Max.Chen Sequencer: Fix missing buttons in the particle toggle track. Fixed CreateKeyEditor and make the the channel handles reflect the channel's inheritance hierarchy. #jira UE-59542 Change 4097683 by Max.Chen Sequencer Scripting: Move to "Scripting" category alongside Python Script Plugin #jira UE-59568 Change 4097681 by Krzysztof.Narkowicz Missing file for CL 4097655: "Added subsurface profile for eye shading model." #jira UE-59708 Change 4097655 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira UE-59708 Change 4097634 by Max.Chen Sequencer: Add checks for valid sequencer. #jira UE-59287 Change 4097627 by Max.Chen Sequencer: Fix for crash OnKeySelected and GetAutoSizeRange #jira UE-58343 Change 4097625 by Max.Chen Sequence Recorder: Fix StopRecording() condition when there is an actor recording that doesn't have a valid actor to record. Fix bool recorder not using bool channels. #jira UE-58688 Change 4097620 by Max.Chen Actor Sequence: Fix crash on compiling blueprint with deleted actor sequence #jira UE-53186 #jira UE-59664 Change 4097616 by Max.Chen Text Render Component: Fix crash on shutdown. #jira UE-58116 Change 4097607 by Max.Chen Sequencer: Use non-throttled spin box for numeric key editor #jira UE-59219 Change 4097606 by Max.Chen Sequencer: Check for a valid segment ID in EvaluateStatic #jira UE-57596 Change 4097538 by Marc.Audy PR #4755: Fix minor typo in comment (Contributed by Marenz) #jira UE-59671 Change 4097518 by Marcin.Undak UBT: fix for platforms overriding project generation (merge from Dev-Console) #jira UE-59485 Change 4097417 by Benn.Gallagher Fixed barycentric computation case causing a check. Should really just output an invalid sentinel value. Warns about failures but no longer crashes. #jira UE-57097 Change 4097407 by Jason.Bestimt Changing MLSDK missing callback to launch MagicLeap URL #JIRA: UE-58631 Change 4097404 by Jason.Bestimt Proper fix for UE-58864 (crash for Android derived platforms in Launch on menu) #JIRA: UE-58864 Change 4097296 by Matt.Kuhlenschmidt Fix rotation widget no longer correctly displaying rotation label while rotating in high dpi #jira UE-58983 Change 4097284 by Matt.Kuhlenschmidt PR #4650: Git plugin: fix crash on commit error (Contributed by SRombauts) #jira UE-57562 Change 4097275 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097261 by Matt.Kuhlenschmidt Undo //UE4/Release-4.20/Engine/Source/Runtime/Slate/Private/Framework/Application/... changelist 4097249 #jira 0 Change 4097249 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097165 by Nick.Shin #jira UE-58441 HTML5 package crashes on several key combinations: uncaught exception: ASM_CONSTS Change 4097163 by Nick.Shin #jira UE-58423 HTML5 Quicklaunch through UnrealFrontEnd fails on Stage Command: Error: System.NullReferenceExeception Change 4096984 by Ben.Marsh Merging changes to //UE4/Main after 4.20 stream was created. #jira Change 4096873 by Ben.Marsh Fix compile errors for UE4Editor when Oodle SDK is not available. #jira Change 4095992 by Ben.Marsh Update stream for analytics. #robomerge none #jira Change 4111924 by Ben.Marsh Force Win32/Win64 game targets in the installed engine build to be compiled with VS2015, to fix missing symbols linking object files built with VS2017 with VS0215 MSVCRT. #jira UE-59891 Change 4106160 by Ben.Marsh UBT: Fix intermittent PDB errors when compiling with ParallelExecutor, caused by MSPDBSRV.EXE instances being terminated while generating multiple PDBs in parallel. #jira UE-59691 Change 4101702 by Mark.Satterthwaite Duplicate 4098660 & 4101604 Restore the MacGraphicsSwitching plugin removed in 3212253 and begin refactoring it to support switching the Editor between Metal GPUs - primarily this is of benefit to those with eGPUs. - Changing the GPU will ask you to restart. - Fixes a bug where 27" iMacs report an Intel GPU even though it is physically disabled. Add support for Metal device notiications and amend the MacGraphicsSwitching plugin to use it to update when GPUs are added or removed. #jira UERNDR-404 Change 4101598 by Andrew.Grant Changed RemoteSession background to something more generic. #jira UE-59062 Change 4101553 by Mark.Satterthwaite Duplicate 4072923 & 4081236 & 4082081 & 4084046 & 4084647 - Fixes LLM double-counting in MetalRHI. - MetalProfiler improvements. #jira NA Change 4099406 by Ben.Marsh Disable building IOS in installed builds on Windows by default. We don't support this on the cross-compile toolchain. #jira UE-57801 [CL 4112874 by jason bestimt in Dev-VR branch]
2018-06-05 10:27:10 -04:00
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
public void Add(IntPtr ProcessHandle)
{
Copying //UE4/Release-Staging-4.20 to //UE4/Dev-Main (Source: //UE4/Release-4.20 @ 4112782) ============================ MAJOR FEATURES & CHANGES ============================ Change 4112782 by Mitchell.Wilson Resaving some cloth assets and fixing material compile warnings. #jira UE-59946 Change 4112762 by Max.Chen Sequence Recorder: Fix case where first recording is null but there are other valid recordings. StopRecording wasn't getting called because the EndPIE delegate wasn't bound since ActorWorld was incorrectly set. #jira UE-58688 Change 4112738 by Michael.Dupuis #jira none: Fixed Editor instance count, to only include placed instances. Calling GenerateProceduralContent will no longer automatically remove the current content, as we might want to get the generation for something else than replacing existing data. When deleting procedural foliage, we can now specify if we want to rebuild the tree. Change 4112696 by Matt.Kuhlenschmidt Prevent GC of material editor active preview expression #jira UE-49777 Change 4112611 by Michael.Dupuis Fixed Instance count when Alt+Dragging instance #jira UE-59544: After the operation, reselect the instances, as the selection info into the buffer was lost Change 4112536 by Thomas.Sarkanen Fixed static analysis warning caused by CL 4109096 #jira none Change 4112139 by Phillip.Kavan Fix invalid child actor template cast in nativized code when the child actor class type is a converted Blueprint class asset. - Mirrored from //UE4/Dev-Framework (4111638). #jira UE-53747 Change 4112138 by Phillip.Kavan Fix UHT warning about duplicating UFUNCTION() meta on nativized child Blueprint classes that override at least one BPIE method from the parent class. - Mirrored from //UE4/Dev-Framework (4111613). #jira UE-59182 Change 4111630 by Matt.Collins #jira UE-59934 Rolling back the previous integration of CL 4080446 Change 4111526 by Mike.Beach Guarding against bad settings pointers internal to Oculus. #jira UE-59778 Change 4111525 by Daniel.Wright UStaticMeshComponent::PostEditUndo now initializes its UStaticMesh's rendering resources. This is necessary for cases where the UStaticMesh is in the same transaction (PostEditUndo will be called AFTER the component). However, when calling UStaticMesh::InitResources we must use a FStaticMeshComponentRecreateRenderStateContext to safely handle any components using the UStaticMesh which are not in the transaction. #jira UE-59333 Change 4111518 by Mike.Beach Making sure to load the third party dll, and initing Oculus when we querry for Vulkan extensions. Otherwise we end up calling into the OVR plugin before the dll is loaded. #jira UE-53643 Change 4111482 by Matt.Kuhlenschmidt Fix blend sample context menu appering offset on high dpi monitors #jira UE-59925 Change 4111362 by Ben.Marsh Fix warnings building samples due to missing paths. #jira Change 4111299 by James.McNatton Changed category of Virtual Camera plugin to Virtual Production #RNX #Jira UE-59404 Change 4111153 by Max.Chen Sequencer: Fix dereferencing null pointer - CameraNode #jira UE-59347 Change 4111143 by Matt.Collins #jira UE-59934 CL 4107446 from Dev-Rendering. Always force a commandbuffer submission during EndFrame. Change 4111106 by Matt.Collins #jira UERNDR-406 Bringing CL 4104051 from Dev-Rendering (//UE4/Dev-Rendering) to Release-4.20 (//UE4/Release-4.20) --- Some fixes for semaphore handling. Moved the completion handler to EndFrame (out of FlushFreeList()) FlushFreeList() attached a handler to the command buffer that signaled the semaphore. This can be called through RHIFlushResources which will cause a mismatched signal() Added BeginFrame/EndFrame to the loop in AddModalWindows so the renderer gets the expected frame delimiters. Removed call to EndFrame from EndDrawingViewport. --- Change 4111099 by Ben.Zeigler #jira UE-59199 Add enum redirector for CVD_NormalVision, some values map to normal as they were removed This is needed because that enum value would have been written into the EditorPerProjectSettings for anyone that modified editor style, and then cause mysterious cook warnings Change 4111039 by Ben.Zeigler #jira UE-59046 Fix it so trying to convert a soft path to hard object ref will throw error during async loading instead of silently failing Change 4111013 by Steve.Robb Fix for adding a new module to a project. #jira UE-59770 Change 4110907 by Marc.Audy Add required redirectorfor moving classes from TimeManagement to CoreUObject #jira Change 4110897 by Ben.Zeigler #jira UE-57739 Don't crash if dropping a pin on a node causes the source pin to become invalid, just fail to connect instead Change 4110868 by Ben.Zeigler #jira UE-59920 Fix several issues where half-connected reroute nodes could break AutoCreateRefTerm and other node expansions if they happened to be late in the nodes array, by always expanding knot nodes first Change 4110704 by Ben.Zeigler #jira UE-56365 Fix k2 node tooltip code to not crash if the node is out of date due to slate updates being a tick behind Change 4110686 by Andrew.Grant Resaved to fix empty engine version warning #jira UE-59695 Change 4110466 by Ben.Zeigler #jira UE-59908 Change loading screen logo back to one with text baked in and clean up comments Delete unused logo images Change 4110418 by Ben.Zeigler #jira UE-58025 Fix non editor builds Change 4110258 by Max.Chen Sequencer: Fix some erroneous cases in import fbx. In particular, this fixes an issue where importing an fbx onto one node would behave differently if there are multiple nodes in the fbx since it was ambiguous as to which fbx node to map onto the single node in sequencer. - Changed import operation to be more explicit - when invoking through the general import fbx menu, all object bindings are mapped onto. When invoking through the context menu, only the selected object bindings are mapped onto. - Added a user toggle to match by name only. The default is true. - When importing onto a selected node, disable the creation of cameras. - Don't set range bounds on imported keys since external packages, ie. maya, most likely only have 1 equivalent infinite section range. - Remove any existing sections/keys when importing onto existing tracks. #jira UE-59347 Change 4109923 by Michael.Dupuis #jira UE-59904: Build tree post Serialize otherwise sometime foliage will be missing Change 4109916 by mason.seay Updated level blueprint so it Resets Ignore Look Input, which will prevent look input from being ignored if user triggers Ignore multiple times #jira UE-29618 Change 4109849 by Michael.Dupuis #jira none: Removed PRAGMA_ENABLE_OPTIMISATION Change 4109835 by Lukasz.Furman added OnTaskFinished call when behavior tree's subtree is deactivated #jira UE-48353 Change 4109829 by Ben.Zeigler #jira UE-59909 Add logic so the player cannot be hurt during ShieldNS anim notify by adding and removing a damage immune gameplay effect Change 4109820 by Michael.Dupuis #jira UE-59533: Update the LOD Distribution settings to fix the landscape popping Change 4109813 by Michael.Dupuis #jira UE-59533: Increase the max LOD0 distribution factor so on map with very small component, the value can be increase more than before. Change 4109780 by Alexis.Matte Add the tps file for the levenshtein distance algorithm #jira none Change 4109567 by Ben.Marsh Fix incorrect console colors after a warning or error on Mac. Cannot assume that the default foreground color is gray. #jira UE-55093 Change 4109542 by mason.seay Updated timeline on BP #jira UE-29618 Change 4109474 by Marc.Audy Fix shadow variable warning #jira UE-59895 Change 4109420 by Michael.Dupuis #jira UE-58672 : Since it's possible the GetInstanceBasePtr() would not find the base id we hit, do not assume it must always be valid, and simply skip it instead of crashing. Change 4109397 by Ben.Marsh Speculative fix for exception reading UBT makefiles on Mono. Doesn't seem to be able to deserialize dictionaries with custom comparison functions correctly. #jira UE-59222 Change 4109395 by Lauren.Ridge Removing legacy uses of GetEditorIcon from UMG #jira UE-59038 Change 4109390 by Zachary.Wilson Adding alternative ground truth images for AMD on the planar reflection tests. ST_PR00, 03, 04, 05 #jira UE-59409 Change 4109373 by Michael.Dupuis #jira UE-58664 Restrict the Paint/Unpaint Density to 1.0 Restrict the Foliage Density type to 10000 Restrict the Grass Density type to 1000 Fixed a NAN that could be generated when adding instances These settings would still allow to paint ~2 millions instances with the biggest brush and max density per click. Change 4109348 by Lauren.Ridge Removing engine content that used a material attribute layers node inside a material function #jira UE-55739 Change 4109296 by Lauren.Ridge Fix for crash on adding OnClicked event to button in Widget BP #jira UE-59846 Change 4109193 by Matt.Kuhlenschmidt Fixed crash when construction scripts are rerun during the details panel calling posteditchange #jira UE-59649 Change 4109096 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties Revamped change as the last one failed Fast Path automated tests. This change limits the property re-find only to cases where we are using sub-instances. DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4109078 by Ben.Marsh Fix warnings building PlatformerGame due to incorrect include path. #jira Change 4109066 by Matt.Kuhlenschmidt Prevent alt-f4 during slow tasks as it causes entry into the shutdown sequence at abnormal times #jira UE-59866 Change 4109020 by Ben.Marsh Fix client targets showing up in packaging menu for installed builds (which don't ship with client binaries). (This implementation is a little suspect in general - there is no requirement that client targets are called "*Client.Target.cs", though that is typically the case.) #jira UE-59641 Change 4108991 by Martin.Wilson Fix crash when trying to extract transform from raw track with no track data. #jira UE-58025 Change 4108987 by Martin.Wilson Make sure rotations are normalized before creating blended transform #jira UE-53971 Change 4108932 by Thomas.Sarkanen Back out changelist 4108877 This was causing a 100% crash in an automated test #jira none Change 4108930 by Danny.Bouimad Fixing testcase content #Jira UEQATC-405 Change 4108883 by Danny.Bouimad Fixing Automated LodCurveLinkingTest1 #Jira UE-59763 Change 4108877 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4108874 by Thomas.Sarkanen Fixed incorrect preview mesh being applied after retargeting On first setup, the preview mesh was obtained using a legacy path that didnt use the skeleton fallback #jira UE-59636 - When Retargeting Animation, Mesh Set as Preview that Shares Skeleton Isn't Kept Change 4108834 by Thomas.Sarkanen Pressing enter when selecting an object from a Blueprint node now works #jira UE-58017 - Enter key does not set chosen asset on some blueprint nodes Change 4108833 by Thomas.Sarkanen Fixed crash caused by retargeting a skeleton when some of its animations are still open Firstly we now auto-close all assets that use a skeleton when retergetting instead of popping up a dialog to suggest the user does it. Secondly as a safety measure we dont re-use an animation editor if the persona toolkit's skeleton doesnt match. #jira UE-58681 - [CrashReport] UE4Editor_Persona!FPersonaToolkit::SetAnimationAsset() [personatoolkit.cpp:211] Change 4108808 by Dmitriy.Dyomin Fixed: ARPG crashes on Vulkan PC and Android #jira UE-59781 Change 4108719 by Max.Chen Sequencer: Fix CIS #jira UESEQ-355 Change 4108675 by Max.Chen Sequencer: Added audio support to FCP XML import/export #jira UESEQ-355 Change 4108674 by Max.Chen Sequencer: Upon export, log warnings when filename format is not '{shot}' #jira UESEQ-358 Change 4108673 by Max.Chen Sequencer: Added 'Write FCPXML' option to Render Movie Settings dialog. Changed track menu FCPXML export to get default resolution and frame rate from MovieSceneCaptureSettings. #jira UESEQ-358 Change 4108418 by Mark.Satterthwaite Fix Shipping iOS builds. #jira UE-59883 Change 4108118 by Alexis.Matte Make sure GIsImportingT3D is false when the scene importer open the blueprint editor. This flag force a load of UObject when we do FindObject, which in this case was forcing a load of all blueprints assets. #jira UE-59854 #jira UE-57861 Change 4108059 by Ben.Marsh Merge latest UGS fixes (up to 1.140) to 4.20 branch. #jira Change 4107719 by Mark.Satterthwaite Duplicate 4107661: Refactor the MetalRHI debugging tools to move away from reimplementing the Objective-C protocols to adding separate debugging classes. This makes it easier to build on/for future OSes without having to interpose new functionality we don't yet use. #jira UE-59883 Change 4107443 by Lauren.Ridge Fix for crash on connecting curve param node with no texture set #jira UE-59880 Change 4107248 by Dan.Oconnor Explicitly close floating Blueprint Debugger controls when the master tab is closed #jira UE-59835 Change 4107137 by Jason.Bestimt Removing ML Analytics Plugin to fix regressions #JIRA: UE-59874, UE-59873 Change 4107125 by paulo.souza #jira UE-59806 - ARPG - Goblin death not running all destroy logic Change 4107113 by Phillip.Kavan Allow the NativizedAssets plugin source to include monolithic engine header files without a compiler warning. - Mirrored from //UE4/Dev-Framework (4081432). #jira UE-59125 Change 4106736 by Jamie.Dale Fixed content browser filter failing to match certain names if asset paths were omitted from the search #jira UE-59849 Change 4106581 by Martin.Wilson Fix issue with double ticking a reused animation instance on set skeletal mesh because of parallel evaluation. #jira UE-54851 Change 4106475 by Jason.Bestimt Fix for Lumin Linux dependency in a better way #JIRA: CIS Change 4106201 by Michael.Trepka Don't allow invalid cursor clip rects when locking the cursor on Mac #jira UE-59842 Change 4106188 by Jason.Bestimt Wrapping Lumin call with PLATFORM_LUMIN #JIRA: CIS Change 4106179 by Michael.Dupuis #jira UE-53944: Integrated guard from user to prevent crash if bad data is found in the view #4714 Change 4106176 by Martin.Wilson Fix for crash introduced in 4105998 #jira UE-56395 Change 4106103 by Ben.Marsh UBT: Fix intellisense search paths not being set correctly for modules which are not built by default. #jira Change 4106081 by Marc.Audy Fix shadow variable #jira UE-59848 Change 4106078 by Jason.Bestimt Fix for Linux trying to build MagicLeapAnalytics by swapping from Blacklist to Whitelist #JIRA: none Change 4106015 by Martin.Wilson Make sure that animations that have transform curves are up to date on loading. #4320 #jira UE-53392 Change 4106005 by Anthony.Bills [Linux] Add support for terminfo2 to fix mono issue 6752, and rebuild .net 4.5's mscorlib.dll #jira UE-59382 Change 4105998 by Martin.Wilson Fix crash when re registering a skeletal mesh component with a post process instance that references invalid virtual bones #Jira UE-56395 Change 4105962 by Jeff.Fisher Duplicating for 4.20: Change: 4097595 and 4104555 UE-59359 Mr Mesh Crash at startup -Vulkan does not work correctly unless we fill in all of the vertex buffers. MRMesh now requires that via assert and MeshTrackerComponent fills in placeholder data as necessary. -Also fixed the vr.MagicLeap.FakeMeshTrackerData cvar, it was missing the 'MagicLeap'. #jira UE-59359 Change 4105952 by Ben.Marsh Add an "IsTerminating" event to the record of active sessions. Should allow detecting whether RequestExit() was called before an abnormal shutdown was triggered. #jira Change 4105946 by Ben.Marsh Disable debug info for IOS and TVOS in installed builds. #jira UE-59816 Change 4105939 by Michael.Dupuis #jira UE-59256: Properly take into account the scale of the instances when determining LOD transition Added the possibility to see the Cluster tree bounds in the Show->Advanced Menu Change 4105915 by Jamie.Dale Implemented negative indexing for Python wrapped arrays #jira UE-59841 Change 4105896 by Richard.Wallis Another macOS TIS non-MainThread spam warning fix. #jira UE-54623 Change 4105813 by Michael.Dupuis #jira none: Prevent a possible crash if using world offset with a landscape without sub sections Change 4105764 by Ben.Marsh Add a check that a 2015 compiler exists under VS2015 toolchain directories - it may not have been installed. #jira Change 4105747 by Ben.Marsh Fix detection of VS2017 toolchains that only have a 32-bit compiler for x64 (eg. VS2017 Express Desktop) #jira UE-59838 Change 4105642 by Jason.Bestimt Disabling Lumin Platform Editor modules on linux #JIRA: UE-59543 Change 4105553 by Matt.Kuhlenschmidt PR #4633: Fixed DPI awareness of two functions (Contributed by Temaran) #jira UE-57283 Change 4105486 by Michael.Dupuis #jira UE-58074: Include the HeightmapScaleBias in the DDC hash as component can share the same heightmap with different HeightmapScaleBias Change 4105474 by Michael.Dupuis #jira UE-57957: Fixed neightbord component extend used when component was not visible (so not custom data and generating neighbord) #jira UE-58995: Change 4105427 by Sorin.Gradinaru UE-59698 Cannot load youtube URLs on Android #jira UE-59698 #Android #4.20 The native WebView cannot load HTML5 movies if the control's layout doesn't have the FILL_PARENT param Change 4105308 by Mieszko.Zielinski Merge of 4077826 over from Dev-Framework #UE4 #jira UE-59186 Change 4105050 by Ben.Marsh Disable debug info for all target platforms in installed engine builds, to fix bloated install size. IOS and TVOS still have it enabled for now, due to errors when packaging. #jira UE-59816 Change 4104584 by Mike.Beach Mirroring CL 4103694 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104538 by Alexis.Matte Fix crash when reloading a skeletal mesh actor with some vertex painting #jira UE-57891 Change 4104534 by Mike.Beach Mirroring CL 4090670/4094620 from Dev-VR MR Calibration - Fixing an issue where the alignment models would disappear. MR Calibration - Saving garbage mattes when exiting using escape. #jira UEVR-24 Change 4104381 by Alexis.Matte Fix a render thread crash when reimporting skeletal mesh #jira UE-51935 Change 4104365 by Mike.Beach Mirroring CL 4064903 from Dev-VR Removing duplicate redirects, and resaving MRCalibration content so packaging works without failing on old package references. #jira UE-58914 Change 4104341 by Alexis.Matte Support non uniform scale scene transform for fbx skeletal mesh exporter #jira UE-57733 Change 4104328 by Alexis.Matte Fix a crash when re-importing an animation and we have to choose a skeleton for the anim sequence #jira UE-58027 Change 4104318 by Phillip.Kavan Monolithic engine header file exclusion from nativized Blueprint assets is now tied to a project setting. - Mirrored from //UE4/Dev-Framework (4082035). #jira UE-59125 Change 4104305 by Mike.Beach Mirroring CL 4098493 from Dev-VR Not forcing stereo scene capture target to resize (only intended for the main stereo scene buffer, as the depth buffer needs to match the color buffer on some platforms). #jira UE-58953 Change 4104274 by Mike.Beach Mirroring CL 4088048 from Dev-VR Use the standardized tracking-to-world transform for world layer positioning on Oculus - handles both explicit and implicit HMD positioning. #jira UE-59275 Change 4104259 by Mike.Beach Mirroring CL 4084827/4085071 from Dev-VR MRC - Adding CVar for overriding the tracking latency (makes development easier in the calibration process). #jira UEVR-847 Change 4104246 by Mike.Beach Mirroring CL 4084289 from Dev-VR MR - Setting up the calibration save data so that we version it in the future (know that a lens param change is inbound after 4.20). #jira UE-58187 Change 4104240 by Mike.Beach Mirroring CL 4083160 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104233 by Mike.Beach Mirroring CL 4081823 from Dev-VR Loading Oculus controller models in the editor so that they get included in the cooking process (so that the MotionController components that indirectly uses these at runtime don't get dropped). #jira UE-58190 Change 4104196 by Alexis.Matte Unshelved from pending changelist '4075677': Fix fbx scene re-import crash when the user re-import more then one time with some override material. #jira UE-57937 Change 4104191 by Mike.Beach Mirroring CL 4080389 from Dev-VR Speculative fix/guard against live crash - trying to catch malformed model data. Logging helpful information to give us insight in the future. #jira UE-57680 Change 4104177 by Mike.Beach Mirroring CL 4080119 from Dev-VR CIS fix - circumventing vs2015 errors/warnings #jira UE-59326, UE-59324 Change 4104170 by Mike.Beach Mirroring CL 4078631 from Dev-VR Fixing MR Calibration so it scales the alignment model according the the capture's FOV (so they appear the same size across capture devices - leading to a homogenous experience). Also moved the FOV override config setting to be a console command/setting (mrc.FovOverride) to help in testing this. #jira UE-55499 Change 4104167 by Jostin.Bilyeu Checking in needed changes to level TM-DualLobeSpec in order to correctly verify intended functionality of feature #jira UE-29618 Change 4104158 by Peter.Sumanaseni #jira Change 4104057 by Wes.Hunt Remove sending of UniqueAdvertisingId from AnalyticsET SessionStart events. #jira UE-59790 SOURCE CL 4101872 in //UE4/Main/... Change 4104031 by Dan.Oconnor Update assert to handle subobjects nested in components #jira UE-56422 Change 4103946 by Dan.Oconnor No need to load AnimationBlueprintEditor so early #jira UE-59669 Change 4103859 by Brandon.Schaefer Vulkan on Linux does not allow debugging with markers This is required for debugging wtih Render Doc or anything that uses VK debug markers #jira none Change 4103677 by Sorin.Gradinaru UE-59052 Can't use touch to interact with Web Browser on iPhoneX #jira UE-59052 #iOS #4.20 from CL4077699 on Dev-Mobile Fixed crash on some iOS 11 devices (addSubview before setting WebView's params) Fixed unresponsive WebView on iPhone X (resize the parent with the same size as the child, the touch won't work if the parent is smaller) Change 4103637 by Sorin.Gradinaru UE-39451 Web browser widget causes app to crash when packaging for Distribution on Android #UE-39451 #Android #4.30 from CL 4067204 on Dev-Mobile Adding a proguard exception for the WebViewControl.FrameUpdateInfo Change 4103619 by Marc.Audy Allow the default physics volume to be spawned during construction script execution if it needs to be lazily created #jira UE-58875 Change 4103590 by mason.seay Added Show Mouse Cursor #jira UE-29618 Change 4103469 by paulo.souza #jira UE-59807 - War Hammer weapon was missing Ability setting resulting in it not working correctly. Change 4103459 by mason.seay Updated maps so users can toggle UI-only input #jira UE-29618 Change 4103423 by paulo.souza #jira UE-59808 - Projectile abilities collision blocking on the camera trace Change 4103280 by Jason.Bestimt Fixing copyright in Lumin Plugins #JIRA: 59192 Change 4103238 by JeanMichel.Dignard Copied cl 4077328 from dev-enterprise Fixed SoftObjectPtr/Paths becoming invalid when saving a new world since it's being moved from /Temp/Untitled to its own package. #jira UEENT-1423 Change 4103138 by Richard.Wallis Emergency Fix for bug I introduced in macOS UnrealFrontend crashing on open. FSlateMacMenu::PostInitStartup() gets called much much earler in the front end tool than in the editor. Unfortunatly the style set referenced is invalid as this call happens much earlier in the startup than with the game or the editor 1) Changed GetStyleSetName() - this is not imortant for us so it won't crash there again. 2) Added a check to see if the menu hasn't been setup correctly - if not initialize - this allows localization and and correct keyboard short cuts in non editor / game builds. 3) Keep Editor and Game menu startup behaviour the same as before. #jira UE-59704 Change 4102958 by mason.seay Test map update #jira UE-29618 Change 4102847 by Marc.Audy Try and find the full path name for default value of class parameters #jira UE-59746 Change 4102449 by Ben.Marsh PR #4700: This patch fixes a build failure that occurs on the very first build after adding new files with reflected types. (Contributed by junkimu) #jira UE-58275 Change 4102431 by Ben.Marsh UBT: Fix issue where overlapping circularly header dependencies would not be parsed correctly, preventing files not being rebuilt on header changes (noted where Clang detected an out of date PCH). #jira UE-54979 Change 4102328 by Guillaume.Abadie Cherry-pick 4102327: Fixes a bug in FTAAPassParameters::TopLeftCornerViewRects() that was mistakenly increasing input and output view sizes, causing DOF buffers misalignement for split screen & VR. #jira none Change 4102318 by Emil.Persson Fix for dark metal (missing reflections) in Blueprint Editor. Duplicate of changelist 4099649. #jira UE-59217 Change 4102310 by Dmitriy.Dyomin Fixed: UMG element clipping does not work on Android with Mali GPUs #jira UE-56058 Change 4101920 by Ben.Marsh Don't bother tagging the BuildConfiguration schema on Linux and Mac; we only include it in the distribution for Visual Studio anyway. #jira Change 4101538 by Mark.Satterthwaite Duplicate 4073368 Linear allocator for <2MB Managed buffers allocated in 4MB chunks - hopefully this reduces the total number of buffers and thus reduces the churn in the driver further. These should all be Volatile buffers meaning that we should eventually get semi-decent reuse of these buffers. Fixes some buffer alignment and sizing gotcha's along the way. #jira NA Change 4101500 by Mark.Satterthwaite Duplicate 4098091 On Mac we can avoid continually reallocating the depth-fallback texture as we only need the largest size to hang around and we can use DontCare for Load & Store. On iOS due to driver bugs we need to match the size and either Clear or Load - but I think Clear should be faster. Should make FortGPUTestBed faster on the CPU. #jira NA Change 4101453 by Mark.Satterthwaite Duplicate 4078874 & 4079396 Make LPV visualisation work on macOS to aid debugging. #jira UE-58937 Export the constant-buffer bindings that are actually used by Metal shaders to prevent overwriting SRVs & UAVs with unused uniform-buffer data. #jira UE-58937 Change 4101448 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4101417 by Sam.Deiter #JIRA #RB UEDOC-7656 - Fixed an issue with ARPG not building the loading screen CPP file. Change 4101412 by Mark.Satterthwaite Duplicate 4075868 Metal Vega drivers in 10.13.5 fix blitting with non-zero offsets and we should be using the same buffer blitting path on 2013 Mac Pro's now that we aren't paying an exorbitant cost for doing so. #jira N/A Change 4101393 by Mark.Satterthwaite Fixed a mistake I let slip through in 3934147 that will potentially cause slight miscompilation of SP_METAL. #jira N/A Change 4101390 by Marc.Audy Placed Editor Utility Base once again ticks in the editor as intended #jira UE-59743 Change 4101367 by Brandon.Schaefer Avoid printing when in a signal handler. Put that off until the end #jira UE-36663 Change 4101362 by Mark.Satterthwaite Duplicate 4091485 PR - Fixed potential memory leak. #4751 #jira UE-59490 Change 4101349 by Brandon.Schaefer VHACD Needs to be recompiled #jira UE-59506 Change 4101335 by Brandon.Schaefer Cache files that are invalid or the wrong case sensitivity #jira UE-58250 Change 4101325 by Dan.Oconnor SA fix, remove unneeded null check #jira UE-46834 Change 4101278 by Brandon.Schaefer Set our location to Linux/Mac GenerateProject.sh if we are not running from that location #jira UE-59127, UE-57928 Change 4101219 by Brandon.Schaefer If RunUAT gets a signal while running mono bring mono down as well #jira UE-56041 Change 4101169 by Dan.Oconnor Mirror 4094297 from Dev-Framework Mark blueprint created properties as RF_LoadCompleted to prevent the linker from finding them and overwriting them #jira UE-59642 Change 4101157 by Sam.Deiter #jira UEDOC-7655 Updating these images to reflect the name of the project and look like the other loading screens. Change 4101132 by Jamie.Dale Fixed some places that were running asset registry queries inside a loop and causing performance issues #jira UE-59766 Change 4101125 by Jamie.Dale Added IAssetRegistry::GetAssetsByTags to optimize tag look-up when you can have several potential values #jira UE-59766 Change 4101102 by Dan.Oconnor Mirror 4090824 from Dev-Framework Add abillity to insert pins before or after a target pin for Sequence nodes via the context menu #jira UE-59530 Change 4101017 by Brandon.Schaefer Add a pop up message box for Linux to check if we want to or not submit crash report data #jira UE-59617 Change 4100961 by Michael.Trepka Updated Mac VHACD libs #jira UE-59506 Change 4100703 by Dan.Oconnor Mirror 4090523 from Dev-Framework Allow user to close Blueprint Debugger while at a breakpoint, origin of this behavior was 1148085 and the original issue no longer seems to happen. Also fix mismatch between tab name and context menu entry #jira UE-59526 Change 4100697 by Dan.Oconnor Merge 4083850 from Dev-Framework Prevent GameplayAbilitiesEditor from creating FBluerpintActionDatabase when not neccessary, improve performance of FBlueprintActionDatabase::RegisterAllNodeAction #jira UE-59036 Change 4100687 by Dan.Oconnor Mirror 4086666 from Dev-Framework Fix regression due to 'Step Over' fixes - we could pause VM execution when trying to end a Play-in-Editor or Simulated-in-Editor session #jira UE-58916 Change 4100658 by Jostin.Bilyeu Checking in new level TM-DuelLobeSpec and corresponding assets needed to verify Duel Lobe Specularity #jira UE-29618 Change 4100600 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4100576 by Dan.Oconnor Mirror 4081417 from Dev-Framework Enum literals are now more similar to byte literals, which makes them safer to pass by reference #jira UE-58473 Change 4100559 by Dan.Oconnor Mirror 4081153 from Dev-Framework Watch Point Viewer should not be a nomad tab, is owned by the Blueprint Debugger tab manager #jira UE-59313 Change 4100540 by Dan.Oconnor Mirror 4078822 from Dev-Framework Continue trying to finish reinstancing when instances of the old class are being async loaded #jira UE-58123 Change 4100527 by Dan.Oconnor Mirror 4092349 from Dev-Framework Speculative fix for shutdown crash, avoid use of LoadModule in DataValidator ShutdownModule and delete delegates registered in another module when BlueprintGraph shuts down #jira UE-57763 Change 4100478 by Mike.Zyracki weighted, non-weighted fix typo fix for issue found by AndrewP #jira UE-58573 Change 4100445 by Mike.Zyracki Fix for build warning, order of initialization. #jira UE-58712 #trivial Change 4100438 by Dan.Oconnor Mirror 4083455 from Dev-Framework Reduce use of template nodes - a template node was causing an ensure when asset reload code attempted to fix it up #jira UE-46834 Change 4100374 by Mike.Zyracki Fix for bad Camera Rotation Imported From Maya Main issue was that we don't support RotationOrders that aren't XYZ. We had some code to zero out other part's of the FBX transform pipeline but it wasn't setting the Rotation Order correctly and was also based upon old documentation. Currently recommendation is to always just zero everything out. Finally had to use ResetPivotSetAndConvertAnimation since there appears to be a bug with ConvertPivotAnimationRecursive into the correct space. #jira UE-59116 Change 4100310 by Jamie.Dale Fixed ExecutePythonScript failing when passing file arguments #jira none Change 4100305 by Mike.Zyracki Fix for performance issues with motion trails. Found that the main issue was the GetRefTM call. Refactored the code so that we only call that once per tick, instead of up to 4 times per tick. Also we cache the calculation of the key positions, so we don't need to calculate them again when calculating keys. Finally the GetRefTM call was recursive which was a decent hint, so we cache out it's parent's first and just get the transform's linearly. Also we don't select parents or children to show their trails also, this seemed buggy and possibly very very slow. #jira UE-58712 Change 4100290 by Ben.Marsh Prevent schema being added as a build product twice. #jira UE-59757 Change 4100259 by Jeff.Fisher Duplicating in Release-4.20: Change: 4087159 UE-58249 Late update has FP precision issues on PSVR -In lateupdate the TranslatedViewMatrix and its inverse were being calculated from the ViewMatrix, by subtracting the PreViewTranslation. This doesn't work because the translation numerical innacuracy is already in the ViewMatrix. -I also rearanged the UpdateViewMatrix code some to make it look more like the FViewMatrix constructor code that sets this up, just to make it easier to spot the difference. #review-4087096 #jira UE-58249 Files: //UE4/Dev-VR/Engine/Source/Runtime/Engine/Private/SceneView.cpp#71 Change 4100170 by Brandon.Schaefer Need dump_syms and BreakpadSymbolEncoder in installed builds #jira UE-59500 Change 4100070 by Richard.Wallis Speculative fix for crash in macOS AppKit NSPersistentUIManager. Disable NSWindow application resume feature per window - we are not using it anyway. OS system may still be called but hopefully this reduces the amount of work it is doing. There still seems to be some generic data getting written however. There is also an undocumented *NSDisablePersistence* plist key. Using this plist key completely stops any data getting written by the OS window resume feature. This CL does NOT use this because it's undocumented but maybe an option for the future. #jira UE-52294 Change 4099999 by James.McNatton Removed the disconnect button in the VirtualCamera plugin and cleaned up redirectors in VCam Widgets folder #jira UE-58032 #rb none Change 4099996 by Ben.Marsh Build: Merge changes to support AutoSDKs on Mac. #jira UE-59574 Change 4099991 by Jamie.Dale Updated wrapped enums to be more consistent with native Python enums - Wrapped enums now generate values that are instances of the enum type itself, containing a name and value field (like native Python enums). - Wrapped enums are now strongly typed and do not allow implicit conversion from numbers (explicit casting is available, but throws if the value is unknown). - Wrapped enum entries may be compared against numbers (even numbers that don't have valid values) via the == and != operators (like IntEnum in Python). - Wrapped enums may now be iterated (like native Python enums). - Wrapped enums now return a length based on their number of entries (like native Python enums). - ScriptName meta-data can now be used with enum entries. #jira none Change 4099973 by Mitchell.Wilson Removing some more content that got duplicated into the main project from the virtualcamera plugin content. #jira UE-59744 Change 4099913 by Jamie.Dale Fixed some places that were calling LoadModuleChecked during shutdown #jira UE-59482 Change 4099905 by Jamie.Dale Fixed InitializeAvailableCultures missing some languages #jira UE-59349 Change 4099879 by Jamie.Dale Fixed a crash when a Blueprint with variable watches was destroyed #jira UE-59117 Change 4099874 by Mitchell.Wilson Removing some unused files from the Content directory. Updating defaultengine.ini with remote session channel info. #jira UE-59745 UE-59744 Change 4099860 by Benn.Gallagher Fixed clothing data binding state becomming mismatched after a reimport over multiple LODs, moved the unbind and rebind steps out of the inner import loop to be handled before and after the total reimport. #jira UE-57337 Change 4099819 by Richard.Wallis Fix for Timed Notifies scrub incorrectly on timeline on Mac. This is also an issue if running in Hi DPI on windows. #jira UE-55678 Change 4099808 by Jamie.Dale Fixed crash when content hot-reloading the build data for the currently loaded world #jira UE-59163 Change 4099773 by Jamie.Dale Fixed crash after attempting to load a package that is too new #jira UE-58121 Change 4099759 by Jamie.Dale Fixed material editor crash if reloading a texture used by the material #jira UE-57762 Change 4099744 by Jamie.Dale Fixed placeholder string table entries being considered identical as their entry may appear in the future #jira UE-58987 Change 4099735 by Jurre.deBaare Crash importing specific Alembic file #fix Additional fix to triangulation vs indexing of vertex attributes, this fixes the crash but also normal issues seen before #misc default constructor for FTrackRenderData which could cause jittering/invisible geometry #jira UE-59095 Change 4099612 by Michael.Trepka Reverted change that delays crash reporting initialization for CEF on Mac #jira UE-57378 Change 4099564 by Guillaume.Abadie Cherry-pick 4075014: Works arround HLSLCC's issue with InterlockedOr in DOF's reduce pass. #jira none Change 4099557 by Guillaume.Abadie Cherry-pick 4074767: Fixes DOF's scattered bokeh changing of intensity dynamic resolution + TAAU. #jira none Change 4099549 by Guillaume.Abadie Cherry-pick 4073050: Whitelists vulkan for DOF's R11G11B10 optimisation and increase to 4 gathering on consoles. #jira none Change 4099544 by Guillaume.Abadie Cherry-pick 4073044: PR #4681: UE-58051: Scene Capture 2D: additive mode not working in 4.19 (Contributed by lion03) #jira UE-58051 Change 4099540 by Richard.Wallis Fix for PIE HighDPI touch location. #jira UE-59015 Change 4099516 by Richard.Wallis speculative fix for FSlateMacMenu::UpdateMenu() crashes. I've not been able to reproduce this. All the crash call stacks seem to be at shutdown, maybe with the save changes dialogue that would appear after modifications then a CMD+Q. I can get similar behaviour by adjusting when the FMacMenu adds and removes itself to the GCachedMenuState map. This fix changes the access pattern to the map from operator[] (which uses a FindChecked underneath and is the cause of this crash/assert) to a FindRef then checking for a valid node. Since these crashes are at shutdown I think this is ok to do and I've tested with this fix in place, randomly not adding those items to GCachedMenuState object during editor operation and it now survives this and recovers if you then reenable the adding of the items. My best guess as to the cause is that the defered update event on shutdown is happenning way after the FMacMenu dealloc has been called and so the GCachedMenuState is empty by then. #jira UE-57012 Change 4099511 by Max.Chen Fix CIS #jira UE-59739 Change 4099486 by Richard.Wallis Speculative fix for crash in FMacWindow::ApplySizeAndModeChanges(). I had seen a crash in here while working on UE-46999 (fix for that submitted in CL 4016062) due to the window handle becoming nil mid way through the ApplySizeAndModeChanges() function then a deref'd. This CL adds extra null pointer protection to make sure we check the validity of the WindowHandle after calls to UpdateFullScreenState(). #jira UE-55071 Change 4099392 by Andrew.Rodham Sequencer: Fixed RootToSequence transform not being used when compiling segments with "Evaluate Sub Sequences in Isolation" enabled #jira UE-59138 Change 4099386 by Ben.Marsh Include the BuildConfiguration.Schema.xsd file in the installed engine build, and don't write it out when running in an installed build. #jira UE-58692 Change 4099382 by Benn.Gallagher Fixed crash when switching clothing meshes when clothing LOD0 is unbound on a clothing data object. #jira UE-55780 Change 4099363 by Jason.Bestimt Fix for HMD errors #jira UEVR-1191 Change 4099307 by Richard.Wallis Clone of CL 4077664: Fix for Mac crash from crash report: [CrashReport] UE4Editor-Renderer.dylib!void FForwardLightingParameters::Set<FRHICommandList, FRHIPixelShader*>(). Reflection uniform buffer is NULL when shader parameter is bound - fails checkSlow(!Parameter.IsBound() || UniformBufferRHI); in SetUniformBufferParameter(). #jira UE-51698 Change 4099289 by Richard.Wallis Clone of CL 4059587: Fix for Sequencer window opening behind Main Window. FLevelSequenceEditorToolkit::Initialize() Closes and reopens the world outliner after adding the Sequencer window. On Mac this makes the world outliner / main window move back in front of the sequencer window. This change swaps around those operations. Reopen the world outliner then add the sequencer window. Outliner info still changes it's visible data as before. Tested with World Outliner docked and undocked. #jira UE-55280 Change 4099279 by Richard.Wallis Fix for crash in Mac editor copying unusual characters in the output log. Current operation is unsafe. String Length, number of bytes and code units are not always interchangeable in this way - use FString as that is the target type and does the right thing. #jira UE-57774 Change 4099256 by Richard.Wallis Fix for menu options not updating immediatly after creating or removing collision on Mac. We set the bChachedMacMenuStateNeedsUpdate when a menu is opening, key up and mouse up. However these can be missed on a mouse menu selection (mouse up doesn't cover this case). This change makes sure that the menu cache updates after a menu item execute operation has been called. #jira UE-57049 Change 4098972 by Max.Chen Sequencer: Modify the section when toggling the bounded range. This fixes an issue where the evaluation would be incorrect because the template wouldn't regenerate when toggling the section bounds. #jira UE-59726 Change 4098967 by Mike.Zyracki Turn off turning off optimization for geometry sequencer tracks. #trivial #jira UESEQ-372 Change 4098942 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098906 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098881 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098667 by Marcus.Wassmer Duplicate 4098665. Fix d3ddebug error on launch #jira UE-59693 Change 4098542 by Mike.Zyracki Geometry Cache Sequencer Support for 4.20 #jira UESEQ-372 Change 4098373 by Jason.Bestimt Misc Vulkan/Lumin fixes from Dev-VR CL 4071730, 4077567, 4077947, 4078460, 4078467, 4081212, 4081315, 4081648, 4083015 #JIRA: UE-59722 Change 4098334 by Ethan.Geller [Release 4.20] #jira UE-54812 fix up include path. Change 4098286 by Matt.Kuhlenschmidt Fix slate resources being destroyed when a dynamic image brush is destoyed even if the resource is shared. #jira UE-55792 Change 4098284 by Brandon.Schaefer Missing header in Monolithic builds Fixed indent issues, was using spaces vs tabs #jira UE-59705 Change 4098247 by Michael.Trepka Fixed a crash in FMacApplication::ProcessMouseUpEvent() #jira UE-57859 Change 4098219 by Matt.Hoffman Linux CIS Fixes for TOptional #trivial #jira None Change 4098209 by Matt.Kuhlenschmidt Disable "restart detection" reimport test until we can reproduce the issue. Its not detecting a legit issue #jira UE-59710 Change 4098132 by Ben.Marsh Add "Nuget Package Manager" to the list of required components for compiling the engine. #jira UE-59376 Change 4098110 by Ben.Marsh Fix missing DLL errors when compiling for Win32 with the VC++ 14.14 toolchain. #jira UE-59150 Change 4098088 by Matt.Kuhlenschmidt Fix ensure starting tutorials in any editor project #jira UE-59714 Change 4098011 by Ben.Marsh Fix editor targets not being rebuilt when packaging from an installed engine build. #jira UE-58652 Change 4098006 by Matt.Hoffman Deleting keys, undoing the deletion, selecting them and then redoing the deletion no longer causes a crash in Sequencer/UMG's Curve Editors. KeyHandleLookupTables were not being serialized so when Undo/Redo transactions happened their map of the key handles would not be restored. This caused a mis-match in the data (the map contained more entries than actual data) so the map would falsely report a valid index when there was not one. Graph Editor selections are not sync'd with the Undo/Redo system currently so redoing a deletion after selecting keys would leave you in a state where you tried to request now out of bounds keys on the next Tick to update the UI. #jira UE-58270 Change 4097995 by Ryan.Vance #jira UEVR-1190 Disable rhi thread when running with vulkan on oculus android platforms. Change 4097981 by Ben.Marsh Ignore private include paths for any precompiled modules. Prevents warnings when they are stripped out from an installed engine build. #jira Change 4097963 by Ben.Marsh Write the exception callstack to the UBT log when thrown reading a makefile. #jira UE-59222 Change 4097940 by Ben.Marsh Prevent source folder being added as a private include path if it does not exist. #jira UE-59145 Change 4097927 by Ethan.Geller [Release-4.20] #jira UE-54812 Bring fixes over for Set Mic Threshold issue in binary builds. #rb aaron.mcleran Change 4097905 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. It is controlled by parameters inside subsurface profile. #jira UE-59709 Change 4097898 by Ryan.Vance #jira UEVR-1191 Ensure we prefer VK_PRESENT_MODE_MAILBOX_KHR or VK_PRESENT_MODE_IMMEDIATE_KHR over VK_PRESENT_MODE_FIFO_KHR when creating a swap chain when running inVRr. VSync will interfere with compositor cadence. Change 4097855 by Ben.Marsh Move checks for unique field names behind an additional define, to avoid performance hit when compiling blueprints. #jira UE-58593 Change 4097850 by Ben.Marsh Fix UE4Game compile errors. #jira UE-58593 Change 4097849 by Marcin.Undak Vulkan: fix missing debug markers (TCHAR_TO_ANSI lifetime issues) - Fixed by BrandonS. #jira UE-59484 (merged from Dev-Console) Change 4097844 by Ben.Marsh TBA: Use the trivially relocatable allocator with structured archives, to reduce time taken allocating memory in the constructor. #jira UE-58593 Change 4097840 by Ben.Marsh Add a new allocator (TNonRelocatableInlineAllocator) which eliminates conditional logic from GetAllocation(), at the expense of not being trivially relocatable. This provides a significant performance increase for allocators that are dereferenced frequently, but prevents instances of it being stored inside other allocators (which are expected to be trivially relocatable by default). #jira UE-58593 Change 4097831 by Ben.Marsh TBA: Add a fast path for serializing to binary archives that don't require callbacks when leaving slots. #jira UE-58593 Change 4097825 by Marcin.Undak UAT: don't produce .pak file while cooking on the fly (merged from Dev-Console) #jira UE-58923 Change 4097783 by Ethan.Geller [Release-4.20] #jira UE-58004 fix AudioMixer checks in AudioMixerBlueprintLibary, which solves crash when calling recording BP functions. #rb Aaron.McLeran Change 4097767 by Matt.Kuhlenschmidt Fix crash processing mainframe keybindings during slow tasks #jira UE-55765 Change 4097745 by Ben.Marsh Fixes to UpdateCopyright for latest source. #jira Change 4097743 by mason.seay Test map for Virtual Camera Focus testing #jira UE-29618 Change 4097723 by Matt.Kuhlenschmidt Fix crash when importing assets in a folder containing an invalid character for a package name #jira UE-59166,UE-44071 Change 4097713 by Max.Chen Sequencer: Fix missing buttons in the particle toggle track. Fixed CreateKeyEditor and make the the channel handles reflect the channel's inheritance hierarchy. #jira UE-59542 Change 4097683 by Max.Chen Sequencer Scripting: Move to "Scripting" category alongside Python Script Plugin #jira UE-59568 Change 4097681 by Krzysztof.Narkowicz Missing file for CL 4097655: "Added subsurface profile for eye shading model." #jira UE-59708 Change 4097655 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira UE-59708 Change 4097634 by Max.Chen Sequencer: Add checks for valid sequencer. #jira UE-59287 Change 4097627 by Max.Chen Sequencer: Fix for crash OnKeySelected and GetAutoSizeRange #jira UE-58343 Change 4097625 by Max.Chen Sequence Recorder: Fix StopRecording() condition when there is an actor recording that doesn't have a valid actor to record. Fix bool recorder not using bool channels. #jira UE-58688 Change 4097620 by Max.Chen Actor Sequence: Fix crash on compiling blueprint with deleted actor sequence #jira UE-53186 #jira UE-59664 Change 4097616 by Max.Chen Text Render Component: Fix crash on shutdown. #jira UE-58116 Change 4097607 by Max.Chen Sequencer: Use non-throttled spin box for numeric key editor #jira UE-59219 Change 4097606 by Max.Chen Sequencer: Check for a valid segment ID in EvaluateStatic #jira UE-57596 Change 4097538 by Marc.Audy PR #4755: Fix minor typo in comment (Contributed by Marenz) #jira UE-59671 Change 4097518 by Marcin.Undak UBT: fix for platforms overriding project generation (merge from Dev-Console) #jira UE-59485 Change 4097417 by Benn.Gallagher Fixed barycentric computation case causing a check. Should really just output an invalid sentinel value. Warns about failures but no longer crashes. #jira UE-57097 Change 4097407 by Jason.Bestimt Changing MLSDK missing callback to launch MagicLeap URL #JIRA: UE-58631 Change 4097404 by Jason.Bestimt Proper fix for UE-58864 (crash for Android derived platforms in Launch on menu) #JIRA: UE-58864 Change 4097296 by Matt.Kuhlenschmidt Fix rotation widget no longer correctly displaying rotation label while rotating in high dpi #jira UE-58983 Change 4097284 by Matt.Kuhlenschmidt PR #4650: Git plugin: fix crash on commit error (Contributed by SRombauts) #jira UE-57562 Change 4097275 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097261 by Matt.Kuhlenschmidt Undo //UE4/Release-4.20/Engine/Source/Runtime/Slate/Private/Framework/Application/... changelist 4097249 #jira 0 Change 4097249 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097165 by Nick.Shin #jira UE-58441 HTML5 package crashes on several key combinations: uncaught exception: ASM_CONSTS Change 4097163 by Nick.Shin #jira UE-58423 HTML5 Quicklaunch through UnrealFrontEnd fails on Stage Command: Error: System.NullReferenceExeception Change 4096984 by Ben.Marsh Merging changes to //UE4/Main after 4.20 stream was created. #jira Change 4096873 by Ben.Marsh Fix compile errors for UE4Editor when Oodle SDK is not available. #jira Change 4095992 by Ben.Marsh Update stream for analytics. #robomerge none #jira Change 4111924 by Ben.Marsh Force Win32/Win64 game targets in the installed engine build to be compiled with VS2015, to fix missing symbols linking object files built with VS2017 with VS0215 MSVCRT. #jira UE-59891 Change 4106160 by Ben.Marsh UBT: Fix intermittent PDB errors when compiling with ParallelExecutor, caused by MSPDBSRV.EXE instances being terminated while generating multiple PDBs in parallel. #jira UE-59691 Change 4101702 by Mark.Satterthwaite Duplicate 4098660 & 4101604 Restore the MacGraphicsSwitching plugin removed in 3212253 and begin refactoring it to support switching the Editor between Metal GPUs - primarily this is of benefit to those with eGPUs. - Changing the GPU will ask you to restart. - Fixes a bug where 27" iMacs report an Intel GPU even though it is physically disabled. Add support for Metal device notiications and amend the MacGraphicsSwitching plugin to use it to update when GPUs are added or removed. #jira UERNDR-404 Change 4101598 by Andrew.Grant Changed RemoteSession background to something more generic. #jira UE-59062 Change 4101553 by Mark.Satterthwaite Duplicate 4072923 & 4081236 & 4082081 & 4084046 & 4084647 - Fixes LLM double-counting in MetalRHI. - MetalProfiler improvements. #jira NA Change 4099406 by Ben.Marsh Disable building IOS in installed builds on Windows by default. We don't support this on the cross-compile toolchain. #jira UE-57801 [CL 4112874 by jason bestimt in Dev-VR branch]
2018-06-05 10:27:10 -04:00
}
/// <summary>
/// Dispose of the process group
/// </summary>
public void Dispose()
{
if(JobHandle != null)
{
JobHandle.Dispose();
JobHandle = null;
}
}
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
/// <summary>
/// Encapsulates a managed child process, from which we can read the console output.
/// Uses job objects to ensure that the process will be terminated automatically by the O/S if the current process is terminated, and polls pipe reads to avoid blocking on unmanaged code
/// if the calling thread is terminated. Currently only implemented for Windows; makes heavy use of P/Invoke.
/// </summary>
public sealed class ManagedProcess : IDisposable
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
{
[StructLayout(LayoutKind.Sequential)]
class SECURITY_ATTRIBUTES
{
public int nLength;
public IntPtr lpSecurityDescriptor;
public int bInheritHandle;
}
[StructLayout(LayoutKind.Sequential)]
class PROCESS_INFORMATION
{
public IntPtr hProcess;
public IntPtr hThread;
public uint dwProcessId;
public uint dwThreadId;
}
[StructLayout(LayoutKind.Sequential)]
class STARTUPINFO
{
public int cb;
public string lpReserved;
public string lpDesktop;
public string lpTitle;
public uint dwX;
public uint dwY;
public uint dwXSize;
public uint dwYSize;
public uint dwXCountChars;
public uint dwYCountChars;
public uint dwFillAttribute;
public uint dwFlags;
public short wShowWindow;
public short cbReserved2;
public IntPtr lpReserved2;
public SafeHandle hStdInput;
public SafeHandle hStdOutput;
public SafeHandle hStdError;
}
[DllImport("kernel32.dll", SetLastError=true)]
static extern int AssignProcessToJobObject(SafeFileHandle hJob, IntPtr hProcess);
[DllImport("kernel32.dll", SetLastError=true)]
static extern int CloseHandle(IntPtr hObject);
[DllImport("kernel32.dll", SetLastError = true)]
static extern int CreatePipe(out SafeFileHandle hReadPipe, out SafeFileHandle hWritePipe, SECURITY_ATTRIBUTES lpPipeAttributes, uint nSize);
[DllImport("kernel32.dll", SetLastError = true)]
static extern int SetHandleInformation(SafeFileHandle hObject, int dwMask, int dwFlags);
const int HANDLE_FLAG_INHERIT = 1;
const int STARTF_USESTDHANDLES = 0x00000100;
[Flags]
enum ProcessCreationFlags : int
{
CREATE_NO_WINDOW = 0x08000000,
CREATE_SUSPENDED = 0x00000004,
NORMAL_PRIORITY_CLASS = 0x00000020,
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
IDLE_PRIORITY_CLASS = 0x00000040,
HIGH_PRIORITY_CLASS = 0x00000080,
REALTIME_PRIORITY_CLASS = 0x00000100,
BELOW_NORMAL_PRIORITY_CLASS = 0x00004000,
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
ABOVE_NORMAL_PRIORITY_CLASS = 0x00008000,
}
[DllImport("kernel32.dll", SetLastError=true)]
static extern int CreateProcess(/*[MarshalAs(UnmanagedType.LPTStr)]*/ string lpApplicationName, StringBuilder lpCommandLine, IntPtr lpProcessAttributes, IntPtr lpThreadAttributes, bool bInheritHandles, ProcessCreationFlags dwCreationFlags, IntPtr lpEnvironment, /*[MarshalAs(UnmanagedType.LPTStr)]*/ string lpCurrentDirectory, STARTUPINFO lpStartupInfo, PROCESS_INFORMATION lpProcessInformation);
[DllImport("kernel32.dll", SetLastError=true)]
static extern int ResumeThread(IntPtr hThread);
[DllImport("kernel32.dll", SetLastError=true)]
static extern IntPtr GetCurrentProcess();
const int DUPLICATE_SAME_ACCESS = 2;
[DllImport("kernel32.dll", SetLastError=true)]
static extern int DuplicateHandle(
IntPtr hSourceProcessHandle,
SafeHandle hSourceHandle,
IntPtr hTargetProcess,
out SafeWaitHandle targetHandle,
int dwDesiredAccess,
bool bInheritHandle,
int dwOptions
);
[DllImport("kernel32.dll", SetLastError = true)]
static extern int GetExitCodeProcess(SafeFileHandle hProcess, out int lpExitCode);
[DllImport ("kernel32.dll")]
static extern bool IsProcessInJob(IntPtr hProcess, IntPtr hJob, out bool Result);
[DllImport("kernel32.dll", SetLastError=true)]
static extern int TerminateProcess(SafeHandleZeroOrMinusOneIsInvalid hProcess, uint uExitCode);
const UInt32 INFINITE = 0xFFFFFFFF;
[DllImport("kernel32.dll", SetLastError=true)]
static extern UInt32 WaitForSingleObject(SafeHandleZeroOrMinusOneIsInvalid hHandle, UInt32 dwMilliseconds);
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
/// <summary>
/// Handle for the child process.
/// </summary>
SafeFileHandle ProcessHandle;
/// <summary>
/// The write end of the child process' stdin pipe.
/// </summary>
SafeFileHandle StdInWrite;
/// <summary>
/// The read end of the child process' stdout pipe.
/// </summary>
SafeFileHandle StdOutRead;
/// <summary>
/// Output stream for the child process.
/// </summary>
FileStream InnerStream;
/// <summary>
/// Reader for the process' output stream.
/// </summary>
StreamReader ReadStream;
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
/// <summary>
/// Standard process implementation for non-Windows platforms.
/// </summary>
Process FrameworkProcess;
/// <summary>
/// Static lock object. This is used to synchronize the creation of child processes - in particular, the inheritance of stdout/stderr write pipes. If processes
/// inherit pipes meant for other processes, they won't be closed until both terminate.
/// </summary>
static object LockObject = new object();
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
/// <summary>
/// Spawns a new managed process.
/// </summary>
Copying //UE4/Release-Staging-4.20 to //UE4/Dev-Main (Source: //UE4/Release-4.20 @ 4112782) ============================ MAJOR FEATURES & CHANGES ============================ Change 4112782 by Mitchell.Wilson Resaving some cloth assets and fixing material compile warnings. #jira UE-59946 Change 4112762 by Max.Chen Sequence Recorder: Fix case where first recording is null but there are other valid recordings. StopRecording wasn't getting called because the EndPIE delegate wasn't bound since ActorWorld was incorrectly set. #jira UE-58688 Change 4112738 by Michael.Dupuis #jira none: Fixed Editor instance count, to only include placed instances. Calling GenerateProceduralContent will no longer automatically remove the current content, as we might want to get the generation for something else than replacing existing data. When deleting procedural foliage, we can now specify if we want to rebuild the tree. Change 4112696 by Matt.Kuhlenschmidt Prevent GC of material editor active preview expression #jira UE-49777 Change 4112611 by Michael.Dupuis Fixed Instance count when Alt+Dragging instance #jira UE-59544: After the operation, reselect the instances, as the selection info into the buffer was lost Change 4112536 by Thomas.Sarkanen Fixed static analysis warning caused by CL 4109096 #jira none Change 4112139 by Phillip.Kavan Fix invalid child actor template cast in nativized code when the child actor class type is a converted Blueprint class asset. - Mirrored from //UE4/Dev-Framework (4111638). #jira UE-53747 Change 4112138 by Phillip.Kavan Fix UHT warning about duplicating UFUNCTION() meta on nativized child Blueprint classes that override at least one BPIE method from the parent class. - Mirrored from //UE4/Dev-Framework (4111613). #jira UE-59182 Change 4111630 by Matt.Collins #jira UE-59934 Rolling back the previous integration of CL 4080446 Change 4111526 by Mike.Beach Guarding against bad settings pointers internal to Oculus. #jira UE-59778 Change 4111525 by Daniel.Wright UStaticMeshComponent::PostEditUndo now initializes its UStaticMesh's rendering resources. This is necessary for cases where the UStaticMesh is in the same transaction (PostEditUndo will be called AFTER the component). However, when calling UStaticMesh::InitResources we must use a FStaticMeshComponentRecreateRenderStateContext to safely handle any components using the UStaticMesh which are not in the transaction. #jira UE-59333 Change 4111518 by Mike.Beach Making sure to load the third party dll, and initing Oculus when we querry for Vulkan extensions. Otherwise we end up calling into the OVR plugin before the dll is loaded. #jira UE-53643 Change 4111482 by Matt.Kuhlenschmidt Fix blend sample context menu appering offset on high dpi monitors #jira UE-59925 Change 4111362 by Ben.Marsh Fix warnings building samples due to missing paths. #jira Change 4111299 by James.McNatton Changed category of Virtual Camera plugin to Virtual Production #RNX #Jira UE-59404 Change 4111153 by Max.Chen Sequencer: Fix dereferencing null pointer - CameraNode #jira UE-59347 Change 4111143 by Matt.Collins #jira UE-59934 CL 4107446 from Dev-Rendering. Always force a commandbuffer submission during EndFrame. Change 4111106 by Matt.Collins #jira UERNDR-406 Bringing CL 4104051 from Dev-Rendering (//UE4/Dev-Rendering) to Release-4.20 (//UE4/Release-4.20) --- Some fixes for semaphore handling. Moved the completion handler to EndFrame (out of FlushFreeList()) FlushFreeList() attached a handler to the command buffer that signaled the semaphore. This can be called through RHIFlushResources which will cause a mismatched signal() Added BeginFrame/EndFrame to the loop in AddModalWindows so the renderer gets the expected frame delimiters. Removed call to EndFrame from EndDrawingViewport. --- Change 4111099 by Ben.Zeigler #jira UE-59199 Add enum redirector for CVD_NormalVision, some values map to normal as they were removed This is needed because that enum value would have been written into the EditorPerProjectSettings for anyone that modified editor style, and then cause mysterious cook warnings Change 4111039 by Ben.Zeigler #jira UE-59046 Fix it so trying to convert a soft path to hard object ref will throw error during async loading instead of silently failing Change 4111013 by Steve.Robb Fix for adding a new module to a project. #jira UE-59770 Change 4110907 by Marc.Audy Add required redirectorfor moving classes from TimeManagement to CoreUObject #jira Change 4110897 by Ben.Zeigler #jira UE-57739 Don't crash if dropping a pin on a node causes the source pin to become invalid, just fail to connect instead Change 4110868 by Ben.Zeigler #jira UE-59920 Fix several issues where half-connected reroute nodes could break AutoCreateRefTerm and other node expansions if they happened to be late in the nodes array, by always expanding knot nodes first Change 4110704 by Ben.Zeigler #jira UE-56365 Fix k2 node tooltip code to not crash if the node is out of date due to slate updates being a tick behind Change 4110686 by Andrew.Grant Resaved to fix empty engine version warning #jira UE-59695 Change 4110466 by Ben.Zeigler #jira UE-59908 Change loading screen logo back to one with text baked in and clean up comments Delete unused logo images Change 4110418 by Ben.Zeigler #jira UE-58025 Fix non editor builds Change 4110258 by Max.Chen Sequencer: Fix some erroneous cases in import fbx. In particular, this fixes an issue where importing an fbx onto one node would behave differently if there are multiple nodes in the fbx since it was ambiguous as to which fbx node to map onto the single node in sequencer. - Changed import operation to be more explicit - when invoking through the general import fbx menu, all object bindings are mapped onto. When invoking through the context menu, only the selected object bindings are mapped onto. - Added a user toggle to match by name only. The default is true. - When importing onto a selected node, disable the creation of cameras. - Don't set range bounds on imported keys since external packages, ie. maya, most likely only have 1 equivalent infinite section range. - Remove any existing sections/keys when importing onto existing tracks. #jira UE-59347 Change 4109923 by Michael.Dupuis #jira UE-59904: Build tree post Serialize otherwise sometime foliage will be missing Change 4109916 by mason.seay Updated level blueprint so it Resets Ignore Look Input, which will prevent look input from being ignored if user triggers Ignore multiple times #jira UE-29618 Change 4109849 by Michael.Dupuis #jira none: Removed PRAGMA_ENABLE_OPTIMISATION Change 4109835 by Lukasz.Furman added OnTaskFinished call when behavior tree's subtree is deactivated #jira UE-48353 Change 4109829 by Ben.Zeigler #jira UE-59909 Add logic so the player cannot be hurt during ShieldNS anim notify by adding and removing a damage immune gameplay effect Change 4109820 by Michael.Dupuis #jira UE-59533: Update the LOD Distribution settings to fix the landscape popping Change 4109813 by Michael.Dupuis #jira UE-59533: Increase the max LOD0 distribution factor so on map with very small component, the value can be increase more than before. Change 4109780 by Alexis.Matte Add the tps file for the levenshtein distance algorithm #jira none Change 4109567 by Ben.Marsh Fix incorrect console colors after a warning or error on Mac. Cannot assume that the default foreground color is gray. #jira UE-55093 Change 4109542 by mason.seay Updated timeline on BP #jira UE-29618 Change 4109474 by Marc.Audy Fix shadow variable warning #jira UE-59895 Change 4109420 by Michael.Dupuis #jira UE-58672 : Since it's possible the GetInstanceBasePtr() would not find the base id we hit, do not assume it must always be valid, and simply skip it instead of crashing. Change 4109397 by Ben.Marsh Speculative fix for exception reading UBT makefiles on Mono. Doesn't seem to be able to deserialize dictionaries with custom comparison functions correctly. #jira UE-59222 Change 4109395 by Lauren.Ridge Removing legacy uses of GetEditorIcon from UMG #jira UE-59038 Change 4109390 by Zachary.Wilson Adding alternative ground truth images for AMD on the planar reflection tests. ST_PR00, 03, 04, 05 #jira UE-59409 Change 4109373 by Michael.Dupuis #jira UE-58664 Restrict the Paint/Unpaint Density to 1.0 Restrict the Foliage Density type to 10000 Restrict the Grass Density type to 1000 Fixed a NAN that could be generated when adding instances These settings would still allow to paint ~2 millions instances with the biggest brush and max density per click. Change 4109348 by Lauren.Ridge Removing engine content that used a material attribute layers node inside a material function #jira UE-55739 Change 4109296 by Lauren.Ridge Fix for crash on adding OnClicked event to button in Widget BP #jira UE-59846 Change 4109193 by Matt.Kuhlenschmidt Fixed crash when construction scripts are rerun during the details panel calling posteditchange #jira UE-59649 Change 4109096 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties Revamped change as the last one failed Fast Path automated tests. This change limits the property re-find only to cases where we are using sub-instances. DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4109078 by Ben.Marsh Fix warnings building PlatformerGame due to incorrect include path. #jira Change 4109066 by Matt.Kuhlenschmidt Prevent alt-f4 during slow tasks as it causes entry into the shutdown sequence at abnormal times #jira UE-59866 Change 4109020 by Ben.Marsh Fix client targets showing up in packaging menu for installed builds (which don't ship with client binaries). (This implementation is a little suspect in general - there is no requirement that client targets are called "*Client.Target.cs", though that is typically the case.) #jira UE-59641 Change 4108991 by Martin.Wilson Fix crash when trying to extract transform from raw track with no track data. #jira UE-58025 Change 4108987 by Martin.Wilson Make sure rotations are normalized before creating blended transform #jira UE-53971 Change 4108932 by Thomas.Sarkanen Back out changelist 4108877 This was causing a 100% crash in an automated test #jira none Change 4108930 by Danny.Bouimad Fixing testcase content #Jira UEQATC-405 Change 4108883 by Danny.Bouimad Fixing Automated LodCurveLinkingTest1 #Jira UE-59763 Change 4108877 by Thomas.Sarkanen Fixed crash when running in standalone editor build using sub-instances that copy properties DestProperty serialization was always a bad idea, this is another artifact of the problem where the property persists but the class it belongs to gets trashed. Re-mapping the property by name to the correct outer fixes this for a minor startup cost. #jira UE-59510 - Crash in Standalone When Sub Anim Instance Uses Exposed Variable Change 4108874 by Thomas.Sarkanen Fixed incorrect preview mesh being applied after retargeting On first setup, the preview mesh was obtained using a legacy path that didnt use the skeleton fallback #jira UE-59636 - When Retargeting Animation, Mesh Set as Preview that Shares Skeleton Isn't Kept Change 4108834 by Thomas.Sarkanen Pressing enter when selecting an object from a Blueprint node now works #jira UE-58017 - Enter key does not set chosen asset on some blueprint nodes Change 4108833 by Thomas.Sarkanen Fixed crash caused by retargeting a skeleton when some of its animations are still open Firstly we now auto-close all assets that use a skeleton when retergetting instead of popping up a dialog to suggest the user does it. Secondly as a safety measure we dont re-use an animation editor if the persona toolkit's skeleton doesnt match. #jira UE-58681 - [CrashReport] UE4Editor_Persona!FPersonaToolkit::SetAnimationAsset() [personatoolkit.cpp:211] Change 4108808 by Dmitriy.Dyomin Fixed: ARPG crashes on Vulkan PC and Android #jira UE-59781 Change 4108719 by Max.Chen Sequencer: Fix CIS #jira UESEQ-355 Change 4108675 by Max.Chen Sequencer: Added audio support to FCP XML import/export #jira UESEQ-355 Change 4108674 by Max.Chen Sequencer: Upon export, log warnings when filename format is not '{shot}' #jira UESEQ-358 Change 4108673 by Max.Chen Sequencer: Added 'Write FCPXML' option to Render Movie Settings dialog. Changed track menu FCPXML export to get default resolution and frame rate from MovieSceneCaptureSettings. #jira UESEQ-358 Change 4108418 by Mark.Satterthwaite Fix Shipping iOS builds. #jira UE-59883 Change 4108118 by Alexis.Matte Make sure GIsImportingT3D is false when the scene importer open the blueprint editor. This flag force a load of UObject when we do FindObject, which in this case was forcing a load of all blueprints assets. #jira UE-59854 #jira UE-57861 Change 4108059 by Ben.Marsh Merge latest UGS fixes (up to 1.140) to 4.20 branch. #jira Change 4107719 by Mark.Satterthwaite Duplicate 4107661: Refactor the MetalRHI debugging tools to move away from reimplementing the Objective-C protocols to adding separate debugging classes. This makes it easier to build on/for future OSes without having to interpose new functionality we don't yet use. #jira UE-59883 Change 4107443 by Lauren.Ridge Fix for crash on connecting curve param node with no texture set #jira UE-59880 Change 4107248 by Dan.Oconnor Explicitly close floating Blueprint Debugger controls when the master tab is closed #jira UE-59835 Change 4107137 by Jason.Bestimt Removing ML Analytics Plugin to fix regressions #JIRA: UE-59874, UE-59873 Change 4107125 by paulo.souza #jira UE-59806 - ARPG - Goblin death not running all destroy logic Change 4107113 by Phillip.Kavan Allow the NativizedAssets plugin source to include monolithic engine header files without a compiler warning. - Mirrored from //UE4/Dev-Framework (4081432). #jira UE-59125 Change 4106736 by Jamie.Dale Fixed content browser filter failing to match certain names if asset paths were omitted from the search #jira UE-59849 Change 4106581 by Martin.Wilson Fix issue with double ticking a reused animation instance on set skeletal mesh because of parallel evaluation. #jira UE-54851 Change 4106475 by Jason.Bestimt Fix for Lumin Linux dependency in a better way #JIRA: CIS Change 4106201 by Michael.Trepka Don't allow invalid cursor clip rects when locking the cursor on Mac #jira UE-59842 Change 4106188 by Jason.Bestimt Wrapping Lumin call with PLATFORM_LUMIN #JIRA: CIS Change 4106179 by Michael.Dupuis #jira UE-53944: Integrated guard from user to prevent crash if bad data is found in the view #4714 Change 4106176 by Martin.Wilson Fix for crash introduced in 4105998 #jira UE-56395 Change 4106103 by Ben.Marsh UBT: Fix intellisense search paths not being set correctly for modules which are not built by default. #jira Change 4106081 by Marc.Audy Fix shadow variable #jira UE-59848 Change 4106078 by Jason.Bestimt Fix for Linux trying to build MagicLeapAnalytics by swapping from Blacklist to Whitelist #JIRA: none Change 4106015 by Martin.Wilson Make sure that animations that have transform curves are up to date on loading. #4320 #jira UE-53392 Change 4106005 by Anthony.Bills [Linux] Add support for terminfo2 to fix mono issue 6752, and rebuild .net 4.5's mscorlib.dll #jira UE-59382 Change 4105998 by Martin.Wilson Fix crash when re registering a skeletal mesh component with a post process instance that references invalid virtual bones #Jira UE-56395 Change 4105962 by Jeff.Fisher Duplicating for 4.20: Change: 4097595 and 4104555 UE-59359 Mr Mesh Crash at startup -Vulkan does not work correctly unless we fill in all of the vertex buffers. MRMesh now requires that via assert and MeshTrackerComponent fills in placeholder data as necessary. -Also fixed the vr.MagicLeap.FakeMeshTrackerData cvar, it was missing the 'MagicLeap'. #jira UE-59359 Change 4105952 by Ben.Marsh Add an "IsTerminating" event to the record of active sessions. Should allow detecting whether RequestExit() was called before an abnormal shutdown was triggered. #jira Change 4105946 by Ben.Marsh Disable debug info for IOS and TVOS in installed builds. #jira UE-59816 Change 4105939 by Michael.Dupuis #jira UE-59256: Properly take into account the scale of the instances when determining LOD transition Added the possibility to see the Cluster tree bounds in the Show->Advanced Menu Change 4105915 by Jamie.Dale Implemented negative indexing for Python wrapped arrays #jira UE-59841 Change 4105896 by Richard.Wallis Another macOS TIS non-MainThread spam warning fix. #jira UE-54623 Change 4105813 by Michael.Dupuis #jira none: Prevent a possible crash if using world offset with a landscape without sub sections Change 4105764 by Ben.Marsh Add a check that a 2015 compiler exists under VS2015 toolchain directories - it may not have been installed. #jira Change 4105747 by Ben.Marsh Fix detection of VS2017 toolchains that only have a 32-bit compiler for x64 (eg. VS2017 Express Desktop) #jira UE-59838 Change 4105642 by Jason.Bestimt Disabling Lumin Platform Editor modules on linux #JIRA: UE-59543 Change 4105553 by Matt.Kuhlenschmidt PR #4633: Fixed DPI awareness of two functions (Contributed by Temaran) #jira UE-57283 Change 4105486 by Michael.Dupuis #jira UE-58074: Include the HeightmapScaleBias in the DDC hash as component can share the same heightmap with different HeightmapScaleBias Change 4105474 by Michael.Dupuis #jira UE-57957: Fixed neightbord component extend used when component was not visible (so not custom data and generating neighbord) #jira UE-58995: Change 4105427 by Sorin.Gradinaru UE-59698 Cannot load youtube URLs on Android #jira UE-59698 #Android #4.20 The native WebView cannot load HTML5 movies if the control's layout doesn't have the FILL_PARENT param Change 4105308 by Mieszko.Zielinski Merge of 4077826 over from Dev-Framework #UE4 #jira UE-59186 Change 4105050 by Ben.Marsh Disable debug info for all target platforms in installed engine builds, to fix bloated install size. IOS and TVOS still have it enabled for now, due to errors when packaging. #jira UE-59816 Change 4104584 by Mike.Beach Mirroring CL 4103694 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104538 by Alexis.Matte Fix crash when reloading a skeletal mesh actor with some vertex painting #jira UE-57891 Change 4104534 by Mike.Beach Mirroring CL 4090670/4094620 from Dev-VR MR Calibration - Fixing an issue where the alignment models would disappear. MR Calibration - Saving garbage mattes when exiting using escape. #jira UEVR-24 Change 4104381 by Alexis.Matte Fix a render thread crash when reimporting skeletal mesh #jira UE-51935 Change 4104365 by Mike.Beach Mirroring CL 4064903 from Dev-VR Removing duplicate redirects, and resaving MRCalibration content so packaging works without failing on old package references. #jira UE-58914 Change 4104341 by Alexis.Matte Support non uniform scale scene transform for fbx skeletal mesh exporter #jira UE-57733 Change 4104328 by Alexis.Matte Fix a crash when re-importing an animation and we have to choose a skeleton for the anim sequence #jira UE-58027 Change 4104318 by Phillip.Kavan Monolithic engine header file exclusion from nativized Blueprint assets is now tied to a project setting. - Mirrored from //UE4/Dev-Framework (4082035). #jira UE-59125 Change 4104305 by Mike.Beach Mirroring CL 4098493 from Dev-VR Not forcing stereo scene capture target to resize (only intended for the main stereo scene buffer, as the depth buffer needs to match the color buffer on some platforms). #jira UE-58953 Change 4104274 by Mike.Beach Mirroring CL 4088048 from Dev-VR Use the standardized tracking-to-world transform for world layer positioning on Oculus - handles both explicit and implicit HMD positioning. #jira UE-59275 Change 4104259 by Mike.Beach Mirroring CL 4084827/4085071 from Dev-VR MRC - Adding CVar for overriding the tracking latency (makes development easier in the calibration process). #jira UEVR-847 Change 4104246 by Mike.Beach Mirroring CL 4084289 from Dev-VR MR - Setting up the calibration save data so that we version it in the future (know that a lens param change is inbound after 4.20). #jira UE-58187 Change 4104240 by Mike.Beach Mirroring CL 4083160 from Dev-VR Making it so the HMD post-process pass properly fills out its RenderTargetDesc (so it doesn't rely on being the final output to have it set). #jira UE-56511 Change 4104233 by Mike.Beach Mirroring CL 4081823 from Dev-VR Loading Oculus controller models in the editor so that they get included in the cooking process (so that the MotionController components that indirectly uses these at runtime don't get dropped). #jira UE-58190 Change 4104196 by Alexis.Matte Unshelved from pending changelist '4075677': Fix fbx scene re-import crash when the user re-import more then one time with some override material. #jira UE-57937 Change 4104191 by Mike.Beach Mirroring CL 4080389 from Dev-VR Speculative fix/guard against live crash - trying to catch malformed model data. Logging helpful information to give us insight in the future. #jira UE-57680 Change 4104177 by Mike.Beach Mirroring CL 4080119 from Dev-VR CIS fix - circumventing vs2015 errors/warnings #jira UE-59326, UE-59324 Change 4104170 by Mike.Beach Mirroring CL 4078631 from Dev-VR Fixing MR Calibration so it scales the alignment model according the the capture's FOV (so they appear the same size across capture devices - leading to a homogenous experience). Also moved the FOV override config setting to be a console command/setting (mrc.FovOverride) to help in testing this. #jira UE-55499 Change 4104167 by Jostin.Bilyeu Checking in needed changes to level TM-DualLobeSpec in order to correctly verify intended functionality of feature #jira UE-29618 Change 4104158 by Peter.Sumanaseni #jira Change 4104057 by Wes.Hunt Remove sending of UniqueAdvertisingId from AnalyticsET SessionStart events. #jira UE-59790 SOURCE CL 4101872 in //UE4/Main/... Change 4104031 by Dan.Oconnor Update assert to handle subobjects nested in components #jira UE-56422 Change 4103946 by Dan.Oconnor No need to load AnimationBlueprintEditor so early #jira UE-59669 Change 4103859 by Brandon.Schaefer Vulkan on Linux does not allow debugging with markers This is required for debugging wtih Render Doc or anything that uses VK debug markers #jira none Change 4103677 by Sorin.Gradinaru UE-59052 Can't use touch to interact with Web Browser on iPhoneX #jira UE-59052 #iOS #4.20 from CL4077699 on Dev-Mobile Fixed crash on some iOS 11 devices (addSubview before setting WebView's params) Fixed unresponsive WebView on iPhone X (resize the parent with the same size as the child, the touch won't work if the parent is smaller) Change 4103637 by Sorin.Gradinaru UE-39451 Web browser widget causes app to crash when packaging for Distribution on Android #UE-39451 #Android #4.30 from CL 4067204 on Dev-Mobile Adding a proguard exception for the WebViewControl.FrameUpdateInfo Change 4103619 by Marc.Audy Allow the default physics volume to be spawned during construction script execution if it needs to be lazily created #jira UE-58875 Change 4103590 by mason.seay Added Show Mouse Cursor #jira UE-29618 Change 4103469 by paulo.souza #jira UE-59807 - War Hammer weapon was missing Ability setting resulting in it not working correctly. Change 4103459 by mason.seay Updated maps so users can toggle UI-only input #jira UE-29618 Change 4103423 by paulo.souza #jira UE-59808 - Projectile abilities collision blocking on the camera trace Change 4103280 by Jason.Bestimt Fixing copyright in Lumin Plugins #JIRA: 59192 Change 4103238 by JeanMichel.Dignard Copied cl 4077328 from dev-enterprise Fixed SoftObjectPtr/Paths becoming invalid when saving a new world since it's being moved from /Temp/Untitled to its own package. #jira UEENT-1423 Change 4103138 by Richard.Wallis Emergency Fix for bug I introduced in macOS UnrealFrontend crashing on open. FSlateMacMenu::PostInitStartup() gets called much much earler in the front end tool than in the editor. Unfortunatly the style set referenced is invalid as this call happens much earlier in the startup than with the game or the editor 1) Changed GetStyleSetName() - this is not imortant for us so it won't crash there again. 2) Added a check to see if the menu hasn't been setup correctly - if not initialize - this allows localization and and correct keyboard short cuts in non editor / game builds. 3) Keep Editor and Game menu startup behaviour the same as before. #jira UE-59704 Change 4102958 by mason.seay Test map update #jira UE-29618 Change 4102847 by Marc.Audy Try and find the full path name for default value of class parameters #jira UE-59746 Change 4102449 by Ben.Marsh PR #4700: This patch fixes a build failure that occurs on the very first build after adding new files with reflected types. (Contributed by junkimu) #jira UE-58275 Change 4102431 by Ben.Marsh UBT: Fix issue where overlapping circularly header dependencies would not be parsed correctly, preventing files not being rebuilt on header changes (noted where Clang detected an out of date PCH). #jira UE-54979 Change 4102328 by Guillaume.Abadie Cherry-pick 4102327: Fixes a bug in FTAAPassParameters::TopLeftCornerViewRects() that was mistakenly increasing input and output view sizes, causing DOF buffers misalignement for split screen & VR. #jira none Change 4102318 by Emil.Persson Fix for dark metal (missing reflections) in Blueprint Editor. Duplicate of changelist 4099649. #jira UE-59217 Change 4102310 by Dmitriy.Dyomin Fixed: UMG element clipping does not work on Android with Mali GPUs #jira UE-56058 Change 4101920 by Ben.Marsh Don't bother tagging the BuildConfiguration schema on Linux and Mac; we only include it in the distribution for Visual Studio anyway. #jira Change 4101538 by Mark.Satterthwaite Duplicate 4073368 Linear allocator for <2MB Managed buffers allocated in 4MB chunks - hopefully this reduces the total number of buffers and thus reduces the churn in the driver further. These should all be Volatile buffers meaning that we should eventually get semi-decent reuse of these buffers. Fixes some buffer alignment and sizing gotcha's along the way. #jira NA Change 4101500 by Mark.Satterthwaite Duplicate 4098091 On Mac we can avoid continually reallocating the depth-fallback texture as we only need the largest size to hang around and we can use DontCare for Load & Store. On iOS due to driver bugs we need to match the size and either Clear or Load - but I think Clear should be faster. Should make FortGPUTestBed faster on the CPU. #jira NA Change 4101453 by Mark.Satterthwaite Duplicate 4078874 & 4079396 Make LPV visualisation work on macOS to aid debugging. #jira UE-58937 Export the constant-buffer bindings that are actually used by Metal shaders to prevent overwriting SRVs & UAVs with unused uniform-buffer data. #jira UE-58937 Change 4101448 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4101417 by Sam.Deiter #JIRA #RB UEDOC-7656 - Fixed an issue with ARPG not building the loading screen CPP file. Change 4101412 by Mark.Satterthwaite Duplicate 4075868 Metal Vega drivers in 10.13.5 fix blitting with non-zero offsets and we should be using the same buffer blitting path on 2013 Mac Pro's now that we aren't paying an exorbitant cost for doing so. #jira N/A Change 4101393 by Mark.Satterthwaite Fixed a mistake I let slip through in 3934147 that will potentially cause slight miscompilation of SP_METAL. #jira N/A Change 4101390 by Marc.Audy Placed Editor Utility Base once again ticks in the editor as intended #jira UE-59743 Change 4101367 by Brandon.Schaefer Avoid printing when in a signal handler. Put that off until the end #jira UE-36663 Change 4101362 by Mark.Satterthwaite Duplicate 4091485 PR - Fixed potential memory leak. #4751 #jira UE-59490 Change 4101349 by Brandon.Schaefer VHACD Needs to be recompiled #jira UE-59506 Change 4101335 by Brandon.Schaefer Cache files that are invalid or the wrong case sensitivity #jira UE-58250 Change 4101325 by Dan.Oconnor SA fix, remove unneeded null check #jira UE-46834 Change 4101278 by Brandon.Schaefer Set our location to Linux/Mac GenerateProject.sh if we are not running from that location #jira UE-59127, UE-57928 Change 4101219 by Brandon.Schaefer If RunUAT gets a signal while running mono bring mono down as well #jira UE-56041 Change 4101169 by Dan.Oconnor Mirror 4094297 from Dev-Framework Mark blueprint created properties as RF_LoadCompleted to prevent the linker from finding them and overwriting them #jira UE-59642 Change 4101157 by Sam.Deiter #jira UEDOC-7655 Updating these images to reflect the name of the project and look like the other loading screens. Change 4101132 by Jamie.Dale Fixed some places that were running asset registry queries inside a loop and causing performance issues #jira UE-59766 Change 4101125 by Jamie.Dale Added IAssetRegistry::GetAssetsByTags to optimize tag look-up when you can have several potential values #jira UE-59766 Change 4101102 by Dan.Oconnor Mirror 4090824 from Dev-Framework Add abillity to insert pins before or after a target pin for Sequence nodes via the context menu #jira UE-59530 Change 4101017 by Brandon.Schaefer Add a pop up message box for Linux to check if we want to or not submit crash report data #jira UE-59617 Change 4100961 by Michael.Trepka Updated Mac VHACD libs #jira UE-59506 Change 4100703 by Dan.Oconnor Mirror 4090523 from Dev-Framework Allow user to close Blueprint Debugger while at a breakpoint, origin of this behavior was 1148085 and the original issue no longer seems to happen. Also fix mismatch between tab name and context menu entry #jira UE-59526 Change 4100697 by Dan.Oconnor Merge 4083850 from Dev-Framework Prevent GameplayAbilitiesEditor from creating FBluerpintActionDatabase when not neccessary, improve performance of FBlueprintActionDatabase::RegisterAllNodeAction #jira UE-59036 Change 4100687 by Dan.Oconnor Mirror 4086666 from Dev-Framework Fix regression due to 'Step Over' fixes - we could pause VM execution when trying to end a Play-in-Editor or Simulated-in-Editor session #jira UE-58916 Change 4100658 by Jostin.Bilyeu Checking in new level TM-DuelLobeSpec and corresponding assets needed to verify Duel Lobe Specularity #jira UE-29618 Change 4100600 by Max.Chen Sequencer: Fix uninitialized default completion mode #jira UE-58335 Change 4100576 by Dan.Oconnor Mirror 4081417 from Dev-Framework Enum literals are now more similar to byte literals, which makes them safer to pass by reference #jira UE-58473 Change 4100559 by Dan.Oconnor Mirror 4081153 from Dev-Framework Watch Point Viewer should not be a nomad tab, is owned by the Blueprint Debugger tab manager #jira UE-59313 Change 4100540 by Dan.Oconnor Mirror 4078822 from Dev-Framework Continue trying to finish reinstancing when instances of the old class are being async loaded #jira UE-58123 Change 4100527 by Dan.Oconnor Mirror 4092349 from Dev-Framework Speculative fix for shutdown crash, avoid use of LoadModule in DataValidator ShutdownModule and delete delegates registered in another module when BlueprintGraph shuts down #jira UE-57763 Change 4100478 by Mike.Zyracki weighted, non-weighted fix typo fix for issue found by AndrewP #jira UE-58573 Change 4100445 by Mike.Zyracki Fix for build warning, order of initialization. #jira UE-58712 #trivial Change 4100438 by Dan.Oconnor Mirror 4083455 from Dev-Framework Reduce use of template nodes - a template node was causing an ensure when asset reload code attempted to fix it up #jira UE-46834 Change 4100374 by Mike.Zyracki Fix for bad Camera Rotation Imported From Maya Main issue was that we don't support RotationOrders that aren't XYZ. We had some code to zero out other part's of the FBX transform pipeline but it wasn't setting the Rotation Order correctly and was also based upon old documentation. Currently recommendation is to always just zero everything out. Finally had to use ResetPivotSetAndConvertAnimation since there appears to be a bug with ConvertPivotAnimationRecursive into the correct space. #jira UE-59116 Change 4100310 by Jamie.Dale Fixed ExecutePythonScript failing when passing file arguments #jira none Change 4100305 by Mike.Zyracki Fix for performance issues with motion trails. Found that the main issue was the GetRefTM call. Refactored the code so that we only call that once per tick, instead of up to 4 times per tick. Also we cache the calculation of the key positions, so we don't need to calculate them again when calculating keys. Finally the GetRefTM call was recursive which was a decent hint, so we cache out it's parent's first and just get the transform's linearly. Also we don't select parents or children to show their trails also, this seemed buggy and possibly very very slow. #jira UE-58712 Change 4100290 by Ben.Marsh Prevent schema being added as a build product twice. #jira UE-59757 Change 4100259 by Jeff.Fisher Duplicating in Release-4.20: Change: 4087159 UE-58249 Late update has FP precision issues on PSVR -In lateupdate the TranslatedViewMatrix and its inverse were being calculated from the ViewMatrix, by subtracting the PreViewTranslation. This doesn't work because the translation numerical innacuracy is already in the ViewMatrix. -I also rearanged the UpdateViewMatrix code some to make it look more like the FViewMatrix constructor code that sets this up, just to make it easier to spot the difference. #review-4087096 #jira UE-58249 Files: //UE4/Dev-VR/Engine/Source/Runtime/Engine/Private/SceneView.cpp#71 Change 4100170 by Brandon.Schaefer Need dump_syms and BreakpadSymbolEncoder in installed builds #jira UE-59500 Change 4100070 by Richard.Wallis Speculative fix for crash in macOS AppKit NSPersistentUIManager. Disable NSWindow application resume feature per window - we are not using it anyway. OS system may still be called but hopefully this reduces the amount of work it is doing. There still seems to be some generic data getting written however. There is also an undocumented *NSDisablePersistence* plist key. Using this plist key completely stops any data getting written by the OS window resume feature. This CL does NOT use this because it's undocumented but maybe an option for the future. #jira UE-52294 Change 4099999 by James.McNatton Removed the disconnect button in the VirtualCamera plugin and cleaned up redirectors in VCam Widgets folder #jira UE-58032 #rb none Change 4099996 by Ben.Marsh Build: Merge changes to support AutoSDKs on Mac. #jira UE-59574 Change 4099991 by Jamie.Dale Updated wrapped enums to be more consistent with native Python enums - Wrapped enums now generate values that are instances of the enum type itself, containing a name and value field (like native Python enums). - Wrapped enums are now strongly typed and do not allow implicit conversion from numbers (explicit casting is available, but throws if the value is unknown). - Wrapped enum entries may be compared against numbers (even numbers that don't have valid values) via the == and != operators (like IntEnum in Python). - Wrapped enums may now be iterated (like native Python enums). - Wrapped enums now return a length based on their number of entries (like native Python enums). - ScriptName meta-data can now be used with enum entries. #jira none Change 4099973 by Mitchell.Wilson Removing some more content that got duplicated into the main project from the virtualcamera plugin content. #jira UE-59744 Change 4099913 by Jamie.Dale Fixed some places that were calling LoadModuleChecked during shutdown #jira UE-59482 Change 4099905 by Jamie.Dale Fixed InitializeAvailableCultures missing some languages #jira UE-59349 Change 4099879 by Jamie.Dale Fixed a crash when a Blueprint with variable watches was destroyed #jira UE-59117 Change 4099874 by Mitchell.Wilson Removing some unused files from the Content directory. Updating defaultengine.ini with remote session channel info. #jira UE-59745 UE-59744 Change 4099860 by Benn.Gallagher Fixed clothing data binding state becomming mismatched after a reimport over multiple LODs, moved the unbind and rebind steps out of the inner import loop to be handled before and after the total reimport. #jira UE-57337 Change 4099819 by Richard.Wallis Fix for Timed Notifies scrub incorrectly on timeline on Mac. This is also an issue if running in Hi DPI on windows. #jira UE-55678 Change 4099808 by Jamie.Dale Fixed crash when content hot-reloading the build data for the currently loaded world #jira UE-59163 Change 4099773 by Jamie.Dale Fixed crash after attempting to load a package that is too new #jira UE-58121 Change 4099759 by Jamie.Dale Fixed material editor crash if reloading a texture used by the material #jira UE-57762 Change 4099744 by Jamie.Dale Fixed placeholder string table entries being considered identical as their entry may appear in the future #jira UE-58987 Change 4099735 by Jurre.deBaare Crash importing specific Alembic file #fix Additional fix to triangulation vs indexing of vertex attributes, this fixes the crash but also normal issues seen before #misc default constructor for FTrackRenderData which could cause jittering/invisible geometry #jira UE-59095 Change 4099612 by Michael.Trepka Reverted change that delays crash reporting initialization for CEF on Mac #jira UE-57378 Change 4099564 by Guillaume.Abadie Cherry-pick 4075014: Works arround HLSLCC's issue with InterlockedOr in DOF's reduce pass. #jira none Change 4099557 by Guillaume.Abadie Cherry-pick 4074767: Fixes DOF's scattered bokeh changing of intensity dynamic resolution + TAAU. #jira none Change 4099549 by Guillaume.Abadie Cherry-pick 4073050: Whitelists vulkan for DOF's R11G11B10 optimisation and increase to 4 gathering on consoles. #jira none Change 4099544 by Guillaume.Abadie Cherry-pick 4073044: PR #4681: UE-58051: Scene Capture 2D: additive mode not working in 4.19 (Contributed by lion03) #jira UE-58051 Change 4099540 by Richard.Wallis Fix for PIE HighDPI touch location. #jira UE-59015 Change 4099516 by Richard.Wallis speculative fix for FSlateMacMenu::UpdateMenu() crashes. I've not been able to reproduce this. All the crash call stacks seem to be at shutdown, maybe with the save changes dialogue that would appear after modifications then a CMD+Q. I can get similar behaviour by adjusting when the FMacMenu adds and removes itself to the GCachedMenuState map. This fix changes the access pattern to the map from operator[] (which uses a FindChecked underneath and is the cause of this crash/assert) to a FindRef then checking for a valid node. Since these crashes are at shutdown I think this is ok to do and I've tested with this fix in place, randomly not adding those items to GCachedMenuState object during editor operation and it now survives this and recovers if you then reenable the adding of the items. My best guess as to the cause is that the defered update event on shutdown is happenning way after the FMacMenu dealloc has been called and so the GCachedMenuState is empty by then. #jira UE-57012 Change 4099511 by Max.Chen Fix CIS #jira UE-59739 Change 4099486 by Richard.Wallis Speculative fix for crash in FMacWindow::ApplySizeAndModeChanges(). I had seen a crash in here while working on UE-46999 (fix for that submitted in CL 4016062) due to the window handle becoming nil mid way through the ApplySizeAndModeChanges() function then a deref'd. This CL adds extra null pointer protection to make sure we check the validity of the WindowHandle after calls to UpdateFullScreenState(). #jira UE-55071 Change 4099392 by Andrew.Rodham Sequencer: Fixed RootToSequence transform not being used when compiling segments with "Evaluate Sub Sequences in Isolation" enabled #jira UE-59138 Change 4099386 by Ben.Marsh Include the BuildConfiguration.Schema.xsd file in the installed engine build, and don't write it out when running in an installed build. #jira UE-58692 Change 4099382 by Benn.Gallagher Fixed crash when switching clothing meshes when clothing LOD0 is unbound on a clothing data object. #jira UE-55780 Change 4099363 by Jason.Bestimt Fix for HMD errors #jira UEVR-1191 Change 4099307 by Richard.Wallis Clone of CL 4077664: Fix for Mac crash from crash report: [CrashReport] UE4Editor-Renderer.dylib!void FForwardLightingParameters::Set<FRHICommandList, FRHIPixelShader*>(). Reflection uniform buffer is NULL when shader parameter is bound - fails checkSlow(!Parameter.IsBound() || UniformBufferRHI); in SetUniformBufferParameter(). #jira UE-51698 Change 4099289 by Richard.Wallis Clone of CL 4059587: Fix for Sequencer window opening behind Main Window. FLevelSequenceEditorToolkit::Initialize() Closes and reopens the world outliner after adding the Sequencer window. On Mac this makes the world outliner / main window move back in front of the sequencer window. This change swaps around those operations. Reopen the world outliner then add the sequencer window. Outliner info still changes it's visible data as before. Tested with World Outliner docked and undocked. #jira UE-55280 Change 4099279 by Richard.Wallis Fix for crash in Mac editor copying unusual characters in the output log. Current operation is unsafe. String Length, number of bytes and code units are not always interchangeable in this way - use FString as that is the target type and does the right thing. #jira UE-57774 Change 4099256 by Richard.Wallis Fix for menu options not updating immediatly after creating or removing collision on Mac. We set the bChachedMacMenuStateNeedsUpdate when a menu is opening, key up and mouse up. However these can be missed on a mouse menu selection (mouse up doesn't cover this case). This change makes sure that the menu cache updates after a menu item execute operation has been called. #jira UE-57049 Change 4098972 by Max.Chen Sequencer: Modify the section when toggling the bounded range. This fixes an issue where the evaluation would be incorrect because the template wouldn't regenerate when toggling the section bounds. #jira UE-59726 Change 4098967 by Mike.Zyracki Turn off turning off optimization for geometry sequencer tracks. #trivial #jira UESEQ-372 Change 4098942 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098906 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098881 by Max.Chen Fix CIS #jira UESEQ-372 Change 4098667 by Marcus.Wassmer Duplicate 4098665. Fix d3ddebug error on launch #jira UE-59693 Change 4098542 by Mike.Zyracki Geometry Cache Sequencer Support for 4.20 #jira UESEQ-372 Change 4098373 by Jason.Bestimt Misc Vulkan/Lumin fixes from Dev-VR CL 4071730, 4077567, 4077947, 4078460, 4078467, 4081212, 4081315, 4081648, 4083015 #JIRA: UE-59722 Change 4098334 by Ethan.Geller [Release 4.20] #jira UE-54812 fix up include path. Change 4098286 by Matt.Kuhlenschmidt Fix slate resources being destroyed when a dynamic image brush is destoyed even if the resource is shared. #jira UE-55792 Change 4098284 by Brandon.Schaefer Missing header in Monolithic builds Fixed indent issues, was using spaces vs tabs #jira UE-59705 Change 4098247 by Michael.Trepka Fixed a crash in FMacApplication::ProcessMouseUpEvent() #jira UE-57859 Change 4098219 by Matt.Hoffman Linux CIS Fixes for TOptional #trivial #jira None Change 4098209 by Matt.Kuhlenschmidt Disable "restart detection" reimport test until we can reproduce the issue. Its not detecting a legit issue #jira UE-59710 Change 4098132 by Ben.Marsh Add "Nuget Package Manager" to the list of required components for compiling the engine. #jira UE-59376 Change 4098110 by Ben.Marsh Fix missing DLL errors when compiling for Win32 with the VC++ 14.14 toolchain. #jira UE-59150 Change 4098088 by Matt.Kuhlenschmidt Fix ensure starting tutorials in any editor project #jira UE-59714 Change 4098011 by Ben.Marsh Fix editor targets not being rebuilt when packaging from an installed engine build. #jira UE-58652 Change 4098006 by Matt.Hoffman Deleting keys, undoing the deletion, selecting them and then redoing the deletion no longer causes a crash in Sequencer/UMG's Curve Editors. KeyHandleLookupTables were not being serialized so when Undo/Redo transactions happened their map of the key handles would not be restored. This caused a mis-match in the data (the map contained more entries than actual data) so the map would falsely report a valid index when there was not one. Graph Editor selections are not sync'd with the Undo/Redo system currently so redoing a deletion after selecting keys would leave you in a state where you tried to request now out of bounds keys on the next Tick to update the UI. #jira UE-58270 Change 4097995 by Ryan.Vance #jira UEVR-1190 Disable rhi thread when running with vulkan on oculus android platforms. Change 4097981 by Ben.Marsh Ignore private include paths for any precompiled modules. Prevents warnings when they are stripped out from an installed engine build. #jira Change 4097963 by Ben.Marsh Write the exception callstack to the UBT log when thrown reading a makefile. #jira UE-59222 Change 4097940 by Ben.Marsh Prevent source folder being added as a private include path if it does not exist. #jira UE-59145 Change 4097927 by Ethan.Geller [Release-4.20] #jira UE-54812 Bring fixes over for Set Mic Threshold issue in binary builds. #rb aaron.mcleran Change 4097905 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. It is controlled by parameters inside subsurface profile. #jira UE-59709 Change 4097898 by Ryan.Vance #jira UEVR-1191 Ensure we prefer VK_PRESENT_MODE_MAILBOX_KHR or VK_PRESENT_MODE_IMMEDIATE_KHR over VK_PRESENT_MODE_FIFO_KHR when creating a swap chain when running inVRr. VSync will interfere with compositor cadence. Change 4097855 by Ben.Marsh Move checks for unique field names behind an additional define, to avoid performance hit when compiling blueprints. #jira UE-58593 Change 4097850 by Ben.Marsh Fix UE4Game compile errors. #jira UE-58593 Change 4097849 by Marcin.Undak Vulkan: fix missing debug markers (TCHAR_TO_ANSI lifetime issues) - Fixed by BrandonS. #jira UE-59484 (merged from Dev-Console) Change 4097844 by Ben.Marsh TBA: Use the trivially relocatable allocator with structured archives, to reduce time taken allocating memory in the constructor. #jira UE-58593 Change 4097840 by Ben.Marsh Add a new allocator (TNonRelocatableInlineAllocator) which eliminates conditional logic from GetAllocation(), at the expense of not being trivially relocatable. This provides a significant performance increase for allocators that are dereferenced frequently, but prevents instances of it being stored inside other allocators (which are expected to be trivially relocatable by default). #jira UE-58593 Change 4097831 by Ben.Marsh TBA: Add a fast path for serializing to binary archives that don't require callbacks when leaving slots. #jira UE-58593 Change 4097825 by Marcin.Undak UAT: don't produce .pak file while cooking on the fly (merged from Dev-Console) #jira UE-58923 Change 4097783 by Ethan.Geller [Release-4.20] #jira UE-58004 fix AudioMixer checks in AudioMixerBlueprintLibary, which solves crash when calling recording BP functions. #rb Aaron.McLeran Change 4097767 by Matt.Kuhlenschmidt Fix crash processing mainframe keybindings during slow tasks #jira UE-55765 Change 4097745 by Ben.Marsh Fixes to UpdateCopyright for latest source. #jira Change 4097743 by mason.seay Test map for Virtual Camera Focus testing #jira UE-29618 Change 4097723 by Matt.Kuhlenschmidt Fix crash when importing assets in a folder containing an invalid character for a package name #jira UE-59166,UE-44071 Change 4097713 by Max.Chen Sequencer: Fix missing buttons in the particle toggle track. Fixed CreateKeyEditor and make the the channel handles reflect the channel's inheritance hierarchy. #jira UE-59542 Change 4097683 by Max.Chen Sequencer Scripting: Move to "Scripting" category alongside Python Script Plugin #jira UE-59568 Change 4097681 by Krzysztof.Narkowicz Missing file for CL 4097655: "Added subsurface profile for eye shading model." #jira UE-59708 Change 4097655 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira UE-59708 Change 4097634 by Max.Chen Sequencer: Add checks for valid sequencer. #jira UE-59287 Change 4097627 by Max.Chen Sequencer: Fix for crash OnKeySelected and GetAutoSizeRange #jira UE-58343 Change 4097625 by Max.Chen Sequence Recorder: Fix StopRecording() condition when there is an actor recording that doesn't have a valid actor to record. Fix bool recorder not using bool channels. #jira UE-58688 Change 4097620 by Max.Chen Actor Sequence: Fix crash on compiling blueprint with deleted actor sequence #jira UE-53186 #jira UE-59664 Change 4097616 by Max.Chen Text Render Component: Fix crash on shutdown. #jira UE-58116 Change 4097607 by Max.Chen Sequencer: Use non-throttled spin box for numeric key editor #jira UE-59219 Change 4097606 by Max.Chen Sequencer: Check for a valid segment ID in EvaluateStatic #jira UE-57596 Change 4097538 by Marc.Audy PR #4755: Fix minor typo in comment (Contributed by Marenz) #jira UE-59671 Change 4097518 by Marcin.Undak UBT: fix for platforms overriding project generation (merge from Dev-Console) #jira UE-59485 Change 4097417 by Benn.Gallagher Fixed barycentric computation case causing a check. Should really just output an invalid sentinel value. Warns about failures but no longer crashes. #jira UE-57097 Change 4097407 by Jason.Bestimt Changing MLSDK missing callback to launch MagicLeap URL #JIRA: UE-58631 Change 4097404 by Jason.Bestimt Proper fix for UE-58864 (crash for Android derived platforms in Launch on menu) #JIRA: UE-58864 Change 4097296 by Matt.Kuhlenschmidt Fix rotation widget no longer correctly displaying rotation label while rotating in high dpi #jira UE-58983 Change 4097284 by Matt.Kuhlenschmidt PR #4650: Git plugin: fix crash on commit error (Contributed by SRombauts) #jira UE-57562 Change 4097275 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097261 by Matt.Kuhlenschmidt Undo //UE4/Release-4.20/Engine/Source/Runtime/Slate/Private/Framework/Application/... changelist 4097249 #jira 0 Change 4097249 by Matt.Kuhlenschmidt Fix crash if slate shuts down while a drag drop operation is in progress #jira UE-58888 Change 4097165 by Nick.Shin #jira UE-58441 HTML5 package crashes on several key combinations: uncaught exception: ASM_CONSTS Change 4097163 by Nick.Shin #jira UE-58423 HTML5 Quicklaunch through UnrealFrontEnd fails on Stage Command: Error: System.NullReferenceExeception Change 4096984 by Ben.Marsh Merging changes to //UE4/Main after 4.20 stream was created. #jira Change 4096873 by Ben.Marsh Fix compile errors for UE4Editor when Oodle SDK is not available. #jira Change 4095992 by Ben.Marsh Update stream for analytics. #robomerge none #jira Change 4111924 by Ben.Marsh Force Win32/Win64 game targets in the installed engine build to be compiled with VS2015, to fix missing symbols linking object files built with VS2017 with VS0215 MSVCRT. #jira UE-59891 Change 4106160 by Ben.Marsh UBT: Fix intermittent PDB errors when compiling with ParallelExecutor, caused by MSPDBSRV.EXE instances being terminated while generating multiple PDBs in parallel. #jira UE-59691 Change 4101702 by Mark.Satterthwaite Duplicate 4098660 & 4101604 Restore the MacGraphicsSwitching plugin removed in 3212253 and begin refactoring it to support switching the Editor between Metal GPUs - primarily this is of benefit to those with eGPUs. - Changing the GPU will ask you to restart. - Fixes a bug where 27" iMacs report an Intel GPU even though it is physically disabled. Add support for Metal device notiications and amend the MacGraphicsSwitching plugin to use it to update when GPUs are added or removed. #jira UERNDR-404 Change 4101598 by Andrew.Grant Changed RemoteSession background to something more generic. #jira UE-59062 Change 4101553 by Mark.Satterthwaite Duplicate 4072923 & 4081236 & 4082081 & 4084046 & 4084647 - Fixes LLM double-counting in MetalRHI. - MetalProfiler improvements. #jira NA Change 4099406 by Ben.Marsh Disable building IOS in installed builds on Windows by default. We don't support this on the cross-compile toolchain. #jira UE-57801 [CL 4112874 by jason bestimt in Dev-VR branch]
2018-06-05 10:27:10 -04:00
/// <param name="Group">The managed process group to add to</param>
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
/// <param name="FileName">Path to the executable to be run</param>
/// <param name="CommandLine">Command line arguments for the process</param>
/// <param name="WorkingDirectory">Working directory for the new process. May be null to use the current working directory.</param>
/// <param name="Environment">Environment variables for the new process. May be null, in which case the current process' environment is inherited</param>
/// <param name="Input">Text to be passed via stdin to the new process. May be null.</param>
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
public ManagedProcess(ManagedProcessGroup Group, string FileName, string CommandLine, string WorkingDirectory, IReadOnlyDictionary<string, string> Environment, byte[] Input, ProcessPriorityClass Priority)
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
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if(ManagedProcessGroup.SupportsJobObjects)
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
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{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
// Create the child process
IntPtr EnvironmentBlock = IntPtr.Zero;
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
try
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
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// Create the environment block for the child process, if necessary.
if(Environment != null)
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
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{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
// The native format for the environment block is a sequence of null terminated strings with a final null terminator.
List<byte> EnvironmentBytes = new List<byte>();
foreach(KeyValuePair<string, string> Pair in Environment)
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach,ryan.vance Merge conflict. jason.bestimt, please merge this change by hand. More info at https://robomerge.epicgames.net#DEVVR -------------------------------------- Copying //UE4/Release-Staging-4.21 to //UE4/Dev-Main (Source: //UE4/Release-4.21 [at] 4447256) ============================ MAJOR FEATURES & CHANGES ============================ Change 4447256 by Joe.Graf Added a video settings field to the debug menu so you can see your choice #jira: UE-65026, UE-65017 Change 4446451 by Matt.Kuhlenschmidt Fix inline edit conditions not supporting undo PR #4854: UE-61432: Add FScopedTransaction to SetEditConditionState (Contributed by projectgheist) #jira UE-61432 Change 4446389 by Mieszko.Zielinski Fixed navmesh tiles AABB being calculated wrong for large agents #UE4 #jira UE-65038 Change 4446171 by Matt.Kuhlenschmidt Fix crash resetting cascade distributions to default #jira UE-64458 Change 4446143 by Uriel.Doyon Re-worked fix from CL 4442729 to handle !SUPPORTS_INDEPENDENT_SAMPLERS #jira UE-64695 Change 4446071 by Jeff.Fisher Duplicating for 4.21 Change: 4446057 UE-64942 Material Switching in MRMesh -Fixed run time material switching on MRMesh #jira UE-64942 Files: //UE4/Dev-VR/Engine/Source/Runtime/MRMesh/Private/MRMeshComponent.cpp#24 //UE4/Dev-VR/Engine/Source/Runtime/MRMesh/Public/MRMeshComponent.h#16 Change 4445939 by Joe.Conley #jira UE-54503 - Transparency for textures applied to the spectator screen for VR Added a flag bUseAlpha that is checked in FDefaultSpectatorScreenController::RenderSpectatorModeMirrorAndTexture(), if (SpectatorScreenModeTexturePlusEyeLayout_RenderThread.bDrawEyeFirst). It can be set with the SetSpectatorScreenModeTexturePlusEyeLayout Blueprint node. Change 4445917 by Matt.Kuhlenschmidt Guarad against crash when destroying asset view items #jira UE-61108 Change 4445911 by Matt.Kuhlenschmidt Guard against null objects in asset editors #jira UE-64499 Change 4445574 by Wyeth.Johnson Kill volume cleanup, helper function for cone, edge case on pendulum #jira none Change 4445472 by Matt.Collins UE-64680 The new depth bounds optimization in PostAO doesn't work with MSAA. The AO target and depth buffer are different sample counts. Forcing this feature off for now. In the future if we want to turn it back on we will either have to resolve the depth buffer or increase the AO target sample count. #jira UE-64680 Change 4444917 by Bogdan.Vasilache UE-63963 - Fix FSystemTextures.InitializeTextures initialization ordering #jira UE-63963 Change 4444779 by andrew.porter QAGane: Updating focus so we can select UMG test button in TM-PlaybackControls #jira UE-29618 Change 4444678 by Richard.Wallis Clone of Dev-Rendering CL 4444343: Fix for eyedropper in the Color Picker window not grabbing any color values on Mac. Bug also says Linux - unable to verify if its the same issue so kept change to Mac specific code. #jira UE-53789 Change 4444677 by Lauren.Ridge Context menu opening cancels a rename #jira UE-64525 Change 4444321 by Michael.Dupuis #jira none: uncomment the lazy obj ptr warning as the integration is completed Change 4444288 by Simon.Tourangeau BP_SunPosition now has a soft ref to BP_SkySphere to prevent cross level referencing #jira UE-64607 Change 4444287 by JeanMichel.Dignard Copied 4442004 Daniel.Coelho Fix for being unable to trigger on variants from UMG blueprints #jira UE-64948 Change 4444105 by Mitchell.Wilson Saving assets to resolve UMeshDescription warnings #jira UE-64022 Change 4444080 by Ben.Marsh Fix path to Win64 DLLs when building DDC on Linux. #jira Change 4444036 by Patrick.Boutot Fix crash when there are too many pending task in ImageWriteQueue. #jira UE-64991 Change 4443920 by Ben.Marsh Fix runtime dependencies not being enumerated for modules that aren't linked into a binary. #jira UE-65024 Change 4443889 by Ben.Marsh Copy Windows DDCUtils DLLs when building DDC for Linux on the Win64 host platform. #jira UE-64975 Change 4443882 by Ben.Marsh Fix CIS compile error in UE4Game HTML5. #jira Change 4443531 by Nick.Shin #jira UE-65015 HTML5: Project Crashes During Launching Engine due to "Texture format 'R8G8B8A8_UINT' not supported" this solution was based on: UE-48208 Change 4443358 by Joe.Graf Changed the world mapping state conversion in ARKit to return NotAvailable, Mapping, Mapped #jira: UE-65023 Change 4443217 by Dan.Oconnor Fixed crash after hitting stop when in-stack-debugging Clear GPlayInEditorID when stopping PIE at a blueprint exception/breakpoint #jira UE-64895, UE-65005, UE-65008 Change 4443200 by Max.Chen Sequencer: Now accouting for frame rate when copying key tangents when converting from matinee to level sequence. #jira UE-65020 Change 4443062 by Dan.Oconnor Fixed crash when undoing after deleting a function graph that has a math expression node #jira UE-62134 Change 4442903 by Lauren.Ridge Allowing material graph nodes to have duplicate names in all cases except creating a new parameter from a constant #jira UE-64421 Change 4442878 by Joe.Graf Disabled the clion ignore file generation on Windows since it isn't supported correctly there #jira: UE-64871 Change 4442840 by Max.Chen Control Rig: Fix crash tearing down sequencer object spawner #jira UE-65013 Change 4442810 by Ethan.Geller Fix build for SoundVisualizations plugin: add const qualifiers for WaveInfo. #jira none #rb none #fyi aaron.mcleran Change 4442769 by Brandon.Schaefer Linux: Use the size of our In Rect which is the size of our buffer rather then the size of the Texture which is not always the same size as the buffer #jira UE-64785 [at]Rolando.Caloca, [at]Arciel.Rekman Change 4442758 by Dan.Oconnor "Assign [Delegate Name]" blueprint context menu entries now properly create a custom event node again #jira UE-65000 Change 4442729 by Uriel.Doyon Changed GetForwardDynamicShadowFactors implementation to use Texture2DSampleLevel instead of Load. This is because we sometime bind the GWhiteDummy when the light attenuation buffer is not required, which is a 1x1 texture. #jira UE-64695 Change 4442724 by Max.Chen Sequencer: Added back in ScrubHandleUp/Down for the VisualLoggerTimeSliderController to fix missing brush warning #jira UE-64994 Change 4442519 by Marc.Audy Avoid broadcasting events that could result in invalidating the array we're iterating. #jira UE-64959 Change 4442460 by JeanMichel.Dignard Fixed crash with VRED importer - DataTable wasn't counting its changes properly resulting in a failed check. #jira UE-64982 Change 4442216 by Ethan.Geller Unshelved from pending changelist '4438353': Ensure const correctness in USoundWave cook processing. Change 4442191 by Mitchell.Wilson Updating min ios version to resolve warnings. #jira UE-64815 Change 4442124 by Arciel.Rekman Another fix for lock up on starting without audio devices (UE-64506). #jira UE-64506 Change 4442006 by Ben.Marsh Fix debug info being included for Lumin binaries on Mac. #jira UE-65002 Change 4441939 by Ben.Marsh Fix inability to package Mac targets from Windows. #jira UE-64148 Change 4441374 by tim.gautier QAGame: Resaved Niagara assets. Rebuilt lighting / resaved TM-ShaderModels #jira UE-29618 Change 4441369 by Rolando.Caloca UE4.21 - hlslcc - Fix UAV getting removed #jira Change 4441347 by Michael.Dupuis #jira UE-63631: LOD Distribution settings, must be > 1.01 as otherwise 1/1 will not give correct result. Change 4441132 by Dan.Oconnor Remove unused dtor #jira None Change 4441108 by Dan.Oconnor Fix leaking entries for PLACEHOLDER classes in the new ClassToPlaceholderMap #jira UE-64971 Change 4441096 by tim.gautier Adding the VRMode_Ball asset for VRMode testing. #jira UE-29618 Change 4441093 by Ryan.Gerleve Fix the writer's size issue in the auth handler when requesting resends. This fixes packet over/underflows. Also make it so that dropall drops all of auth's packets as well. #Jira UE-63796, UE-64156 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4374419 by Jake.Leonard on 2018/09/18 15:41:48. Change 4441065 by Ryan.Gerleve Fix using SetIp(uint) on an IPv6 only platform so that both cases are handled properly. Should contain the same flow as the IPv6 framework. #Jira UE-64129 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4374299 by Jake.Leonard on 2018/09/18 15:23:37. Change 4441052 by Ben.Zeigler #jira UE-64446 Fix crash on cooked devices when using GameplayCues but not explicitly setting a manager It is unsafe to reference dynamic objects from a CDO so spawn an instance of the default class Change 4441042 by Ryan.Gerleve Remove the bForceUDP from the new CreateSocket signature. This is an argument that came in from UE3 and is not supported. It should not continue to exist anymore. #Jira: UE-63879 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356623 by Jake.Leonard on 2018/09/10 20:35:09. Change 4441005 by Ben.Zeigler #jira UE-64446 Call InitGlobalData from ActionRPG sample and set up path for cue notifies. All projects using abilities should do this Change 4440944 by Ryan.Gerleve Because addrconfig is not supported on HTML5. This is not documented anywhere, so any query with the flag will just be removed from any queries. #Jira UE-63791 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356538 by Jake.Leonard on 2018/09/10 19:35:29. Change 4440912 by Ryan.Gerleve Skip lobbies we are already a part of when generating matchmaking results. This allows us to not try to fetch data on ourselves. #Jira UE-63543 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356532 by Jake.Leonard on 2018/09/10 19:34:39. Change 4440861 by Ben.Zeigler #jira UE-61890 Fix XGE shader compilation on newer incredibuilds by checking registry for path Change 4440850 by Michael.Dupuis #jira UE-62426: Reset InstanceCountToRender if the static mesh is valid or we have no instances Change 4440514 by Ben.Marsh Add additional info to comment around optimization being disabled due to codegen bug. #jira Change 4440501 by Ben.Zeigler #jira UE-64971 Fix resolving export tracker to clean itself up after resolving. This fixes the immediate crash, but there may be another way it can end up crashing so this needs further investigation as the structure is unsafe Change 4440479 by Rex.Hill Fix debug hud not rendering when swapping between PIE/SIE modes #jira UE-64704 Change 4440447 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4440338 by Joe.Graf Cleaned up leftover files from the bad 4.20->Dev-VR merge #jira: UE-64957 Change 4440318 by Joe.Graf Fixed the bad asset merge that happened from 4.20 back to Dev-VR #jira: UE-64957 Change 4440237 by Ben.Zeigler #jira UE-64960 Disable validating data dialog when saving, and ony show if > 0.1 seconds Change 4440157 by Mieszko.Zielinski Fixed a bug in how UNavModifierComponent handles FKConvexElems #UE4 #jira UE-60987 Change 4440017 by Mitchell.Wilson Saving SunlightColorLUT in KiteDemo to resolve warnings. #jira UE-64744 Change 4439856 by Jurre.deBaare Crash when trying to "Update Mesh Section" on any procedural mesh just after "Clear Mesh Section" and "Create Mesh Section" for different vertices and triangles. #fix Ensure that we recreate the scene proxy whener a mesh section is updated with a larger amount of vertices than original, this will reinit the vertex buffers to the correct sizes #jira UE-60607 Change 4439831 by Ben.Marsh Fix ClangEditor CIS warning. Change MSVC_PRAGMA to not be defined when compiling using Clang on Windows. Also add a link to bad codegen report on Microsoft's developer forum for an instance of optimization being disabled. #jira Change 4439828 by mason.seay Added variable to blueprint #jira UE-29618 Change 4439763 by Jurre.deBaare #jira UE-62048 PR #4892: HLOD System: Fix crash when static mesh has no valid material (Contributed by user37337) #fix slightly modifier fix Change 4439731 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4439715 by Cosmin.Sulea UE-64937 - IphonePackager cannot verify UDID on new devices (XS or newer) #jira UE-64937 Change 4439697 by Wyeth.Johnson Metadata errors and fixes #jira none Change 4439658 by Michael.Dupuis #jira UE-63831: Added some guard to prevent the crash Change 4439605 by Michael.Dupuis #jira UE-53944: Added some asserto help track what could be happening in this case Change 4439516 by Ben.Marsh UBT: Set the permissions on directories containing scripts to be executed as part of remote builds. #jira UE-64860 Change 4439395 by Michael.Dupuis #jira UE-63637: When doing migration from 4.18, if the data was in a BP, use a Reset instead of a Reserve, as otherwise we will end up with twice the amounf of instances. Change 4439197 by Michael.Dupuis #jira UE-63242 #jira UE-63123: Integrate from Dev-Editor branch Change 4439162 by Mieszko.Zielinski Made sure NavigationSystemConfig respects GEngine->NavigationSystemClassName #UE4 #jira UE-62991 Change 4439106 by Cosmin.Sulea UE-64603 - Android Devices do not show up in device list for Device Output Log #jira UE-64603 Change 4438283 by Ben.Zeigler #jira UE-63825 Integrate pull request: PR #5073: Implement LoadGameFromMemory function. (Contributed by KelbyG) Change 4438242 by Ben.Zeigler Test case for #jira UE-63705. To verify, open WeakReferencedPrimaryAsset and note that the UntrackedMeshPtr is set to AT_StaticMesh. Then, right click and show references, that mesh should NOT show up, as it is marked as Untracked via metadata Change 4438238 by Ben.Zeigler #jira UE-63843 Temporary fix for Visual Studio 2017 compile bug causing crashes in Audio Mixer code Change 4438237 by Ben.Zeigler #jira UE-64770 Fix bug where AssetManager could fail to call delegates in sync load mode Change 4438236 by Ben.Zeigler #jira UE-64466 Fix issues with debug builds with ENABLE_NAN_DIAGNOSTIC and TransformNonVectorized, it's not safe to use the FVector constructor as it will always ensure. Also unified checks with the vectorized version to be consistent Change 4438234 by Ben.Zeigler #jira UE-63705 Add full support for Untracked soft object references, enable by adding that tag to the metadata for a property or using FSoftObjectPathSerializationScope with NeverCollect If set the references will not be automatically cooked, reported to the asset registry, or cause warnings when deleting a referenced actor They are meant to be used for cases where they are just used as a lazy cache, such as things converted from FLazyObjectPtr The reference from Foliage to it's base actor is now an Untracked SoftObjectPtr instead of a LazyPtr Change 4437969 by Michael.Lentine Fix gpu skin cache with multiple cloth sections. #jira ue-62951 Change 4437907 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4437901 by Mikey.Boyd Resaved QA-Promotion and TM-ShaderModels to clear up warnings for Linear Color Curves in UE-64949. #jira UE-29618 Change 4437877 by Dan.Oconnor Guard against double-queuing in Macro BP gather phase #jira None Change 4437615 by Sorin.Gradinaru UE-64624 App fails to open when packaged for Distribution - Android #jira UE-64624 #Android #4.21 As Chris.Babcock mentioned, this is caused by an app pause event triggered when the obb downloader starts and puts the activity in background. Adding a flag to ignore the first app pause in this situation. Change 4437541 by Andrew.Porter QAGame: Updating location of an animation so it can be visiblty in the sequence #jira UE-29618 Change 4437078 by Mitchell.Wilson Updating lerp tooltip based on updates by Sam Deiter. #jira UEDOC-8219 Change 4436943 by Bogdan.Vasilache UE-61698 - Android + Mouse: Hover events and Get Mouse Position on Viewport not working #jira UE-61698 Change 4436915 by Dan.Oconnor Remove debugging hook accidentally added in 4235135 #jira None Change 4436204 by Joe.Graf Switched the AREnvProbe sample to Metal 2.1 to fix the z-fighting that happens in 2.0 and below #jira: UE-64932 Change 4435856 by Arciel.Rekman Fix CIS (UE-64925). #jira UE-64925 Change 4435811 by Mark.Satterthwaite Sort out the way we report R11G11B10 support for Metal so that it should work correctly on iOS & tvOS. #jira UE-64905 Change 4435783 by Brandon.Schaefer libvpx: Rebuild on centos7 #jira UE-64887 Change 4435710 by Thomas.Sarkanen Fixed crash drag-dropping a variable onto a state machine #jira UE-64539 - [CrashReport] UE4Editor-CoreUObject.dylib!CastLogError() Change 4435694 by Andrew.Grant Removed some stale Orion tests #jira UE-64857 Change 4435662 by Ben.Marsh Rework the way that custom icons are used on Windows. * For code projects, the custom icon is embedded into the resource when compiled from UBT. This ensures the custom icon is set even before packaging, and removes the need for a deployment step. * For content projects, the custom icon is set after packaging using the previous method. #jira UE-64527 Change 4435599 by Michael.Lentine Avoid crash with null materials #jira ue-64819 Change 4435596 by Michael.Lentine Account for the case where skeletal mesh doesn't exsit in the component body setup. #jira ue-63104 Change 4435563 by Brandon.Schaefer SDL2: Fix pointer barriers on resize/move and multimonitor Part of this change is from PR 5041 (thanks yaakuro) #jira UE-60461, UE-63372 Change 4435557 by Michael.Lentine Allow for non uniform scaling in some of the capsule functions. #jira ue-59651 Change 4435518 by Mitchell.Wilson Saving two assets to resolve empty engine version warnings in RemoteSessionApp #jira UE-64747 Change 4435416 by Robert.Manuszewski Fixing a Cook On The Fly server crash when an asset that has been requested by the client is missing from the server #jira UE-64616 Change 4434780 by Uriel.Doyon Fixed Niagara proxy rendering in ES2 while the shaders are not available. #jira UE-64666 Change 4434758 by Joe.Graf Fixed the use of deprecated NSKeyedArchiver and NSKeyedUnarchiver methods #jira: UE-64913 Change 4434757 by Joe.Graf Removed invalid plugins that were specified for the AR samples #jira: UE-64914 Change 4434497 by Joe.Graf Fixed incomplete merge of ARSharedWorld sample #jira: UE-64673 Change 4434281 by Joe.Conley #jira UE-63793 - ARKit Crash with Session Type: Image Removing error logging since it's also getting logged higher up in the callstack. Change 4434250 by Joe.Conley #jira UE-63793 - ARKit Crash with Session Type: Image Instead of an assert (and thus crash) if Session Configuration is null (which happens if device/os doesn't support ARKit 2.0), just print out an error to the log and keep running. Change 4434173 by Aaron.McLeran Fix for audio device shutdown -- Actually, need to make sure the flush code doesn't execute on platforms without threads. This will still fail on HTML5 #jira UE-64619 Change 4434112 by Aaron.McLeran Bug fix pausability - Pausing sound while stopping can cause a crash when updating the sound #jira none Change 4433986 by Michael.Lentine Avoid dereferencing null. #jira ue-63593 Change 4433954 by Michael.Lentine Use correct enable flag. #jira ue-64801 Change 4433867 by Uriel.Doyon Fixed integration issue from Niagara with "Collision Query" module #jira UE-64906 Change 4433779 by Dan.Oconnor Mirror 4379405 from Dev-Framework Add flags to track bMarkedObjectsPendingKill and bCleanedUpWorld to ensure that sublevels are cleaned up properly #jira UE-64227 Change 4433771 by Dan.Oconnor Mirror 4365800 from Dev-Framework Avoid marking a blueprint as modified when the compiler renames a graph #jira UE-63942 Change 4433763 by Dan.Oconnor Mirror 4363197 from Dev-Framework Perform a placeholder resolve pass immediately after the CDO has been serialized #jira UE-62928 Change 4433716 by Chris.Bunner #author Bogdan.Vasilache Comitting shelf 4433043 for UE-64237. #jira UE-64237 Change 4433609 by Uriel.Doyon Fixed how UNiagaraDataInterfaceCurlNoise release its render resource by adding a release command in BeginDestroy. #jira UE-64898 Change 4433524 by zak.parrish Final functionality for AR SaveLoad now in place. Just needs cleanup/commenting and About screen #JIRA UE-64681 Change 4433512 by Christina.TempelaarL Mirror 4373989 from Dev-Editor. Cascade: Copy particle emitter properties when invoking Duplicate Emitter or Export Emitter in the Cascade editor. #jira UE-63856 Change 4433328 by Chris.Babcock Fix ConfigRules.jar parsing for Linux line endings #jira UE-64892 #ue4 #android Change 4433279 by Zachary.Wilson Switching DoF methods for PostProcess volumes in QA_PostProcessing and TM_Showflags_LightingFeatures. #jira UE-64659 Change 4433092 by Dan.Oconnor Fix missing include #jira None Change 4433046 by Michael.Lentine Renamed command to relfect actual behavior. #jira ue-55368 Change 4433024 by Ben.Marsh PR #5154: Prevent crunch_x64.exe from showing in Git commit changes (Contributed by projectgheist) #jira Change 4432990 by Wyeth.Johnson Fixing issues related to particle mass and gravity #jira none Change 4432979 by Uriel.Doyon Fixed DOF when enabling Pre-Exposure Added units to the intensity property of point, spot, rect, directional and sky lights. Refactored the VisualizeHDR so that it shows the HDR view is a PIP on top of the main render. Fixed PixelInspector results being affected by pre-exposure. Added a pre-exposure output value to the PixelInspector. Moved ExposureCompensation to the Exposure tab in post-process settings. Changed max slider intensity for directional light to be in 120 000 lux Changed max slider intensity for sky light to be in 50 000 cd/m2 Non bUseInverseSquaredFalloff point lights now have their units forced to ELightUnits::Unitless Moved light units to advanced display, now that the unit is embeded in the Intensity property Added Candela, Lux and CandelaPerMeterSquared units to the engine units Fixed meta data properties to support the "Units" keyword. #jira UE-64881 Change 4432953 by Chris.Gagnon CL 4356067 copied to Release-4.21 #jira UE-63861 Change 4432934 by Chris.Gagnon CL 4399650 copied to Release-4.21 #jira UE-64070 Change 4432913 by Dan.Oconnor Mirror 4363175 from Dev-Framework Reuse subobjects during archetype reinstancing path #jira UE-59135 Change 4432901 by Michael.Lentine Adding missing counter. #jira ue-59969 Change 4432895 by Dan.Oconnor Mirror 4344890 from Dev-Framework Make FObjectFinder visibile to reference collectors and properly replace subobjects on the CDO. This fixes instability after reloading the FirstPersonCharacter blueprint #jira UE-54419, UE-63061 Change 4432805 by Uriel.Doyon Fixed error when compiling some Niagara GPU particles #jira UE-64885 Change 4432789 by Michael.Lentine Fix comments. #jira 58064 Change 4432766 by Ben.Marsh Fix issues with mismatched solution/project configurations. * Every C++ project now has an "invalid" configuration. Trying to build any solution configuration which does not apply to the project will now build that, which prints an error rather than building a completely different configuration. * Available configurations are now parsed from C# files, so the "Release" configuration will now be used if "Development" is not available, and platforms are supported correctly. * Programs are now built in game and editor configurations. #jira UE-59288 Change 4432649 by Michael.Lentine Resize Temp instead of Out. #jira ue-62919 Change 4432540 by Chris.Bunner [Duplicating 4432262] - HLOD visibility state is now cleared when not in use. #jira UE-64432 Change 4431926 by Chad.Garyet Integrating changes from dev-build over to release-4.21 - Add win64 host support to DDC Group Linux - Change project params split to remove empty entries - Change BuildDerivedDataCache to skip building a feature pack if there are no project specific platforms for it out of the available targetplatforms #jira UE-62311 Change 4431602 by Simon.Therriault Merging MediaBundle fix #jira UE-64853 Change 4431481 by Brandon.Schaefer Linux: Break grabs and bring down pointer barreirs when we have crashed #jira UE-63981 [at]Arciel.Rekman Change 4431456 by Jules.Blok Merging CL 4428447 from Dev-VR - Update the WMR plugin for Dev-Rendering changes. #jira UE-64507 Change 4431310 by Robert.Manuszewski Fixed a crash when setting the initial size of the disregard for Garbage Collection pool to a value greater than 66560. #jira UE-64844 Change 4431307 by Sorin.Gradinaru UE-64749 App crashes on device when a Widget Blueprint in use contains a Web Browser widget #jira UE-64749 #Android #iOS #4.21 Moving SharedThis(this) out of the WB Window's constructor Change 4431161 by Robert.Manuszewski Fixing CIS #jira none Change 4431153 by Sorin.Gradinaru UE-63263 Startup movies are not playing on tvOS #jira UE-63263 #4.21 #tvOS Startup movies need AppleMoviePlayer.uplugin, which was never enabled for tvOS. Same behavior as an iPhone/iPad, slightly stuttering at first run, plays fine afterwards Change 4430958 by Matt.Collins Returns the default context from GetCurrentContext if none is set. Fixes crash in UE-64369. This is probably not 100% correct - we should fix all the cases where GetCurrentContext is called and a context is not set. #jira UE-64369 Change 4430862 by Matt.Collins Turning GPU Command Buffer timing back on. Enables correct profiling. #jira UE-64841 Change 4430813 by Marcin.Undak Linux: fixed editor launch with no audio device #jira UE-64506 Change 4430783 by Ben.Marsh Include Mac build files on Windows (eg. shell scripts, mono) to support remote compilation. #jira UE-64684 Change 4430761 by Ben.Marsh Fix issues with running DsymExporter remotely from a PC, and reorder engine filters to reduce the amount of junk which has to be re-transferred every time. #jira UE-63883 Change 4430445 by Chris.Gagnon Copy of CL 4416373 Extend GCompilingBlueprint lifetime to include BroadcastBlueprintReinstanced when compiling synchronously #jira None Change 4430103 by Ben.Marsh Make sure Newtonsoft is included in the installed engine build. (Also ignore *.build.cs that aren't enumerated from the targets we build; they won't be usable) #jira UE-64777 Change 4430050 by Ben.Marsh PR #5151: Fix BuildPlugin automation command to include Shaders folder (Contributed by pluranium) #jira UE-64781 Change 4430037 by Ben.Marsh UBT: Fix generating and checking for UHT manifest in the wrong location. If a target does not have a script plugin, the manifest should not be stored in the project binaries directory. #jira Change 4430035 by Alexis.Matte Port a fix from cl: 4366690 Fix the material ID when creating generating reduce LODs from a mesh where the materials was re-order to the FBX order. #jira UE-64028 Change 4429730 by Ryan.Vance #jira UEVR-1322 Instead of tearing down and spinning up the render thread / rhi thread pipeline on pause, simply disable and enable rendering. This leaves the rendering infrastructure intact, but with no work to do. Change 4429709 by Ryan.Vance #jira UE-64289 Distortion correct mesh generation needs to happen on the render thread. Change 4429690 by Ryan.Vance #jira UE-63538 From 4.20.3 hotfix: 4333358 Test render target texture size if available to ensure we don't do an extra upscale when not needed. The render target size is not updated when the backing render target texture is reallocated. Change 4429671 by Ryan.Vance #jira UE-63333 Lumin needs task threads to avoid saturating a single core. Reverting to previous task thread behavior for lumin. Change 4429489 by Mitchell.Wilson Saving curve assets to resolve warnings. #jira UE-64744 Change 4429160 by Wyeth.Johnson First pass at integrating mass as a first class citizen. This includes solver changes, a new gravity force, and updates to a number of other force modules and templates #jira none Change 4429064 by Mitchell.Wilson Updating default iOS version to 10 in samples and templates #jira UE-64815 Change 4428944 by Michael.Trepka Fixed issues with cursor locking on window activation on Mac #jira UE-13768 Change 4428879 by Ben.Marsh Fix error generating dsyms on Mac through the remote toolchain. #jira UE-63883 Change 4428729 by Ben.Marsh Fix warning about missing expat libs when generating projects from installed build on Mac. #jira UE-64740 Change 4428710 by Dan.Oconnor When recompiling a blueprint macro library we now do a full compile of all dependent blueprints #jira UE-63284 Change 4428331 by frankie.dipietro Update TM-FocusPriority to utilize a looping Music file #jira UE-29618 Change 4428295 by Rex.Hill Fixed debug hud not drawing during simulate in editor #jira UE-64704 Change 4428255 by Zachary.Wilson Removing Bokeh and Gaussian DoF tests that were displaying a warning #jira UE-64659 Change 4428236 by Andrew.Rodham Sequencer: Fixed edge case where equvalent range bounds were not considered equal #jira UE-64742 Change 4428210 by zak.parrish #JIRA UE-64681 Getting proper save reporting in place on AR Save Load Change 4428146 by Ben.Marsh Fix CIS error. #jira Change 4428046 by Chris.Babcock Fix bad merge #jira UE-64784 #ue4 #android Change 4427865 by Ben.Marsh Add missing include causing CIS error. #jira Change 4427846 by Ben.Marsh When we detect a hang and send an ensure crash report, include the callstack of the thread that hung. #jira UE-63982 Change 4427716 by Peter.Sauerbrei deprecate IOS 9 #jira UE-64018 Change 4427575 by Cody.Albert Fixed ShooterGame best score logic #jira UE-64514 Change 4427537 by Frank.Fella Niagara - Disable the houdini plugin in engine test since we're not actively testing it and it's causing lots of cooking problems. #jira UE-64736 Change 4427273 by Stefan.Boberg PR #5123: Small typo in Engine.h (Contributed by Vatyx) #jira UE-64496 Change 4427126 by Simon.Tovey Merging from Dev-Niagara 4427076 Fix for static analysis warnings. #jira UE-64717 Change 4427014 by Simon.Therriault Fix for MediaFrameworkUtilities plugin #jira UE-64774 Change 4426983 by Ben.Marsh Remove natvis file from UE4 project. #jira Change 4426920 by Sorin.Gradinaru Unshelved from pending changelist '4398174': UE-54804 Graphical stuttering for weapon model on Lenovo S939 in First Person Template Project #jira UE-54804 #Android #4.21 The bug was generated by CL3840215 - the fix for UE-53592: Assertion right after rendering scene on Lenovo S939. I've retested UE-53592 on my side and it's OK. Also, when building a sample (eg. First Person) on //Dev-Main, the game crashed at start with: D/UE4 (22619): Assertion failed: glProgramParameteri [File:C:/Work/UE4_Main/Engine/Source/Runtime/OpenGLDrv/Private\Android/AndroidOpenGL.h] [Line: 479] Change 4426571 by Ben.Marsh Fix UAT compile error. #jira Change 4426569 by Ben.Marsh UnrealVS: Fix single-file compile not working for foreign projects where the engine folder contains a space. #jira UE-64752 Change 4426529 by Ben.Marsh Various fixes/improvements to program plugins. * Runtime plugins are no longer loaded for every program (as was the case in 4.20) * If a module is whitelisted for a specific program, it will be enabled regardless of whether the Type is "Program" or not. * The bCanBeUsedWithUnrealHeaderTool flag in the plugin descriptor is now translated into support for the "UnrealHeaderTool" program on load. * Restored support for the RuntimeAndProgram module type. * Plugins are now enabled in UHT by passing the project on the command line, rather than passing explicit plugins to enable. #jira UE-64247, UE-64595 Change 4426481 by Jeff.Fisher UE-64597 //UE4/Release-4.21 - Build DDC Win64 - BP_DebugMenu has been saved with empty engine version -resaved #jira UE-64597 Change 4426400 by Ben.Marsh Fix extra blank line at the end of ManagedProcess output. #jira UE-64780 Change 4426398 by Arciel.Rekman Linux: fix ARM server build (UE-64775). #jira UE-64775 Change 4426126 by Dan.Oconnor Harden EdGraphPin serialization #jira UE-64500 Change 4426071 by Dan.Oconnor Added logging to Blueprint merge operation #jira UE-58891 Change 4426061 by Phillip.Kavan Fix for an EDL runtime assertion on load when constructing the CDO for a nativized Blueprint class that contains an instanced object reference of another nativized Blueprint class type that references an instance of a non-nativized Blueprint class as a nested, class-owned subobject. - Mirrored from //UE4/Dev-Framework (4413311). #jira UE-62514 Change 4426031 by Phillip.Kavan Fix potential data loss in inherited SCS component default value overrides at runtime in a cooked build for an instance of a non-nativized child Blueprint class that inherits from a nativized parent Blueprint class. - Mirrored from //UE4/Dev-Framework (4365827). #jira UE-63757 Change 4425975 by Phillip.Kavan Fix potential CDO validation failures at cook time during the C++ code generation pass when Blueprint nativization is enabled. - Mirrored from 4371073. #jira UE-63647 Change 4425952 by Chris.Babcock Add notification channel for Android 26 compatibility #jira UE-62741 #ue4 #android Change 4425916 by Dan.Oconnor Added logging to package reloading #jira UE-63834 Change 4425857 by Rolando.Caloca UE4.21 - FIx crash on html5 #jira UE-64690 Change 4425808 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 Change: 4425273 UEVR-1333 MRMesh normals problems -Normals should not be world scaled. #jira UEVR-1333 Files: //UE4/Dev-VR/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeap/Private/MeshTrackerComponent.cpp#13 Change 4425722 by Rolando.Caloca UE4.21 - Android compile fix #jira Change 4425408 by Phillip.Kavan Fix UBT warnings when building/packaging with Blueprint nativization enabled. - Mirrored from //UE4/Dev-Framework (4352144). #jira UE-62946, UE-63311 Change 4425238 by frankie.dipietro Update TM-FocusPriority so that tests may utilize 8 audio channels #jira UE-29618 Change 4425232 by Jamie.Dale Fixed crash when re-pointing an object referenced in Python #jira UE-64363 Change 4425194 by Phillip.Kavan Support a proper fallback to construct any native 'noexport' struct-typed literal term in a nativized Blueprint class. - Mirrored from //UE4/Dev-Framework (4347635). #jira UE-63364 Change 4424786 by Brian.Zaugg Add support for new iOS UserNotifications framework, enabled if min iOS version is set >= 10. #jira UE-51041, UE-59178 Change 4424584 by Ben.Marsh Include the Visual Studio .natvis file as a solution item, to fix problems with VS2017 15.8.5 not finding it in a makefile project. #jira UE-64733 Change 4424410 by Max.Chen Sequencer: Fix deprecation #jira UE-48190 Change 4424364 by Frank.Fella Niagara - Fix static analysis for SItemSelector.h - Preflight passed. #jira UE-64719 Change 4424291 by Shaun.Kime Volume texture work should not be pulled over from Dev-Niagara yet #jira UE-64756 Change 4424021 by Jason.Bestimt Merging CL 4401151 from Dev-VR - Adding destructor to SoundPresets #JIRA:none Change 4423955 by Brandon.Schaefer Linux: Add a timer when we lose focus to check if we have lost application focus #jira UE-63931 Change 4422974 by Robert.Manuszewski Fixing CIS #jira UE-64741 Change 4422709 by Jason.Bestimt Merging CL# 4419752 from Dev-VR - Fixes to prevent audio from crashing on exit #JIRA: none Change 4422691 by Jamie.Dale Fixing localization warnings Added support for gathering from the newly added UI_COMMAND_EXT macro #jira Change 4422394 by Sorin.Gradinaru UE-64066 TM-Gameplay Load Game does not work on TVOS #jira UE-64066 TM-Gameplay Load Game does not work on TVOS #tvOS #4.21 Blocker: GRHIHDRDisplayOutputFormat must have a default value for tvOS (PF_B8G8R8A8, just like mac or ios for non-hdr). The issue appeared at CL4092793 [at] //UE4/Dev-Rendering, 5/24/2018 Change 4422285 by Jamie.Dale Fixing localization warnings #jira Change 4421911 by Chris.Babcock Fix issues with LLDB data formatters with 2 byte characters #jira UE-64737 #ue4 Change 4421833 by Wyeth.Johnson #jira 64735 Sample Skel Mesh refactor to fix it not initializing, still bugged for vertex colors Change 4421316 by Jamie.Dale Fixing localization warnings #jira Change 4421223 by Ben.Marsh Add an experimental setting to enable support for long paths in the content browser. #jira Change 4421197 by Jamie.Dale Fixing localization warnings #jira Change 4421191 by Jamie.Dale Fixing localization warnings #jira Change 4421179 by Rolando.Caloca UE4.21 - Vulkan - Add missing viewport resize function - Separate num buffers per usage #jira Change 4420955 by Michael.Trepka Ignore tooltips and cursor decorator windows when determining the window under cursor on Mac #jira UE-64645 Change 4420323 by Robert.Manuszewski Reimplementing CL #4402016 from Dev-Core: Fixed cooked materials not working in the editor #jira UE-64389 Change 4420227 by Rex.Hill Fix USD Linux compiler warning #jira UE-63658 Change 4420198 by Ben.Marsh UBT: Detect changes to source directories and invalidate the makefile if they are newer. Forces the makefile to be rebuilt when files are added or removed. #jira UE-42601 Change 4420194 by Mitchell.Wilson Saving color curve assets to resolve warnings. #jira UE-64724 Change 4419740 by Jamie.Dale Don't force LocRes files to always use Unicode strings The automatic Unicode detection works just fine for them, and changing this can produce considerably smaller (up-to 50% smaller!) LocRes files #jira Change 4419728 by Mikey.Boyd Updating TM-MaterialAttributes map and MaterialAttributes_Widget for cleaner testing of UEQATC-3497. Set the level to the default GameMode, updated the level blueprint, and disabled interaction with the widget bp. #jira UE-29618 Change 4419646 by Ben.Marsh UBT: Determine the correct user directory when remote compiling on Mac, rather than inferring it from the user name. The user name can be changed after an account is created. #jira UE-64071 Change 4419529 by Jules.Blok Merging CL 4323685 from Dev-VR - Fix GLES occlusion queries when HDR is disabled. Add occlusion query support for Multi-View. Add ShowFlag to visualize occlusion query bounding meshes. #jira UE-62347 Change 4419528 by Jules.Blok Merging CL 4323400 from Dev-VR - Remove StereoPair in favor of visibility map merging introduced in CL 4036044 #jira UE-62738 Change 4419525 by Stefan.Boberg Reduce CPU usage for Cook-on-the-fly server by not busy-waiting for assets to cook. Added an event which is signaled when a network request has been received. The main COTF loop blocks on this event when the cook request queue is empty. This reduces CPU usage while keeping the request latency low. #jira UE-51348 graeme.thornton, martin.ridgers Change 4419034 by Ben.Marsh Allow plugins specified on the command line to override engine plugins. #jira UE-64685 Change 4419015 by Frank.Fella Niagara - Fix linux compile error from CL 4418815. #jira UE-63379 Change 4418931 by Frank.Fella Niagara - Fix Win32 compile issue caused by cl 4418639 #jira UE-61823 Change 4418887 by Frank.Fella Merging from Dev-Niagara all plugin content updates. #jira UE-64711 Change 4418883 by Uriel.Doyon Fixed GPU emitters not being ticked correctly on the renderthread. #jira UE-64710 Change 4418817 by Chris.Babcock Fix for x86 and x86_64 Android architectures with NDK14b #jira UE-64708 #ue4 #android Change 4418815 by Frank.Fella Merging from Dev-Niagara 4399353 for nicholas.goldstein Improve discoverability of and navigability to parent Emitters in Systems #jira UE-63379 Change 4418709 by Frank.Fella Merging from Dev-Niagara 4397394 for nicholas.goldstein Add missing entries and param creation subcategory to Set Variables module. #jira UE-63373 Change 4418639 by Frank.Fella Merging from Dev-Niagara 4360525, 4360676, 4364096 for Simon.Tovey Some compile time optimizations - Moved large map of hlsl keyword replacements from C++ to ini file to improve compile times. - Now not using templates to handle input parameters to data interface. Now taking a bit from the bytecode offset to denote constant vs register. - As well as improving compile times, this also makes DIs far easier to write and maintain so I've rolled out to all DIs. Has no affect on perf. - Moved some things into the VectorVM namesspace. #jira UE-61823 Change 4418333 by Mark.Satterthwaite Fix incorrect usage of a CFDictionary passed into IOServiceGetMatchingServices which releases it for us. #rb none #jira UE-62569 Change 4418323 by zak.parrish Checking in files for SaveLoad - almost done. Need to update save status and do the helpAbout screen #JIRA UE-64681 Change 4418307 by Frank.Fella Merging from Dev-Niagara 4357655 for nicholas.goldstein Fix various capitalization inconsistencies in niagara stack menus #jira UE-63371 #jira UE-63446 Change 4418242 by Frank.Fella Merging from Dev-Niagara 4356331 for nicholas.goldstein Add Spacer between Event Handler header row and added Event Handler properties #jira UE-63390 Change 4418222 by Dan.Oconnor Close blueprint editor when replacing a blueprint, avoiding crash when using the merge tool to reload a blueprint #jira UE-64435 Change 4418217 by Frank.Fella Merging from Dev-Niagara 4356318 for nicholas.goldstein Adjust DisplayName generation of linked inputs in Niagara Stack input options to show the entire namespace and to not pass through FName::NameToDisplayString #jira UE-63387 #jira UE-60349 Change 4418163 by Frank.Fella Merging from Dev-Niagara 4346597, 4346602, 4346709, 4353333, 4353344, 4353346, 4353355, 4355466, 4355948, 4356192 Niagara - New emitter and new system dialogs #jira UE-63765 Change 4418114 by Mark.Satterthwaite Assert that Metal heaps and sub-allocated buffers are actually created properly to catch OoM errors. #rb none #jira UE-62235 Change 4417947 by Ben.Marsh Compile DebugGame version of the launch module for installed builds. #jira UE-64604 Change 4417554 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-63210 - "Stereo layers persist in HMD after VR Preview" #jira UE-54565 - "Packaged game/Editor with Stereo Layers crashes when exiting game through steam VR overlay" Remove check(VROverlay) in FSteamVRHMD::GetStereoLayers() and just return nullptr if it is null. Revert previous fix for UE-54565 that caused UE-63210 Change 4417553 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-64054 MRC - Mixed Reality Calibration app does not let users toggle between attachment devices. Enumerate Motion Sources was getting called before the Motion Controller modular features were being added. Added a delay before calling Enumerate Motion Sources. Change 4417552 by Joe.Conley Merging to Release-4.21 (//UE4/Release-4.21) #jira UE-63579 Assert when having too many VR devices Increase max controllers to support more. Change 4417533 by Ben.Marsh Fix IPhonePackager not being included in installed builds created on a Mac. #jira UE-58493 Change 4417495 by Joe.Conley Back out changelist 4417484 Integrate automatically submitted this before I could convert it to an edit, back out. #jira UE-63579 Assert when having too many VR devices Change 4417484 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-63579 Assert when having too many VR devices Increase max controllers to support more. Change 4417438 by Ben.Marsh Prevent unzipped frameworks from being removed every time a remote IOS compile is started, preventing iterative builds. #jira Change 4417422 by Ben.Marsh PR #4937: UE-62508: Add option to project launcher to include prerequisites com. (Contributed by projectgheist) #jira UE-62508 Change 4417362 by Ben.Marsh Fix compile warning when converting a blueprint project to native. #jira UE-63802 Change 4417357 by Jerome.Delattre Copying from Dev-Enterprise CL 4364256 Fix typo in FGenericPlatformMemory::DumpStats to properly report the free virtual memory. #author Martin.Sevigny #jira Change 4417350 by Jerome.Delattre Copying from Dev-Enterprise CL 4364260 SceneCapture: Don't CaptureOnMovement if CaptureEveryFrame is enabled. This prevent the capture from happening twice in 1 frame. #author Martin.Sevigny #jira UE-64686 Change 4417333 by Uriel.Doyon Reduced the amount of interpolants in FVertexFactoryInterpolantsVSToPS by the Niagara when using DynamicParameters. Now only the param required are used where as before the count was defined by the max index. #jira UE-63712 Change 4417318 by Dan.Oconnor Improve error messaging when a class creates its CDO while the class layout is being created #jira UE-64534 Change 4417276 by Frank.Fella Merging 4340773 from Dev-Niagara for nicholas.goldstein Add UProperty Specifiers to PropertyMetaData to fix displayed name and tooltip #jira UE-63233 Change 4417226 by Frank.Fella Merging 4340719 from Dev-Niagara for nicholas.goldstein Disable Widget focus of expander arrows and pulldown arrows in Niagara Stack to prevent unexpected tab selection #jira UE-63380 Change 4417196 by Patrick.Boutot Create a 10bit media texture for CharBGR10A2 media format. #jira UE-64682 Change 4417193 by Patrick.Boutot Keep a reference to the current MediaProfile's proxy to prevent GC Move MediaProfileSettings to default config. #jira UE-64475 Change 4417192 by Patrick.Boutot Deprecate ABGR16 and Float RGB from EDefaultBackBufferPixelFormat. They are not supported by D3DX SwapChain. The jira has more info on which formats are supported. #jira UE-63090 Change 4416191 by zak.parrish Resaving Debug menu for TP_ARBP template #JIRA UE-64678 Change 4416030 by Marc.Audy Remove broken test (as best it can be told it could never have worked) #jira UE-64547 Change 4415784 by Marc.Audy PR #5133: UE-64479 Fix the icon display for the Timeline node replication status (Contributed by mamoniem) PR #5132: UE-64479: Replicated icon shows up for timelines in BP (Contributed by projectgheist) #jira UE-64479 #jira UE-64596 #jira UE-64606 Change 4415763 by Steve.Robb Fixes for improperly initialized USTRUCT() members. #jira UE-64551 #jira UE-64546 Change 4415723 by Rolando.Caloca UE4.21 - Remove Linux hack for Vulkan #jira Change 4415679 by Rolando.Caloca UE4.21 - Copy fix from 4415584 and 4401641 - Added support for -vulkanpresentmode=N where N is a VkPresentModeKHR - This prevents the CPU from getting more than one frame ahead of the GPU. In addition to making the Vulkan RHI more consistent with the DX RHIs and reducing game input latency, this also fixes the issue where memory for volatile uniform buffers could be overwritten by the CPU before the GPU was done with it. This could happen when running in immediate present mode with frame pacing and smoothing disabled, as the CPU could get several frames ahead of the GPU. #jira Change 4415654 by Jamie.Dale Fixed the editor failing to load the native game localization data during init #jira UE-64097 Change 4415635 by Jamie.Dale Fixed null pointer access in setting helpers #jira Change 4415630 by Jamie.Dale Ensure we GC at various points that could have left lingering references to items being content hot-reloaded #jira Change 4415624 by Jamie.Dale Ensure that the transient instance created by the material editor is marked pending-kill once the material editor is closed This fixes an issue where a lingering material editor instance would re-apply old material constant values after a content hot-reload, as the content hot-reload would call PostEditChange on the lingering instance. #jira Change 4415620 by Jamie.Dale Fixed type validation of objects within containers #jira UE-64151 Change 4415613 by Jamie.Dale Fixed crash when deleting a package without an SSC state #jira Change 4415592 by Marcin.Undak UAT: Aways create directory before saving encryption parameters #jira none Change 4415590 by Jamie.Dale Merging CL# 4357533, CL# 4366557 and CL# 4374101 #jira Change 4415577 by Marcin.Undak Linux: fixed WebM crash #jira UE-64157 Change 4415340 by frankie.dipietro Empty M_VolumeSampler for testing #jira UE-29618 Change 4415334 by frankie.dipietro Adjust M_VolumeSample test material to use Emissive #jira UE-29618 Change 4415085 by Ben.Marsh Restore const signature for FApplePlatformCrashContext::ReportCrash() for compatibility with callbacks. #jira Change 4415032 by Ben.Marsh Fix Mac compile error due to calling non-const function. #jira Change 4415005 by frankie.dipietro Add M_VolumeSample to QAGame to aid Volume Texture testing #jira UE-29618 Change 4414930 by Ben.Marsh Include portable callstacks in ensures. #jira UE-64574 Change 4414631 by Graeme.Thornton Fix for crash when running automation tests #jira UE-64652 Change 4414055 by Dan.Oconnor Remove use of FAssetData to avoid side effects that can result in CDO creation #jira UE-64534 Change 4413933 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4374589 UE-57680 [CrashReport] UE4Editor_SteamVR!FSteamVRModel::GetRawMeshData() [steamvrassetmanager.cpp:307] -Added some more logging to try to figure out why this is crashing. Logs the resourceID of the steamVRMesh which might tell us if this is happening with some specific hardware. Also logs index and vertex counts and pointers to see if the data is somewhat malformed or just completely invalid. 4380355 UE-57680 [CrashReport] UE4Editor_SteamVR!FSteamVRModel::GetRawMeshData() [steamvrassetmanager.cpp:307] -Two more log lines for steamvr shutdown. Maybe we are trying to get the models after shutdown and get bad data? #jira UE-57680 Change 4413599 by Mitchell.Wilson Saving SunlightColorLUT to resolve warning. #jira UE-64648 Change 4413343 by Ben.Marsh Add Rsync filters to installed build on Windows. #jira UE-64623 Change 4413276 by Ben.Marsh Remove logic that prevents UHT compiling on Mac during a remote build. #jira UE-64493 Change 4413205 by Ben.Marsh Fix missing dependencies from installed build on Mac and Linux. #jira UE-64629 Change 4413154 by Jason.Bestimt Merging CL 4379292 from Dev-VR - Fixes for mobile static draw list using incorrect material render proxy #JIRA: UEVR-1321 Change 4413148 by Jason.Bestimt Merging CL 4373138 from Dev-VR - Fix for media texture crash on Lumin #JIRA: UEVR-1319 Change 4413142 by Jason.Bestimt Merging CL 4347297 from Dev-VR - Swapping double to single quote to fix Mac Editor packaging for Lumin #JIRA: UE-63556 Change 4412619 by Jason.Bestimt Merging CL 4331753 from Dev-VR - Allowing output log to capture warning and error verbosity from commandline output it receives (like launch on Lumin) #JIRA: UE-62981 Change 4412526 by Jason.Bestimt Merging CL 4311018 from Dev-VR - Preventing multiple lumin frame timing hints while the graphics context isn't valid #JIRA: UE-62031 Change 4412517 by Jason.Bestimt Merging CL 4304939 from Dev-VR - Commenting out Eye Tracker init log until the feature is complete. #JIRA: UE-61413 Change 4412515 by Jason.Bestimt Merging CL 4304711 from Dev-VR - Downgrading sandbox jail warning to log, as it is expected output #JIRA: UE-62992 Change 4412508 by Jason.Bestimt Merging CL 4303846 from Dev-VR - Fix for fully qualified name in header #JIRA: UE-62068 Change 4412496 by Jason.Bestimt Merging CL 4303647 from Dev-VR - Fixing synth style warnings in Lumin Sample #JIRA: UE-62068 Change 4412491 by Jason.Bestimt Integrating CL 4303618 from Dev-VR to remove Lumin Emulator plugins Change 4412425 by Mitchell.Wilson Updating GetLinearColor nodes in BP_Sky_Sphere to GetClampedLinearColor nodes. Saving curves due to the change to resolve warnings. #jira UE-64228 Change 4412349 by Lauren.Ridge Adding custom version to linear color curve assets #jira UE-64228 Change 4412302 by Ben.Marsh Include the full filename of the config file if we can't save a backup. Attempt to track down UE-64554. #jira UE-64554 Change 4412161 by frankie.dipietro Adding bUsedWithStaticLighting flag to M_Roughness_0 to fix RectLight test #jira UE-29618 Change 4411692 by tim.gautier Minor adjustment to M_Tree_FallTreeMerged_01 - added a StaticSwitchParam #jira UE-29618 Change 4411522 by Lauren.Ridge PostLoad check and additional GetClampedColorValue BP function for linear color curves #jira UE-64228 Change 4411494 by Francis.Hurteau Copied 4359025 Francis.Hurteau Test if have a valid continuation before running it when setting continuation on a ready future #jira UE-64567 Change 4411151 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4345353 UE-62255 Google 6DOF Motion Controller Support -Added support for 6DOF controller tracking on daydream. -Project Settings->Android->Advanced APK Packaging->Configure GoogleVR to support specific hardware configurations-> Set to Daydream(6.6 DoF) to enable support for two 6dof controllers. A single 3dof controller is also supported by this configuration, as is a single 6dof controller. -Currently the 3dof controller is detected only by noticing that the positions returned for all controllers are exactly 0,0,0 per Google reccomendation. A future API should make it explicit when a controller is 3dof or 6dof. -Currently we arbitrarily make the controller at index 0 the right and the one at 1 the left. A future api should let us query for controller handedness. 4346387 Fixing build break in GoogleVRControllerFunctionLibrary.h 4349142 Fixing GoogleVRController build warning 4349742 Fixing AndroidRuntimeSettings build errors. 4350977 Fix for static analysis warning 4351170 Build fix for bad assert #jira UE-62255 Change 4410947 by Lina.Halper #DUPEMERGE Fixes many reference pose issues, where they want to add node, and how it updates, and how they could move - mainly execution can be disabled by button, and we will mark to compile when it needs recompile due to hierarchy change - added quick warning to log when hierarchy is missing - still lots of things need more iteration - fixed assets #jira: UE-63136 Change 4410550 by Lauren.Ridge Fix for ListView not propagating selection change events #jira UE-64118 Change 4410527 by Lauren.Ridge Adding condition to guard against crash when pasting comments #jira UE-63214 Change 4410512 by Marcin.Undak UAT: Create manifest directory, before writing to it #jira none Change 4410511 by Lauren.Ridge Fix for crash on spamming trigger presses in VR mode #jira UE-63608 Change 4410489 by Lauren.Ridge Fix for disappearing UI handle in VR mode #jira UE-63622 Change 4410364 by Ben.Marsh PR #5138: Fix bForceBuildShaderFormats not being read correctly in TargetRules (Contributed by rlabrecque) #jira UE-64611 Change 4410086 by Ben.Marsh UAT: Show timing/agent info in UAT the same way as in UBT, to make it easier to track down badly configured agents. (Originallly CL 4343393 in Dev-Build) #jira Change 4410018 by Lina.Halper #DUPE MERGe Merging using Dev-Anim<->Release4.21 fix motion blur issue on poseable mesh component #jira: UE-62296 Change 4409981 by Simon.Tourangeau SunPosition plugin #jira UE-64075 Change 4409913 by Michael.Kirzinger Fix FUniqueNetIdRepl serialization for out of engine OSSs. Use FNetBitReader/Writer in the serialization test so it properly tests network replication #jira UE-63326 [at]josh.markiewicz Change 4409838 by Simon.Tourangeau Integrate misc nDisplay fixes from Dev-Enterprise - nDisplayLauncher: Removed useless no-val command line arguments - Fixed Editor crash when translation direction is set in BP_DemoWand_Blueprint - Use quotation marks for paths - A lot of nDisplay warings "wand not found" - nDisplayLauncher passes custom arguments at beginning - Update blueprints (resubmit + comments) - Single view for monoscipic devices - Move swap eye attribute to [cluster_node] - Removed viewport flip feature - Disable input on slave nodes - Fix for GL3/4 monoscopic device. Missed changes for 'Viewport positioning fix'. - Removed custom swap_int - Fixed demo blueprints - Fixed crash in DC components when the DC is not initialized - Fixed visibility of some inherited members - Fixed Editor crash on second PIE session start - Fix for viewport positioning - BP API docs (comments) - Turn off some screen effects in the nDisplay template project #jira UE-64170 Change 4409812 by Simon.Tourangeau USD SDK updated to v18.09 Merged from Dev-Enterprise #author Rex.Hill #jira UE-64140 Change 4409754 by Graeme.Thornton Copy of CL 4385549 from Dev-Core Try and detect a serialize function inside arbitrary preprocessor blocks and throw an error Make a couple of other "can't have things inside preprocessor blocks" messages consistent with this one #jira none Change 4409671 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4392743 UE-63646 MagicLeap 4.21 redirects need updating -Made redirectors more specific, found a way to do the updates without the MatchSubstring package update flag, to avoid a warning about how it is very slow. #jira UE-63647 Change 4409395 by Ben.Marsh Fix Python.build.cs adding locally generated *.pyc files as runtime dependencies. Since these files are not tracked as build products, they will not exist on other build machines, causing warnings when building DDC. #jira Change 4408881 by Max.Chen Sequencer: Added missing ini change for 4395032 #jira UE-64258 Change 4408670 by Max.Chen Sequencer: Step to next/prev key no longer uses ExclusiveEndFrame - 1. This fixes cases where you want to step to the last key of a section and add another animation clip that doesn't overlap. #jira none Change 4408662 by Max.Chen Sequencer: Removed derived blueprint type for level sequence director blueprints #jira UE-64258 Change 4408661 by Max.Chen Sequencer: When evaluating a range of a sequence, all overlapping segments of that range are now guaranteed to be up-to-date and compiled. This is a newer version of 4280319 which was backed out in 4317353, with the TRange::Overlaps issues addressed. #jira UE-63336 #jira UE-62873 Change 4408660 by Max.Chen Sequencer: Fix crash when converting matinee assets to sequences due to changes in events. Event keys will now have blueprint event endpoints created in the level sequence blueprint when converting. #jira none Change 4408354 by Marc.Audy Fix additional cases where GetBlueprint could get called without a valid blueprint, thus checking #jira UE-62444 Change 4408286 by Joe.Conley #jira UE-64552 [CrashReport] UE4Editor_MagicLeap!UImageTrackerComponent::TickComponent() [imagetrackercomponent.cpp:391] MagicLeap ImageTrackerComponent: Adding check for PLATFORM_LUMIN to prevent PIE crash running code that was designed to only run on device. This had been fixed previously but somehow the fix got lost merging between streams. Change 4408252 by Brandon.Schaefer Doubles in the form of 1e+9999 can be larger then 30 chars, set aside more room #jira UE-64582 Change 4408076 by Mike.Erwin UAT: fix Iterative Deploy leaving behind old files on Android (copy 4369737 from Dev-Build) For iterative deploy on Android, files & directories not in staging will be zapped from the device. The following directories are spared, to maintain config & logs on device: Engine/Saved Engine/Config ProjectName/Saved ProjectName/Config Tested with Samsung Galaxy S6+ (Android 6.0) and Google Pixel 2 (Android 9.0) #android #jira UE-61686 Change 4408070 by Mike.Erwin UAT: iterative deploy no longer prevents cleaning of staging directory (copy 4369732 from Dev-Build) Partial fix for #jira UE-58838 UE-61686 UE-62879 Might need additional work to reduce file copies from Build to Stage. Change 4407741 by Ben.Marsh UBT: Avoid trying to figure out which mobile provision to use for a project when we already know the path to the provision we want. Also fix certificate not being updated if mobile provision changes. #jira Change 4407632 by Jamie.Dale Removed pyc files from Python SDK #jira UE-64531 Change 4407622 by Jamie.Dale Updated Python SDK copy script to exclude pyc files #jira UE-64531 Change 4407431 by Anousack.Kitisa Copied 4392037 Anousack.Kitisa Modified API for UV map generation. #jira UE-63814 Change 4407427 by Ben.Marsh Suppress warning for missing DebugNonUFS files when staging installed build. #jira UE-64579 Change 4407401 by Anousack.Kitisa Copied 4383601 Anousack.Kitisa [StaticMeshEditor]: * Fixed material assignment issue when re-importing Datasmith static mesh after deleting a section from the mesh. * Fixed material issue when deleting a section from a mesh and undoing and chaging material on the mesh. #jira UE-62480 Change 4407274 by Joe.Graf Over merge reverted #jira: fix Change 4407268 by Anousack.Kitisa Copied 4369800 Anousack.Kitisa Import/export FBX metadata on SkeletalMesh and Skeleton assets. #jira UEENT-1881 Change 4407220 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AR samples updated #jira: UE-64673 Change 4407213 by Rolando.Caloca UE4.21 - Copy 4403346 DR - Fix post opaque extension running before lights #jira Change 4407208 by Anousack.Kitisa Copied 4369604 JeanLuc.Corenthin - Fixed indexing issue with FOverlappingCorners object created using a FmeshDescription object: - Changed logic in building of FOverlappingCorners to be based on index of wedge, number of wedges equal 3 times the number of triangles like in FRawMesh, instead of index of vertex instances. - Updated BuildVertexBuffer to take this new logic in account. - Fixed crash in FMeshDescriptionOperations::CreateMikktTangents: - MikkTSpace sdk does not handle properly faces with 0 vertices which occur with mesh description with invalid polygons. #jira UE-62478, UE-63758 Change 4407188 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fixed missing include when not using unity builds #jira: UE-64673 Change 4407179 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a way to see the ARKit CPU consumption across all of its threads #jira: UE-64673 Change 4407178 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Bug fix for landscape image detection being at the wrong distance #jira: UE-64673 Change 4407174 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Improved debug rendering of AR tracked images #jira: UE-64673 Change 4407165 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added post edit change to force correct aspect ratios when editing physical size for detected images #jira: UE-64673 Change 4407162 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Reverted premature merge #jira: merge Change 4407156 by Joe.Graf Merging using Dev-VR_to_Release-4.21 #jira: merge Change 4407146 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Point cloud rendering additions #jira: UE-64673 Change 4407134 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added some config properties to box component for debug rendering #jira: UE-64673 Change 4407128 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added missing #ifdef #jira: UE-64673 Change 4407127 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AR point cloud debug rendering support added #jira: UE-64673 Change 4407119 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARVideoSettings sample #jira: UE-64673 Change 4407113 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a device orientation query in addition to the event that is present #jira: UE-64673 Change 4407109 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fixed a missing nullptr check that was causing AR apps to crash #jira: UE-64673 Change 4407105 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added support for rotating an image while generating a jpeg for ARSharedWorld sample #jira: UE-64673 Change 4407101 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a set of properties to override thread priorities when using ARKit and UE4 is causing ARKit to starve #jira: UE-64673 Change 4407098 by Joe.Graf Merging using Dev-VR_to_Release-4.21 #jira: merge Change 4407093 by Francis.Hurteau Copied 4372687 Francis.Hurteau Fix potential assert when changing ProtocolVersion based on ping messages #jira UE-64035 Change 4407088 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added scaling to jpeg creation for ARSharedWorld sample #jira: UE-64673 Change 4407082 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407078 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for null session config being passed to AR system #jira: UE-64673 Change 4407074 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407064 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407061 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407052 by JeanLuc.Corenthin Copy CL #4392021 - Fixed crash when importing model thru VRED importer - Includes changes to StaticMeshBuilder.cpp made in CL #4369604 #jira UE-64152 Change 4407051 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407045 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Code suupport for streaming ar shared worlds #jira: UE-64673 Change 4407039 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407032 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Improved AR template #jira: UE-64673 Change 4407030 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Better BP exposure of GetMappingStatus for AR #jira: UE-64673 Change 4407017 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Better double free fix for ar env probes #jira: UE-64673 Change 4407012 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Double free fix for env probes #jira: UE-64673 Change 4407007 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4407006 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4407003 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4406999 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Render doc fix for non-editor builds #jira: merge Change 4406994 by Anousack.Kitisa Copied 4362955 JeanMichel.Dignard Static Mesh Library : SetLodFromStaticMesh - Assign materials to new LOD sections based on source mesh LOD. - Copy LOD build settings from source. #jira UE-63659, UE-64016 Change 4406992 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for CLion IDE usage #jira: merge Change 4406987 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for missing property decoration for video modes #jira: UE-64673 Change 4406944 by Max.Chen Sequencer: Stop all sounds on tear down #jira UE-63501 Change 4406942 by Mark.Satterthwaite Duplicate CL #4398322: Rebuild mtlpp using Xcode 10 so Metal 2.1 works on iOS. #jira N/A Change 4406880 by Anousack.Kitisa Copied 4356072 Anousack.Kitisa [StaticMeshEditor]: * Moved the UV channel removal functionality from the LOD details panel to the UV drop-down menu. #jira UEENT-1827 Change 4406826 by Francis.Hurteau Copied 4366928 Jeremie.Roy Fix crashes related to the UndoHistory. Add missing UndoBufferChangedDelegate broadcasts in EditorTransaction #jira UE-64096 Change 4406820 by Anousack.Kitisa Copied 4350474 Johan.Duparc Fix UEditorAssetLibrary::DoesAssetExist to handle sub object name #jira UE-62333 Change 4406783 by Anousack.Kitisa Copied 4348861 Anousack.Kitisa [StaticMeshEditor]: * Fixed vertices being merged even though they don't share mergeable attributes. #jira UE-62980 Change 4406752 by Anousack.Kitisa Copied 4348838 Anousack.Kitisa Fixed ConvertAnyPathToObjectPath returning wrong path for objects that are named differently than their package. #jira UE-62333 Change 4406721 by Brandon.Schaefer Linux: Set FORCE_ANSI_ALLOCATOR when using -EnableTSan to avoid multiple definitions #jira UE-62804 Change 4406461 by Francis.Hurteau Copied 4382276 Francis.Hurteau Fix syncing streaming level visibility state with undo/redo #jira UE-64315 Change 4406459 by Ben.Marsh Fix temporary files containing dependency lists being created in Engine directory. Move them under Engine/Intermediate instead. #jira Change 4406451 by Brandon.Schaefer Linux: Dont try to make current if our current window was the SplashScreen window we just destroyed #jira UE-64211 Change 4406440 by Chris.Babcock Remove AKEYCODE_BACK from valid gamepad keycodes to allow it when controllers are disabled #jira UE-64350 #ue4 #android Change 4406382 by Anousack.Kitisa Copied 4393087 Patrick.Boutot Add a shader source directory for the OpenCVLensDistortion plugin. #jira UE-64568 Change 4406345 by Joe.Graf Merge Xcode project generation fix to defaul to Legacy build mode using Dev-VR->Release-4.21 #jira: merge Change 4405792 by JeanMichel.Dignard Copied 4393315 JeanMichel.Dignard Better telemetry for plugin warden - Added more event attributes to track potential issues. #jira UE-64280 Change 4405776 by JeanMichel.Dignard Copied 4392578 JeanMichel.Dignard Fixed actors not saving properly on a reimport when moved to a sublevel. The issue is that they were being parented to actors from another level which isn't supported. Also, the scene component template should refer to the parent component through a TSoftObjectPtr in case it's in another package. #jira UE-62070 Change 4405738 by Mark.Satterthwaite Duplicate CL #4396224: Remove another broken bit of legacy Metal code. #jira UE-64128 Change 4405733 by Mark.Satterthwaite Duplicate CL #4399472: Handle all Metal formats in ShaderPlatformToPlatformName - I have not made this handle all formats or platforms so this function is *wrong* for a number of others and should *assert* on failure to identify a platform. This fixes incorrect shader compilation for Forward rendering on iOS. #jira UE-64355 Change 4405630 by JeanMichel.Dignard Copied 43737703 Johan.Duparc Prevent crash for old datasmith assets Clear transactional flag in user asset data that could cause a crash for Blueprint assets. #jira UE-63349 Change 4405481 by Sorin.Gradinaru UE-61699 Kindle Fire 5th Gen crashes rotating Remote Session #jira UE-61699 #Android #4.21 From //UE4/Dev-Mobile CL4360704 Disabling threaded rendering for Kindle Fire HD 7 5th gen in DefaultDeviceProfiles.ini Change 4405276 by Frankie.DiPietro Adding test content for Volume Textures, Iris Normals, and Subsurface Boundary Bleed Color coverage #jira UE-29618 Change 4405138 by JeanMichel.Dignard Copied 4350470 Johan.Duparc Fix crash on property edition for blueprint actors with templated asset user data #jira UE-63349 Change 4404967 by Mikey.Boyd Making content change to M_Translucent_PanNrm for UEQATC-244. Added a Texture Sample node to be used to test Platform Stats. #jira UE-29618 Change 4404909 by Robert.Manuszewski When enabling cooked assets in the editor, the engine will now use FArchiveAsync2 in the editor to be able to open them. (re-implemented CL #4400327 from Dev-Core) #jira UE-64389 Change 4404901 by Robert.Manuszewski Fixed a hang when entering PIE when Background Streaming is disabled #jira UE-63320 Change 4404816 by Ben.Marsh Fix "Non-void function should return a value" warning in CIS. #jira Change 4404621 by Stefan.Boberg Re-enabled LLM on Editor builds since the performance issue has been addressed #jira UE-60020 Change 4404491 by Max.Chen Sequencer: Use cached object bindings when drawing motion trails. FindObjectId can be slow because it clears the cached bindings. Added FindCachedObjectId which retrieves the binding without clearing the cache. #jira UE-63347 Change 4404490 by Max.Chen Sequencer: Fix key reduction not working on imported fbx channel. Implement channel Optimize() so that it follows the curve editor's SimplifySelection by evaluating whether a key is needed (rather than removing the key and checking whether the value has changed). The main fix is that the tangents need to be calculated as non-normalized (ie. with the DisplayRate) #jira UE-62353 Change 4404488 by Max.Chen Sequencer: Changed HandleSingleNode fallback check for collapsed parents. #jira UE-64394 Change 4404486 by Max.Chen Sequencer: Remove restriction on hidden mobility. It's too wide to restrict transform tracks. #jira UE-63415 Change 4404472 by Max.Chen Sequencer: Restore drawing paths for selected nodes and channels #jira UE-64204 Change 4404468 by Max.Chen Sequencer: Check for property type in evaluation. This fixes an issue where the property type is changed after the track has been created. #jira UE-64278 Change 4404439 by Keli.Hlodversson Merging critical SteamVR fixes from Dev-VR #jira UE-63198 #jira UE-64098 #jira UEVR-1250 Change 4403717 by Marc.Audy Inline templated version of GetGameInstance #jira UE-62591 Change 4403702 by Marc.Audy PR #4944: Added template cast versions of multiple methods. (Contributed by francoap) #jira UE-62591 Change 4403699 by Marc.Audy Make reregistering an object in the significance manager an ensure not a check #jira Change 4403697 by Marc.Audy PR #5074: Fixed minor bugs in GameUserSettings. (Contributed by phoenxin) #jira UE-63893 Change 4403695 by Marc.Audy Fix crash pasting timeline with external curve that has been force deleted #jira UE-64504 Change 4403693 by Marc.Audy PR #5077: Prevent TimelineComponent Update delegate from being executed 3 times when looping (Contributed by nedwardsnae) #jira UE-63927 Change 4403691 by Marc.Audy PR #5076: Correct icon when dragging an event dispatcher variable (Contributed by projectgheist) #jira UE-63895 Change 4403689 by Marc.Audy PR #5075: Mouse decorator when dragging a category from My Blueprint panel (Contributed by projectgheist) #jira UE-63894 Change 4403686 by Marc.Audy PR #5096: UE-64019: Use compare function for tooltip FText instead of != operator (Contributed by projectgheist) #jira UE-64109 #jira UE-64019 Change 4403662 by Marc.Audy Ensure that objects created via duplication in PIE are correctly constructed #jira UE-63505 Change 4403462 by tim.gautier Cleaned up M_Tree_FallTreeMerged_01, added comment blocks for UEQATC-212 #jira UE-29618 Change 4403308 by Michael.Trepka Update mouse position on NSDraggingUpdate event on Mac #jira UE-60800 Change 4403290 by Michael.Trepka Fixed issues with window position and size when toggling between fullscreen and windowed modes #jira UE-63212 Change 4403270 by Michael.Trepka Fixed a problem with mouse click/drag events being received by incorrect window/widget in certain conditions while dragging windows on Mac #jira UE-57506 Change 4403216 by Ben.Marsh Fix null reference exception when resolving paths. #jira Change 4403213 by Ben.Marsh Revert change to use FileReference for executable to use in the <Spawn> task, to ensure we can use programs in the PATH. #jira Change 4403209 by Ben.Marsh Prevent null dereference when tagging a set of files. #jira Change 4403200 by Ben.Marsh BuildGraph: Add support for automatic parsing of collection types in BuildGraph parameters. #jira Change 4403188 by Mikey.Boyd Adding content for Data Table test coverage. #jira UE-29618 Change 4403163 by Ben.Marsh Sanitize the contents of all the receipts in the installed engine build, to make sure they don't reference any files we don't distribute. #jira UE-56424 Change 4403151 by Ben.Marsh UBT: Don't assume that console encoding is UTF-8 when using ParallelExecutor. #jira UE-64248 Change 4403136 by Ben.Marsh Fix IWYU issues with SQLite support. #jira UE-64523 Change 4403116 by Ben.Marsh UBT: Fix project files being generated for VS2017 if the user only has AutoSDKs, and does not have the IDE installed. #jira UE-62726 Change 4403074 by Ben.Marsh UBT: Fix a couple of edge cases when parsing output from child processes. * If a single line was larger than 32kb, the process would be treated as having terminated. * If the last output line did not have a trailing newline, the line would be dropped. #jira UE-64234 Change 4403066 by Ben.Marsh Fix project browser reopening when creating a new project, if other command line arguments are present. Missing a space between the project file and previous argument list. #jira UE-63724 #lockdown Nick.Penwarden #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 4447546 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4452228 by jason bestimt in Dev-VR branch]
2018-10-11 11:48:32 -04:00
EnvironmentBytes.AddRange(Console.OutputEncoding.GetBytes(Pair.Key));
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
EnvironmentBytes.Add((byte)'=');
#CodeReview: jason.bestimt,nick.whiting,mike.beach,ryan.vance Merge conflict. jason.bestimt, please merge this change by hand. More info at https://robomerge.epicgames.net#DEVVR -------------------------------------- Copying //UE4/Release-Staging-4.21 to //UE4/Dev-Main (Source: //UE4/Release-4.21 [at] 4447256) ============================ MAJOR FEATURES & CHANGES ============================ Change 4447256 by Joe.Graf Added a video settings field to the debug menu so you can see your choice #jira: UE-65026, UE-65017 Change 4446451 by Matt.Kuhlenschmidt Fix inline edit conditions not supporting undo PR #4854: UE-61432: Add FScopedTransaction to SetEditConditionState (Contributed by projectgheist) #jira UE-61432 Change 4446389 by Mieszko.Zielinski Fixed navmesh tiles AABB being calculated wrong for large agents #UE4 #jira UE-65038 Change 4446171 by Matt.Kuhlenschmidt Fix crash resetting cascade distributions to default #jira UE-64458 Change 4446143 by Uriel.Doyon Re-worked fix from CL 4442729 to handle !SUPPORTS_INDEPENDENT_SAMPLERS #jira UE-64695 Change 4446071 by Jeff.Fisher Duplicating for 4.21 Change: 4446057 UE-64942 Material Switching in MRMesh -Fixed run time material switching on MRMesh #jira UE-64942 Files: //UE4/Dev-VR/Engine/Source/Runtime/MRMesh/Private/MRMeshComponent.cpp#24 //UE4/Dev-VR/Engine/Source/Runtime/MRMesh/Public/MRMeshComponent.h#16 Change 4445939 by Joe.Conley #jira UE-54503 - Transparency for textures applied to the spectator screen for VR Added a flag bUseAlpha that is checked in FDefaultSpectatorScreenController::RenderSpectatorModeMirrorAndTexture(), if (SpectatorScreenModeTexturePlusEyeLayout_RenderThread.bDrawEyeFirst). It can be set with the SetSpectatorScreenModeTexturePlusEyeLayout Blueprint node. Change 4445917 by Matt.Kuhlenschmidt Guarad against crash when destroying asset view items #jira UE-61108 Change 4445911 by Matt.Kuhlenschmidt Guard against null objects in asset editors #jira UE-64499 Change 4445574 by Wyeth.Johnson Kill volume cleanup, helper function for cone, edge case on pendulum #jira none Change 4445472 by Matt.Collins UE-64680 The new depth bounds optimization in PostAO doesn't work with MSAA. The AO target and depth buffer are different sample counts. Forcing this feature off for now. In the future if we want to turn it back on we will either have to resolve the depth buffer or increase the AO target sample count. #jira UE-64680 Change 4444917 by Bogdan.Vasilache UE-63963 - Fix FSystemTextures.InitializeTextures initialization ordering #jira UE-63963 Change 4444779 by andrew.porter QAGane: Updating focus so we can select UMG test button in TM-PlaybackControls #jira UE-29618 Change 4444678 by Richard.Wallis Clone of Dev-Rendering CL 4444343: Fix for eyedropper in the Color Picker window not grabbing any color values on Mac. Bug also says Linux - unable to verify if its the same issue so kept change to Mac specific code. #jira UE-53789 Change 4444677 by Lauren.Ridge Context menu opening cancels a rename #jira UE-64525 Change 4444321 by Michael.Dupuis #jira none: uncomment the lazy obj ptr warning as the integration is completed Change 4444288 by Simon.Tourangeau BP_SunPosition now has a soft ref to BP_SkySphere to prevent cross level referencing #jira UE-64607 Change 4444287 by JeanMichel.Dignard Copied 4442004 Daniel.Coelho Fix for being unable to trigger on variants from UMG blueprints #jira UE-64948 Change 4444105 by Mitchell.Wilson Saving assets to resolve UMeshDescription warnings #jira UE-64022 Change 4444080 by Ben.Marsh Fix path to Win64 DLLs when building DDC on Linux. #jira Change 4444036 by Patrick.Boutot Fix crash when there are too many pending task in ImageWriteQueue. #jira UE-64991 Change 4443920 by Ben.Marsh Fix runtime dependencies not being enumerated for modules that aren't linked into a binary. #jira UE-65024 Change 4443889 by Ben.Marsh Copy Windows DDCUtils DLLs when building DDC for Linux on the Win64 host platform. #jira UE-64975 Change 4443882 by Ben.Marsh Fix CIS compile error in UE4Game HTML5. #jira Change 4443531 by Nick.Shin #jira UE-65015 HTML5: Project Crashes During Launching Engine due to "Texture format 'R8G8B8A8_UINT' not supported" this solution was based on: UE-48208 Change 4443358 by Joe.Graf Changed the world mapping state conversion in ARKit to return NotAvailable, Mapping, Mapped #jira: UE-65023 Change 4443217 by Dan.Oconnor Fixed crash after hitting stop when in-stack-debugging Clear GPlayInEditorID when stopping PIE at a blueprint exception/breakpoint #jira UE-64895, UE-65005, UE-65008 Change 4443200 by Max.Chen Sequencer: Now accouting for frame rate when copying key tangents when converting from matinee to level sequence. #jira UE-65020 Change 4443062 by Dan.Oconnor Fixed crash when undoing after deleting a function graph that has a math expression node #jira UE-62134 Change 4442903 by Lauren.Ridge Allowing material graph nodes to have duplicate names in all cases except creating a new parameter from a constant #jira UE-64421 Change 4442878 by Joe.Graf Disabled the clion ignore file generation on Windows since it isn't supported correctly there #jira: UE-64871 Change 4442840 by Max.Chen Control Rig: Fix crash tearing down sequencer object spawner #jira UE-65013 Change 4442810 by Ethan.Geller Fix build for SoundVisualizations plugin: add const qualifiers for WaveInfo. #jira none #rb none #fyi aaron.mcleran Change 4442769 by Brandon.Schaefer Linux: Use the size of our In Rect which is the size of our buffer rather then the size of the Texture which is not always the same size as the buffer #jira UE-64785 [at]Rolando.Caloca, [at]Arciel.Rekman Change 4442758 by Dan.Oconnor "Assign [Delegate Name]" blueprint context menu entries now properly create a custom event node again #jira UE-65000 Change 4442729 by Uriel.Doyon Changed GetForwardDynamicShadowFactors implementation to use Texture2DSampleLevel instead of Load. This is because we sometime bind the GWhiteDummy when the light attenuation buffer is not required, which is a 1x1 texture. #jira UE-64695 Change 4442724 by Max.Chen Sequencer: Added back in ScrubHandleUp/Down for the VisualLoggerTimeSliderController to fix missing brush warning #jira UE-64994 Change 4442519 by Marc.Audy Avoid broadcasting events that could result in invalidating the array we're iterating. #jira UE-64959 Change 4442460 by JeanMichel.Dignard Fixed crash with VRED importer - DataTable wasn't counting its changes properly resulting in a failed check. #jira UE-64982 Change 4442216 by Ethan.Geller Unshelved from pending changelist '4438353': Ensure const correctness in USoundWave cook processing. Change 4442191 by Mitchell.Wilson Updating min ios version to resolve warnings. #jira UE-64815 Change 4442124 by Arciel.Rekman Another fix for lock up on starting without audio devices (UE-64506). #jira UE-64506 Change 4442006 by Ben.Marsh Fix debug info being included for Lumin binaries on Mac. #jira UE-65002 Change 4441939 by Ben.Marsh Fix inability to package Mac targets from Windows. #jira UE-64148 Change 4441374 by tim.gautier QAGame: Resaved Niagara assets. Rebuilt lighting / resaved TM-ShaderModels #jira UE-29618 Change 4441369 by Rolando.Caloca UE4.21 - hlslcc - Fix UAV getting removed #jira Change 4441347 by Michael.Dupuis #jira UE-63631: LOD Distribution settings, must be > 1.01 as otherwise 1/1 will not give correct result. Change 4441132 by Dan.Oconnor Remove unused dtor #jira None Change 4441108 by Dan.Oconnor Fix leaking entries for PLACEHOLDER classes in the new ClassToPlaceholderMap #jira UE-64971 Change 4441096 by tim.gautier Adding the VRMode_Ball asset for VRMode testing. #jira UE-29618 Change 4441093 by Ryan.Gerleve Fix the writer's size issue in the auth handler when requesting resends. This fixes packet over/underflows. Also make it so that dropall drops all of auth's packets as well. #Jira UE-63796, UE-64156 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4374419 by Jake.Leonard on 2018/09/18 15:41:48. Change 4441065 by Ryan.Gerleve Fix using SetIp(uint) on an IPv6 only platform so that both cases are handled properly. Should contain the same flow as the IPv6 framework. #Jira UE-64129 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4374299 by Jake.Leonard on 2018/09/18 15:23:37. Change 4441052 by Ben.Zeigler #jira UE-64446 Fix crash on cooked devices when using GameplayCues but not explicitly setting a manager It is unsafe to reference dynamic objects from a CDO so spawn an instance of the default class Change 4441042 by Ryan.Gerleve Remove the bForceUDP from the new CreateSocket signature. This is an argument that came in from UE3 and is not supported. It should not continue to exist anymore. #Jira: UE-63879 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356623 by Jake.Leonard on 2018/09/10 20:35:09. Change 4441005 by Ben.Zeigler #jira UE-64446 Call InitGlobalData from ActionRPG sample and set up path for cue notifies. All projects using abilities should do this Change 4440944 by Ryan.Gerleve Because addrconfig is not supported on HTML5. This is not documented anywhere, so any query with the flag will just be removed from any queries. #Jira UE-63791 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356538 by Jake.Leonard on 2018/09/10 19:35:29. Change 4440912 by Ryan.Gerleve Skip lobbies we are already a part of when generating matchmaking results. This allows us to not try to fetch data on ourselves. #Jira UE-63543 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356532 by Jake.Leonard on 2018/09/10 19:34:39. Change 4440861 by Ben.Zeigler #jira UE-61890 Fix XGE shader compilation on newer incredibuilds by checking registry for path Change 4440850 by Michael.Dupuis #jira UE-62426: Reset InstanceCountToRender if the static mesh is valid or we have no instances Change 4440514 by Ben.Marsh Add additional info to comment around optimization being disabled due to codegen bug. #jira Change 4440501 by Ben.Zeigler #jira UE-64971 Fix resolving export tracker to clean itself up after resolving. This fixes the immediate crash, but there may be another way it can end up crashing so this needs further investigation as the structure is unsafe Change 4440479 by Rex.Hill Fix debug hud not rendering when swapping between PIE/SIE modes #jira UE-64704 Change 4440447 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4440338 by Joe.Graf Cleaned up leftover files from the bad 4.20->Dev-VR merge #jira: UE-64957 Change 4440318 by Joe.Graf Fixed the bad asset merge that happened from 4.20 back to Dev-VR #jira: UE-64957 Change 4440237 by Ben.Zeigler #jira UE-64960 Disable validating data dialog when saving, and ony show if > 0.1 seconds Change 4440157 by Mieszko.Zielinski Fixed a bug in how UNavModifierComponent handles FKConvexElems #UE4 #jira UE-60987 Change 4440017 by Mitchell.Wilson Saving SunlightColorLUT in KiteDemo to resolve warnings. #jira UE-64744 Change 4439856 by Jurre.deBaare Crash when trying to "Update Mesh Section" on any procedural mesh just after "Clear Mesh Section" and "Create Mesh Section" for different vertices and triangles. #fix Ensure that we recreate the scene proxy whener a mesh section is updated with a larger amount of vertices than original, this will reinit the vertex buffers to the correct sizes #jira UE-60607 Change 4439831 by Ben.Marsh Fix ClangEditor CIS warning. Change MSVC_PRAGMA to not be defined when compiling using Clang on Windows. Also add a link to bad codegen report on Microsoft's developer forum for an instance of optimization being disabled. #jira Change 4439828 by mason.seay Added variable to blueprint #jira UE-29618 Change 4439763 by Jurre.deBaare #jira UE-62048 PR #4892: HLOD System: Fix crash when static mesh has no valid material (Contributed by user37337) #fix slightly modifier fix Change 4439731 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4439715 by Cosmin.Sulea UE-64937 - IphonePackager cannot verify UDID on new devices (XS or newer) #jira UE-64937 Change 4439697 by Wyeth.Johnson Metadata errors and fixes #jira none Change 4439658 by Michael.Dupuis #jira UE-63831: Added some guard to prevent the crash Change 4439605 by Michael.Dupuis #jira UE-53944: Added some asserto help track what could be happening in this case Change 4439516 by Ben.Marsh UBT: Set the permissions on directories containing scripts to be executed as part of remote builds. #jira UE-64860 Change 4439395 by Michael.Dupuis #jira UE-63637: When doing migration from 4.18, if the data was in a BP, use a Reset instead of a Reserve, as otherwise we will end up with twice the amounf of instances. Change 4439197 by Michael.Dupuis #jira UE-63242 #jira UE-63123: Integrate from Dev-Editor branch Change 4439162 by Mieszko.Zielinski Made sure NavigationSystemConfig respects GEngine->NavigationSystemClassName #UE4 #jira UE-62991 Change 4439106 by Cosmin.Sulea UE-64603 - Android Devices do not show up in device list for Device Output Log #jira UE-64603 Change 4438283 by Ben.Zeigler #jira UE-63825 Integrate pull request: PR #5073: Implement LoadGameFromMemory function. (Contributed by KelbyG) Change 4438242 by Ben.Zeigler Test case for #jira UE-63705. To verify, open WeakReferencedPrimaryAsset and note that the UntrackedMeshPtr is set to AT_StaticMesh. Then, right click and show references, that mesh should NOT show up, as it is marked as Untracked via metadata Change 4438238 by Ben.Zeigler #jira UE-63843 Temporary fix for Visual Studio 2017 compile bug causing crashes in Audio Mixer code Change 4438237 by Ben.Zeigler #jira UE-64770 Fix bug where AssetManager could fail to call delegates in sync load mode Change 4438236 by Ben.Zeigler #jira UE-64466 Fix issues with debug builds with ENABLE_NAN_DIAGNOSTIC and TransformNonVectorized, it's not safe to use the FVector constructor as it will always ensure. Also unified checks with the vectorized version to be consistent Change 4438234 by Ben.Zeigler #jira UE-63705 Add full support for Untracked soft object references, enable by adding that tag to the metadata for a property or using FSoftObjectPathSerializationScope with NeverCollect If set the references will not be automatically cooked, reported to the asset registry, or cause warnings when deleting a referenced actor They are meant to be used for cases where they are just used as a lazy cache, such as things converted from FLazyObjectPtr The reference from Foliage to it's base actor is now an Untracked SoftObjectPtr instead of a LazyPtr Change 4437969 by Michael.Lentine Fix gpu skin cache with multiple cloth sections. #jira ue-62951 Change 4437907 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4437901 by Mikey.Boyd Resaved QA-Promotion and TM-ShaderModels to clear up warnings for Linear Color Curves in UE-64949. #jira UE-29618 Change 4437877 by Dan.Oconnor Guard against double-queuing in Macro BP gather phase #jira None Change 4437615 by Sorin.Gradinaru UE-64624 App fails to open when packaged for Distribution - Android #jira UE-64624 #Android #4.21 As Chris.Babcock mentioned, this is caused by an app pause event triggered when the obb downloader starts and puts the activity in background. Adding a flag to ignore the first app pause in this situation. Change 4437541 by Andrew.Porter QAGame: Updating location of an animation so it can be visiblty in the sequence #jira UE-29618 Change 4437078 by Mitchell.Wilson Updating lerp tooltip based on updates by Sam Deiter. #jira UEDOC-8219 Change 4436943 by Bogdan.Vasilache UE-61698 - Android + Mouse: Hover events and Get Mouse Position on Viewport not working #jira UE-61698 Change 4436915 by Dan.Oconnor Remove debugging hook accidentally added in 4235135 #jira None Change 4436204 by Joe.Graf Switched the AREnvProbe sample to Metal 2.1 to fix the z-fighting that happens in 2.0 and below #jira: UE-64932 Change 4435856 by Arciel.Rekman Fix CIS (UE-64925). #jira UE-64925 Change 4435811 by Mark.Satterthwaite Sort out the way we report R11G11B10 support for Metal so that it should work correctly on iOS & tvOS. #jira UE-64905 Change 4435783 by Brandon.Schaefer libvpx: Rebuild on centos7 #jira UE-64887 Change 4435710 by Thomas.Sarkanen Fixed crash drag-dropping a variable onto a state machine #jira UE-64539 - [CrashReport] UE4Editor-CoreUObject.dylib!CastLogError() Change 4435694 by Andrew.Grant Removed some stale Orion tests #jira UE-64857 Change 4435662 by Ben.Marsh Rework the way that custom icons are used on Windows. * For code projects, the custom icon is embedded into the resource when compiled from UBT. This ensures the custom icon is set even before packaging, and removes the need for a deployment step. * For content projects, the custom icon is set after packaging using the previous method. #jira UE-64527 Change 4435599 by Michael.Lentine Avoid crash with null materials #jira ue-64819 Change 4435596 by Michael.Lentine Account for the case where skeletal mesh doesn't exsit in the component body setup. #jira ue-63104 Change 4435563 by Brandon.Schaefer SDL2: Fix pointer barriers on resize/move and multimonitor Part of this change is from PR 5041 (thanks yaakuro) #jira UE-60461, UE-63372 Change 4435557 by Michael.Lentine Allow for non uniform scaling in some of the capsule functions. #jira ue-59651 Change 4435518 by Mitchell.Wilson Saving two assets to resolve empty engine version warnings in RemoteSessionApp #jira UE-64747 Change 4435416 by Robert.Manuszewski Fixing a Cook On The Fly server crash when an asset that has been requested by the client is missing from the server #jira UE-64616 Change 4434780 by Uriel.Doyon Fixed Niagara proxy rendering in ES2 while the shaders are not available. #jira UE-64666 Change 4434758 by Joe.Graf Fixed the use of deprecated NSKeyedArchiver and NSKeyedUnarchiver methods #jira: UE-64913 Change 4434757 by Joe.Graf Removed invalid plugins that were specified for the AR samples #jira: UE-64914 Change 4434497 by Joe.Graf Fixed incomplete merge of ARSharedWorld sample #jira: UE-64673 Change 4434281 by Joe.Conley #jira UE-63793 - ARKit Crash with Session Type: Image Removing error logging since it's also getting logged higher up in the callstack. Change 4434250 by Joe.Conley #jira UE-63793 - ARKit Crash with Session Type: Image Instead of an assert (and thus crash) if Session Configuration is null (which happens if device/os doesn't support ARKit 2.0), just print out an error to the log and keep running. Change 4434173 by Aaron.McLeran Fix for audio device shutdown -- Actually, need to make sure the flush code doesn't execute on platforms without threads. This will still fail on HTML5 #jira UE-64619 Change 4434112 by Aaron.McLeran Bug fix pausability - Pausing sound while stopping can cause a crash when updating the sound #jira none Change 4433986 by Michael.Lentine Avoid dereferencing null. #jira ue-63593 Change 4433954 by Michael.Lentine Use correct enable flag. #jira ue-64801 Change 4433867 by Uriel.Doyon Fixed integration issue from Niagara with "Collision Query" module #jira UE-64906 Change 4433779 by Dan.Oconnor Mirror 4379405 from Dev-Framework Add flags to track bMarkedObjectsPendingKill and bCleanedUpWorld to ensure that sublevels are cleaned up properly #jira UE-64227 Change 4433771 by Dan.Oconnor Mirror 4365800 from Dev-Framework Avoid marking a blueprint as modified when the compiler renames a graph #jira UE-63942 Change 4433763 by Dan.Oconnor Mirror 4363197 from Dev-Framework Perform a placeholder resolve pass immediately after the CDO has been serialized #jira UE-62928 Change 4433716 by Chris.Bunner #author Bogdan.Vasilache Comitting shelf 4433043 for UE-64237. #jira UE-64237 Change 4433609 by Uriel.Doyon Fixed how UNiagaraDataInterfaceCurlNoise release its render resource by adding a release command in BeginDestroy. #jira UE-64898 Change 4433524 by zak.parrish Final functionality for AR SaveLoad now in place. Just needs cleanup/commenting and About screen #JIRA UE-64681 Change 4433512 by Christina.TempelaarL Mirror 4373989 from Dev-Editor. Cascade: Copy particle emitter properties when invoking Duplicate Emitter or Export Emitter in the Cascade editor. #jira UE-63856 Change 4433328 by Chris.Babcock Fix ConfigRules.jar parsing for Linux line endings #jira UE-64892 #ue4 #android Change 4433279 by Zachary.Wilson Switching DoF methods for PostProcess volumes in QA_PostProcessing and TM_Showflags_LightingFeatures. #jira UE-64659 Change 4433092 by Dan.Oconnor Fix missing include #jira None Change 4433046 by Michael.Lentine Renamed command to relfect actual behavior. #jira ue-55368 Change 4433024 by Ben.Marsh PR #5154: Prevent crunch_x64.exe from showing in Git commit changes (Contributed by projectgheist) #jira Change 4432990 by Wyeth.Johnson Fixing issues related to particle mass and gravity #jira none Change 4432979 by Uriel.Doyon Fixed DOF when enabling Pre-Exposure Added units to the intensity property of point, spot, rect, directional and sky lights. Refactored the VisualizeHDR so that it shows the HDR view is a PIP on top of the main render. Fixed PixelInspector results being affected by pre-exposure. Added a pre-exposure output value to the PixelInspector. Moved ExposureCompensation to the Exposure tab in post-process settings. Changed max slider intensity for directional light to be in 120 000 lux Changed max slider intensity for sky light to be in 50 000 cd/m2 Non bUseInverseSquaredFalloff point lights now have their units forced to ELightUnits::Unitless Moved light units to advanced display, now that the unit is embeded in the Intensity property Added Candela, Lux and CandelaPerMeterSquared units to the engine units Fixed meta data properties to support the "Units" keyword. #jira UE-64881 Change 4432953 by Chris.Gagnon CL 4356067 copied to Release-4.21 #jira UE-63861 Change 4432934 by Chris.Gagnon CL 4399650 copied to Release-4.21 #jira UE-64070 Change 4432913 by Dan.Oconnor Mirror 4363175 from Dev-Framework Reuse subobjects during archetype reinstancing path #jira UE-59135 Change 4432901 by Michael.Lentine Adding missing counter. #jira ue-59969 Change 4432895 by Dan.Oconnor Mirror 4344890 from Dev-Framework Make FObjectFinder visibile to reference collectors and properly replace subobjects on the CDO. This fixes instability after reloading the FirstPersonCharacter blueprint #jira UE-54419, UE-63061 Change 4432805 by Uriel.Doyon Fixed error when compiling some Niagara GPU particles #jira UE-64885 Change 4432789 by Michael.Lentine Fix comments. #jira 58064 Change 4432766 by Ben.Marsh Fix issues with mismatched solution/project configurations. * Every C++ project now has an "invalid" configuration. Trying to build any solution configuration which does not apply to the project will now build that, which prints an error rather than building a completely different configuration. * Available configurations are now parsed from C# files, so the "Release" configuration will now be used if "Development" is not available, and platforms are supported correctly. * Programs are now built in game and editor configurations. #jira UE-59288 Change 4432649 by Michael.Lentine Resize Temp instead of Out. #jira ue-62919 Change 4432540 by Chris.Bunner [Duplicating 4432262] - HLOD visibility state is now cleared when not in use. #jira UE-64432 Change 4431926 by Chad.Garyet Integrating changes from dev-build over to release-4.21 - Add win64 host support to DDC Group Linux - Change project params split to remove empty entries - Change BuildDerivedDataCache to skip building a feature pack if there are no project specific platforms for it out of the available targetplatforms #jira UE-62311 Change 4431602 by Simon.Therriault Merging MediaBundle fix #jira UE-64853 Change 4431481 by Brandon.Schaefer Linux: Break grabs and bring down pointer barreirs when we have crashed #jira UE-63981 [at]Arciel.Rekman Change 4431456 by Jules.Blok Merging CL 4428447 from Dev-VR - Update the WMR plugin for Dev-Rendering changes. #jira UE-64507 Change 4431310 by Robert.Manuszewski Fixed a crash when setting the initial size of the disregard for Garbage Collection pool to a value greater than 66560. #jira UE-64844 Change 4431307 by Sorin.Gradinaru UE-64749 App crashes on device when a Widget Blueprint in use contains a Web Browser widget #jira UE-64749 #Android #iOS #4.21 Moving SharedThis(this) out of the WB Window's constructor Change 4431161 by Robert.Manuszewski Fixing CIS #jira none Change 4431153 by Sorin.Gradinaru UE-63263 Startup movies are not playing on tvOS #jira UE-63263 #4.21 #tvOS Startup movies need AppleMoviePlayer.uplugin, which was never enabled for tvOS. Same behavior as an iPhone/iPad, slightly stuttering at first run, plays fine afterwards Change 4430958 by Matt.Collins Returns the default context from GetCurrentContext if none is set. Fixes crash in UE-64369. This is probably not 100% correct - we should fix all the cases where GetCurrentContext is called and a context is not set. #jira UE-64369 Change 4430862 by Matt.Collins Turning GPU Command Buffer timing back on. Enables correct profiling. #jira UE-64841 Change 4430813 by Marcin.Undak Linux: fixed editor launch with no audio device #jira UE-64506 Change 4430783 by Ben.Marsh Include Mac build files on Windows (eg. shell scripts, mono) to support remote compilation. #jira UE-64684 Change 4430761 by Ben.Marsh Fix issues with running DsymExporter remotely from a PC, and reorder engine filters to reduce the amount of junk which has to be re-transferred every time. #jira UE-63883 Change 4430445 by Chris.Gagnon Copy of CL 4416373 Extend GCompilingBlueprint lifetime to include BroadcastBlueprintReinstanced when compiling synchronously #jira None Change 4430103 by Ben.Marsh Make sure Newtonsoft is included in the installed engine build. (Also ignore *.build.cs that aren't enumerated from the targets we build; they won't be usable) #jira UE-64777 Change 4430050 by Ben.Marsh PR #5151: Fix BuildPlugin automation command to include Shaders folder (Contributed by pluranium) #jira UE-64781 Change 4430037 by Ben.Marsh UBT: Fix generating and checking for UHT manifest in the wrong location. If a target does not have a script plugin, the manifest should not be stored in the project binaries directory. #jira Change 4430035 by Alexis.Matte Port a fix from cl: 4366690 Fix the material ID when creating generating reduce LODs from a mesh where the materials was re-order to the FBX order. #jira UE-64028 Change 4429730 by Ryan.Vance #jira UEVR-1322 Instead of tearing down and spinning up the render thread / rhi thread pipeline on pause, simply disable and enable rendering. This leaves the rendering infrastructure intact, but with no work to do. Change 4429709 by Ryan.Vance #jira UE-64289 Distortion correct mesh generation needs to happen on the render thread. Change 4429690 by Ryan.Vance #jira UE-63538 From 4.20.3 hotfix: 4333358 Test render target texture size if available to ensure we don't do an extra upscale when not needed. The render target size is not updated when the backing render target texture is reallocated. Change 4429671 by Ryan.Vance #jira UE-63333 Lumin needs task threads to avoid saturating a single core. Reverting to previous task thread behavior for lumin. Change 4429489 by Mitchell.Wilson Saving curve assets to resolve warnings. #jira UE-64744 Change 4429160 by Wyeth.Johnson First pass at integrating mass as a first class citizen. This includes solver changes, a new gravity force, and updates to a number of other force modules and templates #jira none Change 4429064 by Mitchell.Wilson Updating default iOS version to 10 in samples and templates #jira UE-64815 Change 4428944 by Michael.Trepka Fixed issues with cursor locking on window activation on Mac #jira UE-13768 Change 4428879 by Ben.Marsh Fix error generating dsyms on Mac through the remote toolchain. #jira UE-63883 Change 4428729 by Ben.Marsh Fix warning about missing expat libs when generating projects from installed build on Mac. #jira UE-64740 Change 4428710 by Dan.Oconnor When recompiling a blueprint macro library we now do a full compile of all dependent blueprints #jira UE-63284 Change 4428331 by frankie.dipietro Update TM-FocusPriority to utilize a looping Music file #jira UE-29618 Change 4428295 by Rex.Hill Fixed debug hud not drawing during simulate in editor #jira UE-64704 Change 4428255 by Zachary.Wilson Removing Bokeh and Gaussian DoF tests that were displaying a warning #jira UE-64659 Change 4428236 by Andrew.Rodham Sequencer: Fixed edge case where equvalent range bounds were not considered equal #jira UE-64742 Change 4428210 by zak.parrish #JIRA UE-64681 Getting proper save reporting in place on AR Save Load Change 4428146 by Ben.Marsh Fix CIS error. #jira Change 4428046 by Chris.Babcock Fix bad merge #jira UE-64784 #ue4 #android Change 4427865 by Ben.Marsh Add missing include causing CIS error. #jira Change 4427846 by Ben.Marsh When we detect a hang and send an ensure crash report, include the callstack of the thread that hung. #jira UE-63982 Change 4427716 by Peter.Sauerbrei deprecate IOS 9 #jira UE-64018 Change 4427575 by Cody.Albert Fixed ShooterGame best score logic #jira UE-64514 Change 4427537 by Frank.Fella Niagara - Disable the houdini plugin in engine test since we're not actively testing it and it's causing lots of cooking problems. #jira UE-64736 Change 4427273 by Stefan.Boberg PR #5123: Small typo in Engine.h (Contributed by Vatyx) #jira UE-64496 Change 4427126 by Simon.Tovey Merging from Dev-Niagara 4427076 Fix for static analysis warnings. #jira UE-64717 Change 4427014 by Simon.Therriault Fix for MediaFrameworkUtilities plugin #jira UE-64774 Change 4426983 by Ben.Marsh Remove natvis file from UE4 project. #jira Change 4426920 by Sorin.Gradinaru Unshelved from pending changelist '4398174': UE-54804 Graphical stuttering for weapon model on Lenovo S939 in First Person Template Project #jira UE-54804 #Android #4.21 The bug was generated by CL3840215 - the fix for UE-53592: Assertion right after rendering scene on Lenovo S939. I've retested UE-53592 on my side and it's OK. Also, when building a sample (eg. First Person) on //Dev-Main, the game crashed at start with: D/UE4 (22619): Assertion failed: glProgramParameteri [File:C:/Work/UE4_Main/Engine/Source/Runtime/OpenGLDrv/Private\Android/AndroidOpenGL.h] [Line: 479] Change 4426571 by Ben.Marsh Fix UAT compile error. #jira Change 4426569 by Ben.Marsh UnrealVS: Fix single-file compile not working for foreign projects where the engine folder contains a space. #jira UE-64752 Change 4426529 by Ben.Marsh Various fixes/improvements to program plugins. * Runtime plugins are no longer loaded for every program (as was the case in 4.20) * If a module is whitelisted for a specific program, it will be enabled regardless of whether the Type is "Program" or not. * The bCanBeUsedWithUnrealHeaderTool flag in the plugin descriptor is now translated into support for the "UnrealHeaderTool" program on load. * Restored support for the RuntimeAndProgram module type. * Plugins are now enabled in UHT by passing the project on the command line, rather than passing explicit plugins to enable. #jira UE-64247, UE-64595 Change 4426481 by Jeff.Fisher UE-64597 //UE4/Release-4.21 - Build DDC Win64 - BP_DebugMenu has been saved with empty engine version -resaved #jira UE-64597 Change 4426400 by Ben.Marsh Fix extra blank line at the end of ManagedProcess output. #jira UE-64780 Change 4426398 by Arciel.Rekman Linux: fix ARM server build (UE-64775). #jira UE-64775 Change 4426126 by Dan.Oconnor Harden EdGraphPin serialization #jira UE-64500 Change 4426071 by Dan.Oconnor Added logging to Blueprint merge operation #jira UE-58891 Change 4426061 by Phillip.Kavan Fix for an EDL runtime assertion on load when constructing the CDO for a nativized Blueprint class that contains an instanced object reference of another nativized Blueprint class type that references an instance of a non-nativized Blueprint class as a nested, class-owned subobject. - Mirrored from //UE4/Dev-Framework (4413311). #jira UE-62514 Change 4426031 by Phillip.Kavan Fix potential data loss in inherited SCS component default value overrides at runtime in a cooked build for an instance of a non-nativized child Blueprint class that inherits from a nativized parent Blueprint class. - Mirrored from //UE4/Dev-Framework (4365827). #jira UE-63757 Change 4425975 by Phillip.Kavan Fix potential CDO validation failures at cook time during the C++ code generation pass when Blueprint nativization is enabled. - Mirrored from 4371073. #jira UE-63647 Change 4425952 by Chris.Babcock Add notification channel for Android 26 compatibility #jira UE-62741 #ue4 #android Change 4425916 by Dan.Oconnor Added logging to package reloading #jira UE-63834 Change 4425857 by Rolando.Caloca UE4.21 - FIx crash on html5 #jira UE-64690 Change 4425808 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 Change: 4425273 UEVR-1333 MRMesh normals problems -Normals should not be world scaled. #jira UEVR-1333 Files: //UE4/Dev-VR/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeap/Private/MeshTrackerComponent.cpp#13 Change 4425722 by Rolando.Caloca UE4.21 - Android compile fix #jira Change 4425408 by Phillip.Kavan Fix UBT warnings when building/packaging with Blueprint nativization enabled. - Mirrored from //UE4/Dev-Framework (4352144). #jira UE-62946, UE-63311 Change 4425238 by frankie.dipietro Update TM-FocusPriority so that tests may utilize 8 audio channels #jira UE-29618 Change 4425232 by Jamie.Dale Fixed crash when re-pointing an object referenced in Python #jira UE-64363 Change 4425194 by Phillip.Kavan Support a proper fallback to construct any native 'noexport' struct-typed literal term in a nativized Blueprint class. - Mirrored from //UE4/Dev-Framework (4347635). #jira UE-63364 Change 4424786 by Brian.Zaugg Add support for new iOS UserNotifications framework, enabled if min iOS version is set >= 10. #jira UE-51041, UE-59178 Change 4424584 by Ben.Marsh Include the Visual Studio .natvis file as a solution item, to fix problems with VS2017 15.8.5 not finding it in a makefile project. #jira UE-64733 Change 4424410 by Max.Chen Sequencer: Fix deprecation #jira UE-48190 Change 4424364 by Frank.Fella Niagara - Fix static analysis for SItemSelector.h - Preflight passed. #jira UE-64719 Change 4424291 by Shaun.Kime Volume texture work should not be pulled over from Dev-Niagara yet #jira UE-64756 Change 4424021 by Jason.Bestimt Merging CL 4401151 from Dev-VR - Adding destructor to SoundPresets #JIRA:none Change 4423955 by Brandon.Schaefer Linux: Add a timer when we lose focus to check if we have lost application focus #jira UE-63931 Change 4422974 by Robert.Manuszewski Fixing CIS #jira UE-64741 Change 4422709 by Jason.Bestimt Merging CL# 4419752 from Dev-VR - Fixes to prevent audio from crashing on exit #JIRA: none Change 4422691 by Jamie.Dale Fixing localization warnings Added support for gathering from the newly added UI_COMMAND_EXT macro #jira Change 4422394 by Sorin.Gradinaru UE-64066 TM-Gameplay Load Game does not work on TVOS #jira UE-64066 TM-Gameplay Load Game does not work on TVOS #tvOS #4.21 Blocker: GRHIHDRDisplayOutputFormat must have a default value for tvOS (PF_B8G8R8A8, just like mac or ios for non-hdr). The issue appeared at CL4092793 [at] //UE4/Dev-Rendering, 5/24/2018 Change 4422285 by Jamie.Dale Fixing localization warnings #jira Change 4421911 by Chris.Babcock Fix issues with LLDB data formatters with 2 byte characters #jira UE-64737 #ue4 Change 4421833 by Wyeth.Johnson #jira 64735 Sample Skel Mesh refactor to fix it not initializing, still bugged for vertex colors Change 4421316 by Jamie.Dale Fixing localization warnings #jira Change 4421223 by Ben.Marsh Add an experimental setting to enable support for long paths in the content browser. #jira Change 4421197 by Jamie.Dale Fixing localization warnings #jira Change 4421191 by Jamie.Dale Fixing localization warnings #jira Change 4421179 by Rolando.Caloca UE4.21 - Vulkan - Add missing viewport resize function - Separate num buffers per usage #jira Change 4420955 by Michael.Trepka Ignore tooltips and cursor decorator windows when determining the window under cursor on Mac #jira UE-64645 Change 4420323 by Robert.Manuszewski Reimplementing CL #4402016 from Dev-Core: Fixed cooked materials not working in the editor #jira UE-64389 Change 4420227 by Rex.Hill Fix USD Linux compiler warning #jira UE-63658 Change 4420198 by Ben.Marsh UBT: Detect changes to source directories and invalidate the makefile if they are newer. Forces the makefile to be rebuilt when files are added or removed. #jira UE-42601 Change 4420194 by Mitchell.Wilson Saving color curve assets to resolve warnings. #jira UE-64724 Change 4419740 by Jamie.Dale Don't force LocRes files to always use Unicode strings The automatic Unicode detection works just fine for them, and changing this can produce considerably smaller (up-to 50% smaller!) LocRes files #jira Change 4419728 by Mikey.Boyd Updating TM-MaterialAttributes map and MaterialAttributes_Widget for cleaner testing of UEQATC-3497. Set the level to the default GameMode, updated the level blueprint, and disabled interaction with the widget bp. #jira UE-29618 Change 4419646 by Ben.Marsh UBT: Determine the correct user directory when remote compiling on Mac, rather than inferring it from the user name. The user name can be changed after an account is created. #jira UE-64071 Change 4419529 by Jules.Blok Merging CL 4323685 from Dev-VR - Fix GLES occlusion queries when HDR is disabled. Add occlusion query support for Multi-View. Add ShowFlag to visualize occlusion query bounding meshes. #jira UE-62347 Change 4419528 by Jules.Blok Merging CL 4323400 from Dev-VR - Remove StereoPair in favor of visibility map merging introduced in CL 4036044 #jira UE-62738 Change 4419525 by Stefan.Boberg Reduce CPU usage for Cook-on-the-fly server by not busy-waiting for assets to cook. Added an event which is signaled when a network request has been received. The main COTF loop blocks on this event when the cook request queue is empty. This reduces CPU usage while keeping the request latency low. #jira UE-51348 graeme.thornton, martin.ridgers Change 4419034 by Ben.Marsh Allow plugins specified on the command line to override engine plugins. #jira UE-64685 Change 4419015 by Frank.Fella Niagara - Fix linux compile error from CL 4418815. #jira UE-63379 Change 4418931 by Frank.Fella Niagara - Fix Win32 compile issue caused by cl 4418639 #jira UE-61823 Change 4418887 by Frank.Fella Merging from Dev-Niagara all plugin content updates. #jira UE-64711 Change 4418883 by Uriel.Doyon Fixed GPU emitters not being ticked correctly on the renderthread. #jira UE-64710 Change 4418817 by Chris.Babcock Fix for x86 and x86_64 Android architectures with NDK14b #jira UE-64708 #ue4 #android Change 4418815 by Frank.Fella Merging from Dev-Niagara 4399353 for nicholas.goldstein Improve discoverability of and navigability to parent Emitters in Systems #jira UE-63379 Change 4418709 by Frank.Fella Merging from Dev-Niagara 4397394 for nicholas.goldstein Add missing entries and param creation subcategory to Set Variables module. #jira UE-63373 Change 4418639 by Frank.Fella Merging from Dev-Niagara 4360525, 4360676, 4364096 for Simon.Tovey Some compile time optimizations - Moved large map of hlsl keyword replacements from C++ to ini file to improve compile times. - Now not using templates to handle input parameters to data interface. Now taking a bit from the bytecode offset to denote constant vs register. - As well as improving compile times, this also makes DIs far easier to write and maintain so I've rolled out to all DIs. Has no affect on perf. - Moved some things into the VectorVM namesspace. #jira UE-61823 Change 4418333 by Mark.Satterthwaite Fix incorrect usage of a CFDictionary passed into IOServiceGetMatchingServices which releases it for us. #rb none #jira UE-62569 Change 4418323 by zak.parrish Checking in files for SaveLoad - almost done. Need to update save status and do the helpAbout screen #JIRA UE-64681 Change 4418307 by Frank.Fella Merging from Dev-Niagara 4357655 for nicholas.goldstein Fix various capitalization inconsistencies in niagara stack menus #jira UE-63371 #jira UE-63446 Change 4418242 by Frank.Fella Merging from Dev-Niagara 4356331 for nicholas.goldstein Add Spacer between Event Handler header row and added Event Handler properties #jira UE-63390 Change 4418222 by Dan.Oconnor Close blueprint editor when replacing a blueprint, avoiding crash when using the merge tool to reload a blueprint #jira UE-64435 Change 4418217 by Frank.Fella Merging from Dev-Niagara 4356318 for nicholas.goldstein Adjust DisplayName generation of linked inputs in Niagara Stack input options to show the entire namespace and to not pass through FName::NameToDisplayString #jira UE-63387 #jira UE-60349 Change 4418163 by Frank.Fella Merging from Dev-Niagara 4346597, 4346602, 4346709, 4353333, 4353344, 4353346, 4353355, 4355466, 4355948, 4356192 Niagara - New emitter and new system dialogs #jira UE-63765 Change 4418114 by Mark.Satterthwaite Assert that Metal heaps and sub-allocated buffers are actually created properly to catch OoM errors. #rb none #jira UE-62235 Change 4417947 by Ben.Marsh Compile DebugGame version of the launch module for installed builds. #jira UE-64604 Change 4417554 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-63210 - "Stereo layers persist in HMD after VR Preview" #jira UE-54565 - "Packaged game/Editor with Stereo Layers crashes when exiting game through steam VR overlay" Remove check(VROverlay) in FSteamVRHMD::GetStereoLayers() and just return nullptr if it is null. Revert previous fix for UE-54565 that caused UE-63210 Change 4417553 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-64054 MRC - Mixed Reality Calibration app does not let users toggle between attachment devices. Enumerate Motion Sources was getting called before the Motion Controller modular features were being added. Added a delay before calling Enumerate Motion Sources. Change 4417552 by Joe.Conley Merging to Release-4.21 (//UE4/Release-4.21) #jira UE-63579 Assert when having too many VR devices Increase max controllers to support more. Change 4417533 by Ben.Marsh Fix IPhonePackager not being included in installed builds created on a Mac. #jira UE-58493 Change 4417495 by Joe.Conley Back out changelist 4417484 Integrate automatically submitted this before I could convert it to an edit, back out. #jira UE-63579 Assert when having too many VR devices Change 4417484 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-63579 Assert when having too many VR devices Increase max controllers to support more. Change 4417438 by Ben.Marsh Prevent unzipped frameworks from being removed every time a remote IOS compile is started, preventing iterative builds. #jira Change 4417422 by Ben.Marsh PR #4937: UE-62508: Add option to project launcher to include prerequisites com. (Contributed by projectgheist) #jira UE-62508 Change 4417362 by Ben.Marsh Fix compile warning when converting a blueprint project to native. #jira UE-63802 Change 4417357 by Jerome.Delattre Copying from Dev-Enterprise CL 4364256 Fix typo in FGenericPlatformMemory::DumpStats to properly report the free virtual memory. #author Martin.Sevigny #jira Change 4417350 by Jerome.Delattre Copying from Dev-Enterprise CL 4364260 SceneCapture: Don't CaptureOnMovement if CaptureEveryFrame is enabled. This prevent the capture from happening twice in 1 frame. #author Martin.Sevigny #jira UE-64686 Change 4417333 by Uriel.Doyon Reduced the amount of interpolants in FVertexFactoryInterpolantsVSToPS by the Niagara when using DynamicParameters. Now only the param required are used where as before the count was defined by the max index. #jira UE-63712 Change 4417318 by Dan.Oconnor Improve error messaging when a class creates its CDO while the class layout is being created #jira UE-64534 Change 4417276 by Frank.Fella Merging 4340773 from Dev-Niagara for nicholas.goldstein Add UProperty Specifiers to PropertyMetaData to fix displayed name and tooltip #jira UE-63233 Change 4417226 by Frank.Fella Merging 4340719 from Dev-Niagara for nicholas.goldstein Disable Widget focus of expander arrows and pulldown arrows in Niagara Stack to prevent unexpected tab selection #jira UE-63380 Change 4417196 by Patrick.Boutot Create a 10bit media texture for CharBGR10A2 media format. #jira UE-64682 Change 4417193 by Patrick.Boutot Keep a reference to the current MediaProfile's proxy to prevent GC Move MediaProfileSettings to default config. #jira UE-64475 Change 4417192 by Patrick.Boutot Deprecate ABGR16 and Float RGB from EDefaultBackBufferPixelFormat. They are not supported by D3DX SwapChain. The jira has more info on which formats are supported. #jira UE-63090 Change 4416191 by zak.parrish Resaving Debug menu for TP_ARBP template #JIRA UE-64678 Change 4416030 by Marc.Audy Remove broken test (as best it can be told it could never have worked) #jira UE-64547 Change 4415784 by Marc.Audy PR #5133: UE-64479 Fix the icon display for the Timeline node replication status (Contributed by mamoniem) PR #5132: UE-64479: Replicated icon shows up for timelines in BP (Contributed by projectgheist) #jira UE-64479 #jira UE-64596 #jira UE-64606 Change 4415763 by Steve.Robb Fixes for improperly initialized USTRUCT() members. #jira UE-64551 #jira UE-64546 Change 4415723 by Rolando.Caloca UE4.21 - Remove Linux hack for Vulkan #jira Change 4415679 by Rolando.Caloca UE4.21 - Copy fix from 4415584 and 4401641 - Added support for -vulkanpresentmode=N where N is a VkPresentModeKHR - This prevents the CPU from getting more than one frame ahead of the GPU. In addition to making the Vulkan RHI more consistent with the DX RHIs and reducing game input latency, this also fixes the issue where memory for volatile uniform buffers could be overwritten by the CPU before the GPU was done with it. This could happen when running in immediate present mode with frame pacing and smoothing disabled, as the CPU could get several frames ahead of the GPU. #jira Change 4415654 by Jamie.Dale Fixed the editor failing to load the native game localization data during init #jira UE-64097 Change 4415635 by Jamie.Dale Fixed null pointer access in setting helpers #jira Change 4415630 by Jamie.Dale Ensure we GC at various points that could have left lingering references to items being content hot-reloaded #jira Change 4415624 by Jamie.Dale Ensure that the transient instance created by the material editor is marked pending-kill once the material editor is closed This fixes an issue where a lingering material editor instance would re-apply old material constant values after a content hot-reload, as the content hot-reload would call PostEditChange on the lingering instance. #jira Change 4415620 by Jamie.Dale Fixed type validation of objects within containers #jira UE-64151 Change 4415613 by Jamie.Dale Fixed crash when deleting a package without an SSC state #jira Change 4415592 by Marcin.Undak UAT: Aways create directory before saving encryption parameters #jira none Change 4415590 by Jamie.Dale Merging CL# 4357533, CL# 4366557 and CL# 4374101 #jira Change 4415577 by Marcin.Undak Linux: fixed WebM crash #jira UE-64157 Change 4415340 by frankie.dipietro Empty M_VolumeSampler for testing #jira UE-29618 Change 4415334 by frankie.dipietro Adjust M_VolumeSample test material to use Emissive #jira UE-29618 Change 4415085 by Ben.Marsh Restore const signature for FApplePlatformCrashContext::ReportCrash() for compatibility with callbacks. #jira Change 4415032 by Ben.Marsh Fix Mac compile error due to calling non-const function. #jira Change 4415005 by frankie.dipietro Add M_VolumeSample to QAGame to aid Volume Texture testing #jira UE-29618 Change 4414930 by Ben.Marsh Include portable callstacks in ensures. #jira UE-64574 Change 4414631 by Graeme.Thornton Fix for crash when running automation tests #jira UE-64652 Change 4414055 by Dan.Oconnor Remove use of FAssetData to avoid side effects that can result in CDO creation #jira UE-64534 Change 4413933 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4374589 UE-57680 [CrashReport] UE4Editor_SteamVR!FSteamVRModel::GetRawMeshData() [steamvrassetmanager.cpp:307] -Added some more logging to try to figure out why this is crashing. Logs the resourceID of the steamVRMesh which might tell us if this is happening with some specific hardware. Also logs index and vertex counts and pointers to see if the data is somewhat malformed or just completely invalid. 4380355 UE-57680 [CrashReport] UE4Editor_SteamVR!FSteamVRModel::GetRawMeshData() [steamvrassetmanager.cpp:307] -Two more log lines for steamvr shutdown. Maybe we are trying to get the models after shutdown and get bad data? #jira UE-57680 Change 4413599 by Mitchell.Wilson Saving SunlightColorLUT to resolve warning. #jira UE-64648 Change 4413343 by Ben.Marsh Add Rsync filters to installed build on Windows. #jira UE-64623 Change 4413276 by Ben.Marsh Remove logic that prevents UHT compiling on Mac during a remote build. #jira UE-64493 Change 4413205 by Ben.Marsh Fix missing dependencies from installed build on Mac and Linux. #jira UE-64629 Change 4413154 by Jason.Bestimt Merging CL 4379292 from Dev-VR - Fixes for mobile static draw list using incorrect material render proxy #JIRA: UEVR-1321 Change 4413148 by Jason.Bestimt Merging CL 4373138 from Dev-VR - Fix for media texture crash on Lumin #JIRA: UEVR-1319 Change 4413142 by Jason.Bestimt Merging CL 4347297 from Dev-VR - Swapping double to single quote to fix Mac Editor packaging for Lumin #JIRA: UE-63556 Change 4412619 by Jason.Bestimt Merging CL 4331753 from Dev-VR - Allowing output log to capture warning and error verbosity from commandline output it receives (like launch on Lumin) #JIRA: UE-62981 Change 4412526 by Jason.Bestimt Merging CL 4311018 from Dev-VR - Preventing multiple lumin frame timing hints while the graphics context isn't valid #JIRA: UE-62031 Change 4412517 by Jason.Bestimt Merging CL 4304939 from Dev-VR - Commenting out Eye Tracker init log until the feature is complete. #JIRA: UE-61413 Change 4412515 by Jason.Bestimt Merging CL 4304711 from Dev-VR - Downgrading sandbox jail warning to log, as it is expected output #JIRA: UE-62992 Change 4412508 by Jason.Bestimt Merging CL 4303846 from Dev-VR - Fix for fully qualified name in header #JIRA: UE-62068 Change 4412496 by Jason.Bestimt Merging CL 4303647 from Dev-VR - Fixing synth style warnings in Lumin Sample #JIRA: UE-62068 Change 4412491 by Jason.Bestimt Integrating CL 4303618 from Dev-VR to remove Lumin Emulator plugins Change 4412425 by Mitchell.Wilson Updating GetLinearColor nodes in BP_Sky_Sphere to GetClampedLinearColor nodes. Saving curves due to the change to resolve warnings. #jira UE-64228 Change 4412349 by Lauren.Ridge Adding custom version to linear color curve assets #jira UE-64228 Change 4412302 by Ben.Marsh Include the full filename of the config file if we can't save a backup. Attempt to track down UE-64554. #jira UE-64554 Change 4412161 by frankie.dipietro Adding bUsedWithStaticLighting flag to M_Roughness_0 to fix RectLight test #jira UE-29618 Change 4411692 by tim.gautier Minor adjustment to M_Tree_FallTreeMerged_01 - added a StaticSwitchParam #jira UE-29618 Change 4411522 by Lauren.Ridge PostLoad check and additional GetClampedColorValue BP function for linear color curves #jira UE-64228 Change 4411494 by Francis.Hurteau Copied 4359025 Francis.Hurteau Test if have a valid continuation before running it when setting continuation on a ready future #jira UE-64567 Change 4411151 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4345353 UE-62255 Google 6DOF Motion Controller Support -Added support for 6DOF controller tracking on daydream. -Project Settings->Android->Advanced APK Packaging->Configure GoogleVR to support specific hardware configurations-> Set to Daydream(6.6 DoF) to enable support for two 6dof controllers. A single 3dof controller is also supported by this configuration, as is a single 6dof controller. -Currently the 3dof controller is detected only by noticing that the positions returned for all controllers are exactly 0,0,0 per Google reccomendation. A future API should make it explicit when a controller is 3dof or 6dof. -Currently we arbitrarily make the controller at index 0 the right and the one at 1 the left. A future api should let us query for controller handedness. 4346387 Fixing build break in GoogleVRControllerFunctionLibrary.h 4349142 Fixing GoogleVRController build warning 4349742 Fixing AndroidRuntimeSettings build errors. 4350977 Fix for static analysis warning 4351170 Build fix for bad assert #jira UE-62255 Change 4410947 by Lina.Halper #DUPEMERGE Fixes many reference pose issues, where they want to add node, and how it updates, and how they could move - mainly execution can be disabled by button, and we will mark to compile when it needs recompile due to hierarchy change - added quick warning to log when hierarchy is missing - still lots of things need more iteration - fixed assets #jira: UE-63136 Change 4410550 by Lauren.Ridge Fix for ListView not propagating selection change events #jira UE-64118 Change 4410527 by Lauren.Ridge Adding condition to guard against crash when pasting comments #jira UE-63214 Change 4410512 by Marcin.Undak UAT: Create manifest directory, before writing to it #jira none Change 4410511 by Lauren.Ridge Fix for crash on spamming trigger presses in VR mode #jira UE-63608 Change 4410489 by Lauren.Ridge Fix for disappearing UI handle in VR mode #jira UE-63622 Change 4410364 by Ben.Marsh PR #5138: Fix bForceBuildShaderFormats not being read correctly in TargetRules (Contributed by rlabrecque) #jira UE-64611 Change 4410086 by Ben.Marsh UAT: Show timing/agent info in UAT the same way as in UBT, to make it easier to track down badly configured agents. (Originallly CL 4343393 in Dev-Build) #jira Change 4410018 by Lina.Halper #DUPE MERGe Merging using Dev-Anim<->Release4.21 fix motion blur issue on poseable mesh component #jira: UE-62296 Change 4409981 by Simon.Tourangeau SunPosition plugin #jira UE-64075 Change 4409913 by Michael.Kirzinger Fix FUniqueNetIdRepl serialization for out of engine OSSs. Use FNetBitReader/Writer in the serialization test so it properly tests network replication #jira UE-63326 [at]josh.markiewicz Change 4409838 by Simon.Tourangeau Integrate misc nDisplay fixes from Dev-Enterprise - nDisplayLauncher: Removed useless no-val command line arguments - Fixed Editor crash when translation direction is set in BP_DemoWand_Blueprint - Use quotation marks for paths - A lot of nDisplay warings "wand not found" - nDisplayLauncher passes custom arguments at beginning - Update blueprints (resubmit + comments) - Single view for monoscipic devices - Move swap eye attribute to [cluster_node] - Removed viewport flip feature - Disable input on slave nodes - Fix for GL3/4 monoscopic device. Missed changes for 'Viewport positioning fix'. - Removed custom swap_int - Fixed demo blueprints - Fixed crash in DC components when the DC is not initialized - Fixed visibility of some inherited members - Fixed Editor crash on second PIE session start - Fix for viewport positioning - BP API docs (comments) - Turn off some screen effects in the nDisplay template project #jira UE-64170 Change 4409812 by Simon.Tourangeau USD SDK updated to v18.09 Merged from Dev-Enterprise #author Rex.Hill #jira UE-64140 Change 4409754 by Graeme.Thornton Copy of CL 4385549 from Dev-Core Try and detect a serialize function inside arbitrary preprocessor blocks and throw an error Make a couple of other "can't have things inside preprocessor blocks" messages consistent with this one #jira none Change 4409671 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4392743 UE-63646 MagicLeap 4.21 redirects need updating -Made redirectors more specific, found a way to do the updates without the MatchSubstring package update flag, to avoid a warning about how it is very slow. #jira UE-63647 Change 4409395 by Ben.Marsh Fix Python.build.cs adding locally generated *.pyc files as runtime dependencies. Since these files are not tracked as build products, they will not exist on other build machines, causing warnings when building DDC. #jira Change 4408881 by Max.Chen Sequencer: Added missing ini change for 4395032 #jira UE-64258 Change 4408670 by Max.Chen Sequencer: Step to next/prev key no longer uses ExclusiveEndFrame - 1. This fixes cases where you want to step to the last key of a section and add another animation clip that doesn't overlap. #jira none Change 4408662 by Max.Chen Sequencer: Removed derived blueprint type for level sequence director blueprints #jira UE-64258 Change 4408661 by Max.Chen Sequencer: When evaluating a range of a sequence, all overlapping segments of that range are now guaranteed to be up-to-date and compiled. This is a newer version of 4280319 which was backed out in 4317353, with the TRange::Overlaps issues addressed. #jira UE-63336 #jira UE-62873 Change 4408660 by Max.Chen Sequencer: Fix crash when converting matinee assets to sequences due to changes in events. Event keys will now have blueprint event endpoints created in the level sequence blueprint when converting. #jira none Change 4408354 by Marc.Audy Fix additional cases where GetBlueprint could get called without a valid blueprint, thus checking #jira UE-62444 Change 4408286 by Joe.Conley #jira UE-64552 [CrashReport] UE4Editor_MagicLeap!UImageTrackerComponent::TickComponent() [imagetrackercomponent.cpp:391] MagicLeap ImageTrackerComponent: Adding check for PLATFORM_LUMIN to prevent PIE crash running code that was designed to only run on device. This had been fixed previously but somehow the fix got lost merging between streams. Change 4408252 by Brandon.Schaefer Doubles in the form of 1e+9999 can be larger then 30 chars, set aside more room #jira UE-64582 Change 4408076 by Mike.Erwin UAT: fix Iterative Deploy leaving behind old files on Android (copy 4369737 from Dev-Build) For iterative deploy on Android, files & directories not in staging will be zapped from the device. The following directories are spared, to maintain config & logs on device: Engine/Saved Engine/Config ProjectName/Saved ProjectName/Config Tested with Samsung Galaxy S6+ (Android 6.0) and Google Pixel 2 (Android 9.0) #android #jira UE-61686 Change 4408070 by Mike.Erwin UAT: iterative deploy no longer prevents cleaning of staging directory (copy 4369732 from Dev-Build) Partial fix for #jira UE-58838 UE-61686 UE-62879 Might need additional work to reduce file copies from Build to Stage. Change 4407741 by Ben.Marsh UBT: Avoid trying to figure out which mobile provision to use for a project when we already know the path to the provision we want. Also fix certificate not being updated if mobile provision changes. #jira Change 4407632 by Jamie.Dale Removed pyc files from Python SDK #jira UE-64531 Change 4407622 by Jamie.Dale Updated Python SDK copy script to exclude pyc files #jira UE-64531 Change 4407431 by Anousack.Kitisa Copied 4392037 Anousack.Kitisa Modified API for UV map generation. #jira UE-63814 Change 4407427 by Ben.Marsh Suppress warning for missing DebugNonUFS files when staging installed build. #jira UE-64579 Change 4407401 by Anousack.Kitisa Copied 4383601 Anousack.Kitisa [StaticMeshEditor]: * Fixed material assignment issue when re-importing Datasmith static mesh after deleting a section from the mesh. * Fixed material issue when deleting a section from a mesh and undoing and chaging material on the mesh. #jira UE-62480 Change 4407274 by Joe.Graf Over merge reverted #jira: fix Change 4407268 by Anousack.Kitisa Copied 4369800 Anousack.Kitisa Import/export FBX metadata on SkeletalMesh and Skeleton assets. #jira UEENT-1881 Change 4407220 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AR samples updated #jira: UE-64673 Change 4407213 by Rolando.Caloca UE4.21 - Copy 4403346 DR - Fix post opaque extension running before lights #jira Change 4407208 by Anousack.Kitisa Copied 4369604 JeanLuc.Corenthin - Fixed indexing issue with FOverlappingCorners object created using a FmeshDescription object: - Changed logic in building of FOverlappingCorners to be based on index of wedge, number of wedges equal 3 times the number of triangles like in FRawMesh, instead of index of vertex instances. - Updated BuildVertexBuffer to take this new logic in account. - Fixed crash in FMeshDescriptionOperations::CreateMikktTangents: - MikkTSpace sdk does not handle properly faces with 0 vertices which occur with mesh description with invalid polygons. #jira UE-62478, UE-63758 Change 4407188 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fixed missing include when not using unity builds #jira: UE-64673 Change 4407179 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a way to see the ARKit CPU consumption across all of its threads #jira: UE-64673 Change 4407178 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Bug fix for landscape image detection being at the wrong distance #jira: UE-64673 Change 4407174 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Improved debug rendering of AR tracked images #jira: UE-64673 Change 4407165 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added post edit change to force correct aspect ratios when editing physical size for detected images #jira: UE-64673 Change 4407162 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Reverted premature merge #jira: merge Change 4407156 by Joe.Graf Merging using Dev-VR_to_Release-4.21 #jira: merge Change 4407146 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Point cloud rendering additions #jira: UE-64673 Change 4407134 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added some config properties to box component for debug rendering #jira: UE-64673 Change 4407128 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added missing #ifdef #jira: UE-64673 Change 4407127 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AR point cloud debug rendering support added #jira: UE-64673 Change 4407119 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARVideoSettings sample #jira: UE-64673 Change 4407113 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a device orientation query in addition to the event that is present #jira: UE-64673 Change 4407109 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fixed a missing nullptr check that was causing AR apps to crash #jira: UE-64673 Change 4407105 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added support for rotating an image while generating a jpeg for ARSharedWorld sample #jira: UE-64673 Change 4407101 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a set of properties to override thread priorities when using ARKit and UE4 is causing ARKit to starve #jira: UE-64673 Change 4407098 by Joe.Graf Merging using Dev-VR_to_Release-4.21 #jira: merge Change 4407093 by Francis.Hurteau Copied 4372687 Francis.Hurteau Fix potential assert when changing ProtocolVersion based on ping messages #jira UE-64035 Change 4407088 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added scaling to jpeg creation for ARSharedWorld sample #jira: UE-64673 Change 4407082 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407078 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for null session config being passed to AR system #jira: UE-64673 Change 4407074 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407064 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407061 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407052 by JeanLuc.Corenthin Copy CL #4392021 - Fixed crash when importing model thru VRED importer - Includes changes to StaticMeshBuilder.cpp made in CL #4369604 #jira UE-64152 Change 4407051 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407045 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Code suupport for streaming ar shared worlds #jira: UE-64673 Change 4407039 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407032 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Improved AR template #jira: UE-64673 Change 4407030 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Better BP exposure of GetMappingStatus for AR #jira: UE-64673 Change 4407017 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Better double free fix for ar env probes #jira: UE-64673 Change 4407012 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Double free fix for env probes #jira: UE-64673 Change 4407007 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4407006 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4407003 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4406999 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Render doc fix for non-editor builds #jira: merge Change 4406994 by Anousack.Kitisa Copied 4362955 JeanMichel.Dignard Static Mesh Library : SetLodFromStaticMesh - Assign materials to new LOD sections based on source mesh LOD. - Copy LOD build settings from source. #jira UE-63659, UE-64016 Change 4406992 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for CLion IDE usage #jira: merge Change 4406987 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for missing property decoration for video modes #jira: UE-64673 Change 4406944 by Max.Chen Sequencer: Stop all sounds on tear down #jira UE-63501 Change 4406942 by Mark.Satterthwaite Duplicate CL #4398322: Rebuild mtlpp using Xcode 10 so Metal 2.1 works on iOS. #jira N/A Change 4406880 by Anousack.Kitisa Copied 4356072 Anousack.Kitisa [StaticMeshEditor]: * Moved the UV channel removal functionality from the LOD details panel to the UV drop-down menu. #jira UEENT-1827 Change 4406826 by Francis.Hurteau Copied 4366928 Jeremie.Roy Fix crashes related to the UndoHistory. Add missing UndoBufferChangedDelegate broadcasts in EditorTransaction #jira UE-64096 Change 4406820 by Anousack.Kitisa Copied 4350474 Johan.Duparc Fix UEditorAssetLibrary::DoesAssetExist to handle sub object name #jira UE-62333 Change 4406783 by Anousack.Kitisa Copied 4348861 Anousack.Kitisa [StaticMeshEditor]: * Fixed vertices being merged even though they don't share mergeable attributes. #jira UE-62980 Change 4406752 by Anousack.Kitisa Copied 4348838 Anousack.Kitisa Fixed ConvertAnyPathToObjectPath returning wrong path for objects that are named differently than their package. #jira UE-62333 Change 4406721 by Brandon.Schaefer Linux: Set FORCE_ANSI_ALLOCATOR when using -EnableTSan to avoid multiple definitions #jira UE-62804 Change 4406461 by Francis.Hurteau Copied 4382276 Francis.Hurteau Fix syncing streaming level visibility state with undo/redo #jira UE-64315 Change 4406459 by Ben.Marsh Fix temporary files containing dependency lists being created in Engine directory. Move them under Engine/Intermediate instead. #jira Change 4406451 by Brandon.Schaefer Linux: Dont try to make current if our current window was the SplashScreen window we just destroyed #jira UE-64211 Change 4406440 by Chris.Babcock Remove AKEYCODE_BACK from valid gamepad keycodes to allow it when controllers are disabled #jira UE-64350 #ue4 #android Change 4406382 by Anousack.Kitisa Copied 4393087 Patrick.Boutot Add a shader source directory for the OpenCVLensDistortion plugin. #jira UE-64568 Change 4406345 by Joe.Graf Merge Xcode project generation fix to defaul to Legacy build mode using Dev-VR->Release-4.21 #jira: merge Change 4405792 by JeanMichel.Dignard Copied 4393315 JeanMichel.Dignard Better telemetry for plugin warden - Added more event attributes to track potential issues. #jira UE-64280 Change 4405776 by JeanMichel.Dignard Copied 4392578 JeanMichel.Dignard Fixed actors not saving properly on a reimport when moved to a sublevel. The issue is that they were being parented to actors from another level which isn't supported. Also, the scene component template should refer to the parent component through a TSoftObjectPtr in case it's in another package. #jira UE-62070 Change 4405738 by Mark.Satterthwaite Duplicate CL #4396224: Remove another broken bit of legacy Metal code. #jira UE-64128 Change 4405733 by Mark.Satterthwaite Duplicate CL #4399472: Handle all Metal formats in ShaderPlatformToPlatformName - I have not made this handle all formats or platforms so this function is *wrong* for a number of others and should *assert* on failure to identify a platform. This fixes incorrect shader compilation for Forward rendering on iOS. #jira UE-64355 Change 4405630 by JeanMichel.Dignard Copied 43737703 Johan.Duparc Prevent crash for old datasmith assets Clear transactional flag in user asset data that could cause a crash for Blueprint assets. #jira UE-63349 Change 4405481 by Sorin.Gradinaru UE-61699 Kindle Fire 5th Gen crashes rotating Remote Session #jira UE-61699 #Android #4.21 From //UE4/Dev-Mobile CL4360704 Disabling threaded rendering for Kindle Fire HD 7 5th gen in DefaultDeviceProfiles.ini Change 4405276 by Frankie.DiPietro Adding test content for Volume Textures, Iris Normals, and Subsurface Boundary Bleed Color coverage #jira UE-29618 Change 4405138 by JeanMichel.Dignard Copied 4350470 Johan.Duparc Fix crash on property edition for blueprint actors with templated asset user data #jira UE-63349 Change 4404967 by Mikey.Boyd Making content change to M_Translucent_PanNrm for UEQATC-244. Added a Texture Sample node to be used to test Platform Stats. #jira UE-29618 Change 4404909 by Robert.Manuszewski When enabling cooked assets in the editor, the engine will now use FArchiveAsync2 in the editor to be able to open them. (re-implemented CL #4400327 from Dev-Core) #jira UE-64389 Change 4404901 by Robert.Manuszewski Fixed a hang when entering PIE when Background Streaming is disabled #jira UE-63320 Change 4404816 by Ben.Marsh Fix "Non-void function should return a value" warning in CIS. #jira Change 4404621 by Stefan.Boberg Re-enabled LLM on Editor builds since the performance issue has been addressed #jira UE-60020 Change 4404491 by Max.Chen Sequencer: Use cached object bindings when drawing motion trails. FindObjectId can be slow because it clears the cached bindings. Added FindCachedObjectId which retrieves the binding without clearing the cache. #jira UE-63347 Change 4404490 by Max.Chen Sequencer: Fix key reduction not working on imported fbx channel. Implement channel Optimize() so that it follows the curve editor's SimplifySelection by evaluating whether a key is needed (rather than removing the key and checking whether the value has changed). The main fix is that the tangents need to be calculated as non-normalized (ie. with the DisplayRate) #jira UE-62353 Change 4404488 by Max.Chen Sequencer: Changed HandleSingleNode fallback check for collapsed parents. #jira UE-64394 Change 4404486 by Max.Chen Sequencer: Remove restriction on hidden mobility. It's too wide to restrict transform tracks. #jira UE-63415 Change 4404472 by Max.Chen Sequencer: Restore drawing paths for selected nodes and channels #jira UE-64204 Change 4404468 by Max.Chen Sequencer: Check for property type in evaluation. This fixes an issue where the property type is changed after the track has been created. #jira UE-64278 Change 4404439 by Keli.Hlodversson Merging critical SteamVR fixes from Dev-VR #jira UE-63198 #jira UE-64098 #jira UEVR-1250 Change 4403717 by Marc.Audy Inline templated version of GetGameInstance #jira UE-62591 Change 4403702 by Marc.Audy PR #4944: Added template cast versions of multiple methods. (Contributed by francoap) #jira UE-62591 Change 4403699 by Marc.Audy Make reregistering an object in the significance manager an ensure not a check #jira Change 4403697 by Marc.Audy PR #5074: Fixed minor bugs in GameUserSettings. (Contributed by phoenxin) #jira UE-63893 Change 4403695 by Marc.Audy Fix crash pasting timeline with external curve that has been force deleted #jira UE-64504 Change 4403693 by Marc.Audy PR #5077: Prevent TimelineComponent Update delegate from being executed 3 times when looping (Contributed by nedwardsnae) #jira UE-63927 Change 4403691 by Marc.Audy PR #5076: Correct icon when dragging an event dispatcher variable (Contributed by projectgheist) #jira UE-63895 Change 4403689 by Marc.Audy PR #5075: Mouse decorator when dragging a category from My Blueprint panel (Contributed by projectgheist) #jira UE-63894 Change 4403686 by Marc.Audy PR #5096: UE-64019: Use compare function for tooltip FText instead of != operator (Contributed by projectgheist) #jira UE-64109 #jira UE-64019 Change 4403662 by Marc.Audy Ensure that objects created via duplication in PIE are correctly constructed #jira UE-63505 Change 4403462 by tim.gautier Cleaned up M_Tree_FallTreeMerged_01, added comment blocks for UEQATC-212 #jira UE-29618 Change 4403308 by Michael.Trepka Update mouse position on NSDraggingUpdate event on Mac #jira UE-60800 Change 4403290 by Michael.Trepka Fixed issues with window position and size when toggling between fullscreen and windowed modes #jira UE-63212 Change 4403270 by Michael.Trepka Fixed a problem with mouse click/drag events being received by incorrect window/widget in certain conditions while dragging windows on Mac #jira UE-57506 Change 4403216 by Ben.Marsh Fix null reference exception when resolving paths. #jira Change 4403213 by Ben.Marsh Revert change to use FileReference for executable to use in the <Spawn> task, to ensure we can use programs in the PATH. #jira Change 4403209 by Ben.Marsh Prevent null dereference when tagging a set of files. #jira Change 4403200 by Ben.Marsh BuildGraph: Add support for automatic parsing of collection types in BuildGraph parameters. #jira Change 4403188 by Mikey.Boyd Adding content for Data Table test coverage. #jira UE-29618 Change 4403163 by Ben.Marsh Sanitize the contents of all the receipts in the installed engine build, to make sure they don't reference any files we don't distribute. #jira UE-56424 Change 4403151 by Ben.Marsh UBT: Don't assume that console encoding is UTF-8 when using ParallelExecutor. #jira UE-64248 Change 4403136 by Ben.Marsh Fix IWYU issues with SQLite support. #jira UE-64523 Change 4403116 by Ben.Marsh UBT: Fix project files being generated for VS2017 if the user only has AutoSDKs, and does not have the IDE installed. #jira UE-62726 Change 4403074 by Ben.Marsh UBT: Fix a couple of edge cases when parsing output from child processes. * If a single line was larger than 32kb, the process would be treated as having terminated. * If the last output line did not have a trailing newline, the line would be dropped. #jira UE-64234 Change 4403066 by Ben.Marsh Fix project browser reopening when creating a new project, if other command line arguments are present. Missing a space between the project file and previous argument list. #jira UE-63724 #lockdown Nick.Penwarden #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 4447546 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4452228 by jason bestimt in Dev-VR branch]
2018-10-11 11:48:32 -04:00
EnvironmentBytes.AddRange(Console.OutputEncoding.GetBytes(Pair.Value));
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
EnvironmentBytes.Add((byte)0);
}
EnvironmentBytes.Add((byte)0);
// Allocate an unmanaged block of memory to store it.
EnvironmentBlock = Marshal.AllocHGlobal(EnvironmentBytes.Count);
Marshal.Copy(EnvironmentBytes.ToArray(), 0, EnvironmentBlock, EnvironmentBytes.Count);
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
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}
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
PROCESS_INFORMATION ProcessInfo = new PROCESS_INFORMATION();
try
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
// Get the flags to create the new process
ProcessCreationFlags Flags = ProcessCreationFlags.CREATE_NO_WINDOW | ProcessCreationFlags.CREATE_SUSPENDED;
switch(Priority)
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
case ProcessPriorityClass.Normal:
Flags |= ProcessCreationFlags.NORMAL_PRIORITY_CLASS;
break;
case ProcessPriorityClass.Idle:
Flags |= ProcessCreationFlags.IDLE_PRIORITY_CLASS;
break;
case ProcessPriorityClass.High:
Flags |= ProcessCreationFlags.HIGH_PRIORITY_CLASS;
break;
case ProcessPriorityClass.RealTime:
Flags |= ProcessCreationFlags.REALTIME_PRIORITY_CLASS;
break;
case ProcessPriorityClass.BelowNormal:
Flags |= ProcessCreationFlags.BELOW_NORMAL_PRIORITY_CLASS;
break;
case ProcessPriorityClass.AboveNormal:
Flags |= ProcessCreationFlags.ABOVE_NORMAL_PRIORITY_CLASS;
break;
}
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
// Acquire a global lock before creating inheritable handles. If multiple threads create inheritable handles at the same time, and child processes will inherit them all.
// Since we need to wait for output pipes to be closed (in order to consume all output), this can result in output reads not returning until all processes with the same
// inherited handles are closed.
lock(LockObject)
{
SafeFileHandle StdInRead = null;
SafeFileHandle StdOutWrite = null;
SafeWaitHandle StdErrWrite = null;
try
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
// Create stdin and stdout pipes for the child process. We'll close the handles for the child process' ends after it's been created.
SECURITY_ATTRIBUTES SecurityAttributes = new SECURITY_ATTRIBUTES();
SecurityAttributes.nLength = Marshal.SizeOf(SecurityAttributes);
SecurityAttributes.bInheritHandle = 1;
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
if(CreatePipe(out StdInRead, out StdInWrite, SecurityAttributes, 0) == 0 || SetHandleInformation(StdInWrite, HANDLE_FLAG_INHERIT, 0) == 0)
{
throw new Win32Exception();
}
if(CreatePipe(out StdOutRead, out StdOutWrite, SecurityAttributes, 0) == 0 || SetHandleInformation(StdOutRead, HANDLE_FLAG_INHERIT, 0) == 0)
{
throw new Win32Exception();
}
if(DuplicateHandle(GetCurrentProcess(), StdOutWrite, GetCurrentProcess(), out StdErrWrite, 0, true, DUPLICATE_SAME_ACCESS) == 0)
{
throw new Win32Exception();
}
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
// Create the new process as suspended, so we can modify it before it starts executing (and potentially preempting us)
STARTUPINFO StartupInfo = new STARTUPINFO();
StartupInfo.cb = Marshal.SizeOf(StartupInfo);
StartupInfo.hStdInput = StdInRead;
StartupInfo.hStdOutput = StdOutWrite;
StartupInfo.hStdError = StdErrWrite;
StartupInfo.dwFlags = STARTF_USESTDHANDLES;
if (CreateProcess(null, new StringBuilder("\"" + FileName + "\" " + CommandLine), IntPtr.Zero, IntPtr.Zero, true, Flags, EnvironmentBlock, WorkingDirectory, StartupInfo, ProcessInfo) == 0)
{
throw new Win32Exception();
}
}
finally
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
// Close the write ends of the handle. We don't want any other process to be able to inherit these.
if(StdInRead != null)
{
StdInRead.Dispose();
StdInRead = null;
}
if(StdOutWrite != null)
{
StdOutWrite.Dispose();
StdOutWrite = null;
}
if(StdErrWrite != null)
{
StdErrWrite.Dispose();
StdErrWrite = null;
}
}
}
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
// Add it to our job object
if(AssignProcessToJobObject(Group.JobHandle, ProcessInfo.hProcess) == 0)
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
// Support for nested job objects was only addeed in Windows 8; prior to that, assigning processes to job objects would fail. Figure out if we're already in a job, and ignore the error if we are.
int OriginalError = Marshal.GetLastWin32Error();
bool bProcessInJob;
IsProcessInJob(GetCurrentProcess(), IntPtr.Zero, out bProcessInJob);
if(!bProcessInJob)
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
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throw new Win32Exception(OriginalError);
}
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
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#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
// Allow the thread to start running
if(ResumeThread(ProcessInfo.hThread) == -1)
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
throw new Win32Exception();
}
// If we have any input text, write it to stdin now
using(FileStream Stream = new FileStream(StdInWrite, FileAccess.Write, 4096, false))
{
if(Input != null)
{
Stream.Write(Input, 0, Input.Length);
Stream.Flush();
}
}
// Create the stream objects for reading the process output
InnerStream = new FileStream(StdOutRead, FileAccess.Read, 4096, false);
ReadStream = new StreamReader(InnerStream, Console.OutputEncoding);
// Wrap the process handle in a SafeFileHandle
ProcessHandle = new SafeFileHandle(ProcessInfo.hProcess, true);
}
finally
{
if(ProcessInfo.hProcess != IntPtr.Zero && ProcessHandle == null)
{
CloseHandle(ProcessInfo.hProcess);
}
if(ProcessInfo.hThread != IntPtr.Zero)
{
CloseHandle(ProcessInfo.hThread);
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
}
}
finally
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
if(EnvironmentBlock != IntPtr.Zero)
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
Marshal.FreeHGlobal(EnvironmentBlock);
EnvironmentBlock = IntPtr.Zero;
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
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}
}
}
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
else
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
// Fallback for Mono platforms
FrameworkProcess = new Process();
FrameworkProcess.StartInfo.FileName = FileName;
FrameworkProcess.StartInfo.Arguments = CommandLine;
FrameworkProcess.StartInfo.WorkingDirectory = WorkingDirectory;
FrameworkProcess.StartInfo.RedirectStandardInput = true;
FrameworkProcess.StartInfo.RedirectStandardOutput = true;
FrameworkProcess.StartInfo.UseShellExecute = false;
FrameworkProcess.StartInfo.CreateNoWindow = true;
if(Environment != null)
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
foreach(KeyValuePair<string, string> Pair in Environment)
{
FrameworkProcess.StartInfo.EnvironmentVariables[Pair.Key] = Pair.Value;
}
}
FrameworkProcess.Start();
try
{
FrameworkProcess.PriorityClass = Priority;
}
catch
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
}
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
// If we have any input text, write it to stdin now
if (Input != null)
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
{
FrameworkProcess.StandardInput.BaseStream.Write(Input, 0, Input.Length);
FrameworkProcess.StandardInput.BaseStream.Close();
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
}
}
}
/// <summary>
/// Free the managed resources for this process
/// </summary>
public void Dispose()
{
if(ProcessHandle != null)
{
TerminateProcess(ProcessHandle, 0);
WaitForSingleObject(ProcessHandle, INFINITE);
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
ProcessHandle.Dispose();
ProcessHandle = null;
}
if(StdInWrite != null)
{
StdInWrite.Dispose();
StdInWrite = null;
}
if(StdOutRead != null)
{
StdOutRead.Dispose();
StdOutRead = null;
}
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
if(FrameworkProcess != null)
{
if(!FrameworkProcess.HasExited)
{
try
{
FrameworkProcess.Kill();
FrameworkProcess.WaitForExit();
}
catch
{
}
}
FrameworkProcess.Dispose();
FrameworkProcess = null;
}
}
/// <summary>
/// Reads data from the process output
/// </summary>
/// <param name="Buffer">The buffer to receive the data</param>
/// <param name="Offset">Offset within the buffer to write to</param>
/// <param name="Count">Maximum number of bytes to read</param>
/// <returns>Number of bytes read</returns>
public int Read(byte[] Buffer, int Offset, int Count)
{
// Fill the buffer, reentering managed code every 20ms to allow thread abort exceptions to be thrown
Task<int> ReadTask;
if(FrameworkProcess == null)
{
ReadTask = InnerStream.ReadAsync(Buffer, Offset, Count);
}
else
{
ReadTask = FrameworkProcess.StandardOutput.BaseStream.ReadAsync(Buffer, Offset, Count);
}
while(!ReadTask.Wait(20))
{
// Spin through managed code to allow things like ThreadAbortExceptions to be thrown.
}
return ReadTask.Result;
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
}
/// <summary>
/// Read all the output from the process. Does not return until the process terminates.
/// </summary>
/// <returns>List of output lines</returns>
public List<string> ReadAllLines()
{
// Manually read all the output lines from the stream. Using ReadToEndAsync() or ReadAsync() on the StreamReader is abysmally slow, especially
// for high-volume processes. Manually picking out the lines via a buffered ReadAsync() call was found to be 6x faster on 'p4 -ztag have' calls.
List<string> OutputLines = new List<string>();
byte[] Buffer = new byte[32 * 1024];
byte LastCharacter = 0;
int NumBytesInBuffer = 0;
for(;;)
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach,ryan.vance Merge conflict. jason.bestimt, please merge this change by hand. More info at https://robomerge.epicgames.net#DEVVR -------------------------------------- Copying //UE4/Release-Staging-4.21 to //UE4/Dev-Main (Source: //UE4/Release-4.21 [at] 4447256) ============================ MAJOR FEATURES & CHANGES ============================ Change 4447256 by Joe.Graf Added a video settings field to the debug menu so you can see your choice #jira: UE-65026, UE-65017 Change 4446451 by Matt.Kuhlenschmidt Fix inline edit conditions not supporting undo PR #4854: UE-61432: Add FScopedTransaction to SetEditConditionState (Contributed by projectgheist) #jira UE-61432 Change 4446389 by Mieszko.Zielinski Fixed navmesh tiles AABB being calculated wrong for large agents #UE4 #jira UE-65038 Change 4446171 by Matt.Kuhlenschmidt Fix crash resetting cascade distributions to default #jira UE-64458 Change 4446143 by Uriel.Doyon Re-worked fix from CL 4442729 to handle !SUPPORTS_INDEPENDENT_SAMPLERS #jira UE-64695 Change 4446071 by Jeff.Fisher Duplicating for 4.21 Change: 4446057 UE-64942 Material Switching in MRMesh -Fixed run time material switching on MRMesh #jira UE-64942 Files: //UE4/Dev-VR/Engine/Source/Runtime/MRMesh/Private/MRMeshComponent.cpp#24 //UE4/Dev-VR/Engine/Source/Runtime/MRMesh/Public/MRMeshComponent.h#16 Change 4445939 by Joe.Conley #jira UE-54503 - Transparency for textures applied to the spectator screen for VR Added a flag bUseAlpha that is checked in FDefaultSpectatorScreenController::RenderSpectatorModeMirrorAndTexture(), if (SpectatorScreenModeTexturePlusEyeLayout_RenderThread.bDrawEyeFirst). It can be set with the SetSpectatorScreenModeTexturePlusEyeLayout Blueprint node. Change 4445917 by Matt.Kuhlenschmidt Guarad against crash when destroying asset view items #jira UE-61108 Change 4445911 by Matt.Kuhlenschmidt Guard against null objects in asset editors #jira UE-64499 Change 4445574 by Wyeth.Johnson Kill volume cleanup, helper function for cone, edge case on pendulum #jira none Change 4445472 by Matt.Collins UE-64680 The new depth bounds optimization in PostAO doesn't work with MSAA. The AO target and depth buffer are different sample counts. Forcing this feature off for now. In the future if we want to turn it back on we will either have to resolve the depth buffer or increase the AO target sample count. #jira UE-64680 Change 4444917 by Bogdan.Vasilache UE-63963 - Fix FSystemTextures.InitializeTextures initialization ordering #jira UE-63963 Change 4444779 by andrew.porter QAGane: Updating focus so we can select UMG test button in TM-PlaybackControls #jira UE-29618 Change 4444678 by Richard.Wallis Clone of Dev-Rendering CL 4444343: Fix for eyedropper in the Color Picker window not grabbing any color values on Mac. Bug also says Linux - unable to verify if its the same issue so kept change to Mac specific code. #jira UE-53789 Change 4444677 by Lauren.Ridge Context menu opening cancels a rename #jira UE-64525 Change 4444321 by Michael.Dupuis #jira none: uncomment the lazy obj ptr warning as the integration is completed Change 4444288 by Simon.Tourangeau BP_SunPosition now has a soft ref to BP_SkySphere to prevent cross level referencing #jira UE-64607 Change 4444287 by JeanMichel.Dignard Copied 4442004 Daniel.Coelho Fix for being unable to trigger on variants from UMG blueprints #jira UE-64948 Change 4444105 by Mitchell.Wilson Saving assets to resolve UMeshDescription warnings #jira UE-64022 Change 4444080 by Ben.Marsh Fix path to Win64 DLLs when building DDC on Linux. #jira Change 4444036 by Patrick.Boutot Fix crash when there are too many pending task in ImageWriteQueue. #jira UE-64991 Change 4443920 by Ben.Marsh Fix runtime dependencies not being enumerated for modules that aren't linked into a binary. #jira UE-65024 Change 4443889 by Ben.Marsh Copy Windows DDCUtils DLLs when building DDC for Linux on the Win64 host platform. #jira UE-64975 Change 4443882 by Ben.Marsh Fix CIS compile error in UE4Game HTML5. #jira Change 4443531 by Nick.Shin #jira UE-65015 HTML5: Project Crashes During Launching Engine due to "Texture format 'R8G8B8A8_UINT' not supported" this solution was based on: UE-48208 Change 4443358 by Joe.Graf Changed the world mapping state conversion in ARKit to return NotAvailable, Mapping, Mapped #jira: UE-65023 Change 4443217 by Dan.Oconnor Fixed crash after hitting stop when in-stack-debugging Clear GPlayInEditorID when stopping PIE at a blueprint exception/breakpoint #jira UE-64895, UE-65005, UE-65008 Change 4443200 by Max.Chen Sequencer: Now accouting for frame rate when copying key tangents when converting from matinee to level sequence. #jira UE-65020 Change 4443062 by Dan.Oconnor Fixed crash when undoing after deleting a function graph that has a math expression node #jira UE-62134 Change 4442903 by Lauren.Ridge Allowing material graph nodes to have duplicate names in all cases except creating a new parameter from a constant #jira UE-64421 Change 4442878 by Joe.Graf Disabled the clion ignore file generation on Windows since it isn't supported correctly there #jira: UE-64871 Change 4442840 by Max.Chen Control Rig: Fix crash tearing down sequencer object spawner #jira UE-65013 Change 4442810 by Ethan.Geller Fix build for SoundVisualizations plugin: add const qualifiers for WaveInfo. #jira none #rb none #fyi aaron.mcleran Change 4442769 by Brandon.Schaefer Linux: Use the size of our In Rect which is the size of our buffer rather then the size of the Texture which is not always the same size as the buffer #jira UE-64785 [at]Rolando.Caloca, [at]Arciel.Rekman Change 4442758 by Dan.Oconnor "Assign [Delegate Name]" blueprint context menu entries now properly create a custom event node again #jira UE-65000 Change 4442729 by Uriel.Doyon Changed GetForwardDynamicShadowFactors implementation to use Texture2DSampleLevel instead of Load. This is because we sometime bind the GWhiteDummy when the light attenuation buffer is not required, which is a 1x1 texture. #jira UE-64695 Change 4442724 by Max.Chen Sequencer: Added back in ScrubHandleUp/Down for the VisualLoggerTimeSliderController to fix missing brush warning #jira UE-64994 Change 4442519 by Marc.Audy Avoid broadcasting events that could result in invalidating the array we're iterating. #jira UE-64959 Change 4442460 by JeanMichel.Dignard Fixed crash with VRED importer - DataTable wasn't counting its changes properly resulting in a failed check. #jira UE-64982 Change 4442216 by Ethan.Geller Unshelved from pending changelist '4438353': Ensure const correctness in USoundWave cook processing. Change 4442191 by Mitchell.Wilson Updating min ios version to resolve warnings. #jira UE-64815 Change 4442124 by Arciel.Rekman Another fix for lock up on starting without audio devices (UE-64506). #jira UE-64506 Change 4442006 by Ben.Marsh Fix debug info being included for Lumin binaries on Mac. #jira UE-65002 Change 4441939 by Ben.Marsh Fix inability to package Mac targets from Windows. #jira UE-64148 Change 4441374 by tim.gautier QAGame: Resaved Niagara assets. Rebuilt lighting / resaved TM-ShaderModels #jira UE-29618 Change 4441369 by Rolando.Caloca UE4.21 - hlslcc - Fix UAV getting removed #jira Change 4441347 by Michael.Dupuis #jira UE-63631: LOD Distribution settings, must be > 1.01 as otherwise 1/1 will not give correct result. Change 4441132 by Dan.Oconnor Remove unused dtor #jira None Change 4441108 by Dan.Oconnor Fix leaking entries for PLACEHOLDER classes in the new ClassToPlaceholderMap #jira UE-64971 Change 4441096 by tim.gautier Adding the VRMode_Ball asset for VRMode testing. #jira UE-29618 Change 4441093 by Ryan.Gerleve Fix the writer's size issue in the auth handler when requesting resends. This fixes packet over/underflows. Also make it so that dropall drops all of auth's packets as well. #Jira UE-63796, UE-64156 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4374419 by Jake.Leonard on 2018/09/18 15:41:48. Change 4441065 by Ryan.Gerleve Fix using SetIp(uint) on an IPv6 only platform so that both cases are handled properly. Should contain the same flow as the IPv6 framework. #Jira UE-64129 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4374299 by Jake.Leonard on 2018/09/18 15:23:37. Change 4441052 by Ben.Zeigler #jira UE-64446 Fix crash on cooked devices when using GameplayCues but not explicitly setting a manager It is unsafe to reference dynamic objects from a CDO so spawn an instance of the default class Change 4441042 by Ryan.Gerleve Remove the bForceUDP from the new CreateSocket signature. This is an argument that came in from UE3 and is not supported. It should not continue to exist anymore. #Jira: UE-63879 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356623 by Jake.Leonard on 2018/09/10 20:35:09. Change 4441005 by Ben.Zeigler #jira UE-64446 Call InitGlobalData from ActionRPG sample and set up path for cue notifies. All projects using abilities should do this Change 4440944 by Ryan.Gerleve Because addrconfig is not supported on HTML5. This is not documented anywhere, so any query with the flag will just be removed from any queries. #Jira UE-63791 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356538 by Jake.Leonard on 2018/09/10 19:35:29. Change 4440912 by Ryan.Gerleve Skip lobbies we are already a part of when generating matchmaking results. This allows us to not try to fetch data on ourselves. #Jira UE-63543 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356532 by Jake.Leonard on 2018/09/10 19:34:39. Change 4440861 by Ben.Zeigler #jira UE-61890 Fix XGE shader compilation on newer incredibuilds by checking registry for path Change 4440850 by Michael.Dupuis #jira UE-62426: Reset InstanceCountToRender if the static mesh is valid or we have no instances Change 4440514 by Ben.Marsh Add additional info to comment around optimization being disabled due to codegen bug. #jira Change 4440501 by Ben.Zeigler #jira UE-64971 Fix resolving export tracker to clean itself up after resolving. This fixes the immediate crash, but there may be another way it can end up crashing so this needs further investigation as the structure is unsafe Change 4440479 by Rex.Hill Fix debug hud not rendering when swapping between PIE/SIE modes #jira UE-64704 Change 4440447 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4440338 by Joe.Graf Cleaned up leftover files from the bad 4.20->Dev-VR merge #jira: UE-64957 Change 4440318 by Joe.Graf Fixed the bad asset merge that happened from 4.20 back to Dev-VR #jira: UE-64957 Change 4440237 by Ben.Zeigler #jira UE-64960 Disable validating data dialog when saving, and ony show if > 0.1 seconds Change 4440157 by Mieszko.Zielinski Fixed a bug in how UNavModifierComponent handles FKConvexElems #UE4 #jira UE-60987 Change 4440017 by Mitchell.Wilson Saving SunlightColorLUT in KiteDemo to resolve warnings. #jira UE-64744 Change 4439856 by Jurre.deBaare Crash when trying to "Update Mesh Section" on any procedural mesh just after "Clear Mesh Section" and "Create Mesh Section" for different vertices and triangles. #fix Ensure that we recreate the scene proxy whener a mesh section is updated with a larger amount of vertices than original, this will reinit the vertex buffers to the correct sizes #jira UE-60607 Change 4439831 by Ben.Marsh Fix ClangEditor CIS warning. Change MSVC_PRAGMA to not be defined when compiling using Clang on Windows. Also add a link to bad codegen report on Microsoft's developer forum for an instance of optimization being disabled. #jira Change 4439828 by mason.seay Added variable to blueprint #jira UE-29618 Change 4439763 by Jurre.deBaare #jira UE-62048 PR #4892: HLOD System: Fix crash when static mesh has no valid material (Contributed by user37337) #fix slightly modifier fix Change 4439731 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4439715 by Cosmin.Sulea UE-64937 - IphonePackager cannot verify UDID on new devices (XS or newer) #jira UE-64937 Change 4439697 by Wyeth.Johnson Metadata errors and fixes #jira none Change 4439658 by Michael.Dupuis #jira UE-63831: Added some guard to prevent the crash Change 4439605 by Michael.Dupuis #jira UE-53944: Added some asserto help track what could be happening in this case Change 4439516 by Ben.Marsh UBT: Set the permissions on directories containing scripts to be executed as part of remote builds. #jira UE-64860 Change 4439395 by Michael.Dupuis #jira UE-63637: When doing migration from 4.18, if the data was in a BP, use a Reset instead of a Reserve, as otherwise we will end up with twice the amounf of instances. Change 4439197 by Michael.Dupuis #jira UE-63242 #jira UE-63123: Integrate from Dev-Editor branch Change 4439162 by Mieszko.Zielinski Made sure NavigationSystemConfig respects GEngine->NavigationSystemClassName #UE4 #jira UE-62991 Change 4439106 by Cosmin.Sulea UE-64603 - Android Devices do not show up in device list for Device Output Log #jira UE-64603 Change 4438283 by Ben.Zeigler #jira UE-63825 Integrate pull request: PR #5073: Implement LoadGameFromMemory function. (Contributed by KelbyG) Change 4438242 by Ben.Zeigler Test case for #jira UE-63705. To verify, open WeakReferencedPrimaryAsset and note that the UntrackedMeshPtr is set to AT_StaticMesh. Then, right click and show references, that mesh should NOT show up, as it is marked as Untracked via metadata Change 4438238 by Ben.Zeigler #jira UE-63843 Temporary fix for Visual Studio 2017 compile bug causing crashes in Audio Mixer code Change 4438237 by Ben.Zeigler #jira UE-64770 Fix bug where AssetManager could fail to call delegates in sync load mode Change 4438236 by Ben.Zeigler #jira UE-64466 Fix issues with debug builds with ENABLE_NAN_DIAGNOSTIC and TransformNonVectorized, it's not safe to use the FVector constructor as it will always ensure. Also unified checks with the vectorized version to be consistent Change 4438234 by Ben.Zeigler #jira UE-63705 Add full support for Untracked soft object references, enable by adding that tag to the metadata for a property or using FSoftObjectPathSerializationScope with NeverCollect If set the references will not be automatically cooked, reported to the asset registry, or cause warnings when deleting a referenced actor They are meant to be used for cases where they are just used as a lazy cache, such as things converted from FLazyObjectPtr The reference from Foliage to it's base actor is now an Untracked SoftObjectPtr instead of a LazyPtr Change 4437969 by Michael.Lentine Fix gpu skin cache with multiple cloth sections. #jira ue-62951 Change 4437907 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4437901 by Mikey.Boyd Resaved QA-Promotion and TM-ShaderModels to clear up warnings for Linear Color Curves in UE-64949. #jira UE-29618 Change 4437877 by Dan.Oconnor Guard against double-queuing in Macro BP gather phase #jira None Change 4437615 by Sorin.Gradinaru UE-64624 App fails to open when packaged for Distribution - Android #jira UE-64624 #Android #4.21 As Chris.Babcock mentioned, this is caused by an app pause event triggered when the obb downloader starts and puts the activity in background. Adding a flag to ignore the first app pause in this situation. Change 4437541 by Andrew.Porter QAGame: Updating location of an animation so it can be visiblty in the sequence #jira UE-29618 Change 4437078 by Mitchell.Wilson Updating lerp tooltip based on updates by Sam Deiter. #jira UEDOC-8219 Change 4436943 by Bogdan.Vasilache UE-61698 - Android + Mouse: Hover events and Get Mouse Position on Viewport not working #jira UE-61698 Change 4436915 by Dan.Oconnor Remove debugging hook accidentally added in 4235135 #jira None Change 4436204 by Joe.Graf Switched the AREnvProbe sample to Metal 2.1 to fix the z-fighting that happens in 2.0 and below #jira: UE-64932 Change 4435856 by Arciel.Rekman Fix CIS (UE-64925). #jira UE-64925 Change 4435811 by Mark.Satterthwaite Sort out the way we report R11G11B10 support for Metal so that it should work correctly on iOS & tvOS. #jira UE-64905 Change 4435783 by Brandon.Schaefer libvpx: Rebuild on centos7 #jira UE-64887 Change 4435710 by Thomas.Sarkanen Fixed crash drag-dropping a variable onto a state machine #jira UE-64539 - [CrashReport] UE4Editor-CoreUObject.dylib!CastLogError() Change 4435694 by Andrew.Grant Removed some stale Orion tests #jira UE-64857 Change 4435662 by Ben.Marsh Rework the way that custom icons are used on Windows. * For code projects, the custom icon is embedded into the resource when compiled from UBT. This ensures the custom icon is set even before packaging, and removes the need for a deployment step. * For content projects, the custom icon is set after packaging using the previous method. #jira UE-64527 Change 4435599 by Michael.Lentine Avoid crash with null materials #jira ue-64819 Change 4435596 by Michael.Lentine Account for the case where skeletal mesh doesn't exsit in the component body setup. #jira ue-63104 Change 4435563 by Brandon.Schaefer SDL2: Fix pointer barriers on resize/move and multimonitor Part of this change is from PR 5041 (thanks yaakuro) #jira UE-60461, UE-63372 Change 4435557 by Michael.Lentine Allow for non uniform scaling in some of the capsule functions. #jira ue-59651 Change 4435518 by Mitchell.Wilson Saving two assets to resolve empty engine version warnings in RemoteSessionApp #jira UE-64747 Change 4435416 by Robert.Manuszewski Fixing a Cook On The Fly server crash when an asset that has been requested by the client is missing from the server #jira UE-64616 Change 4434780 by Uriel.Doyon Fixed Niagara proxy rendering in ES2 while the shaders are not available. #jira UE-64666 Change 4434758 by Joe.Graf Fixed the use of deprecated NSKeyedArchiver and NSKeyedUnarchiver methods #jira: UE-64913 Change 4434757 by Joe.Graf Removed invalid plugins that were specified for the AR samples #jira: UE-64914 Change 4434497 by Joe.Graf Fixed incomplete merge of ARSharedWorld sample #jira: UE-64673 Change 4434281 by Joe.Conley #jira UE-63793 - ARKit Crash with Session Type: Image Removing error logging since it's also getting logged higher up in the callstack. Change 4434250 by Joe.Conley #jira UE-63793 - ARKit Crash with Session Type: Image Instead of an assert (and thus crash) if Session Configuration is null (which happens if device/os doesn't support ARKit 2.0), just print out an error to the log and keep running. Change 4434173 by Aaron.McLeran Fix for audio device shutdown -- Actually, need to make sure the flush code doesn't execute on platforms without threads. This will still fail on HTML5 #jira UE-64619 Change 4434112 by Aaron.McLeran Bug fix pausability - Pausing sound while stopping can cause a crash when updating the sound #jira none Change 4433986 by Michael.Lentine Avoid dereferencing null. #jira ue-63593 Change 4433954 by Michael.Lentine Use correct enable flag. #jira ue-64801 Change 4433867 by Uriel.Doyon Fixed integration issue from Niagara with "Collision Query" module #jira UE-64906 Change 4433779 by Dan.Oconnor Mirror 4379405 from Dev-Framework Add flags to track bMarkedObjectsPendingKill and bCleanedUpWorld to ensure that sublevels are cleaned up properly #jira UE-64227 Change 4433771 by Dan.Oconnor Mirror 4365800 from Dev-Framework Avoid marking a blueprint as modified when the compiler renames a graph #jira UE-63942 Change 4433763 by Dan.Oconnor Mirror 4363197 from Dev-Framework Perform a placeholder resolve pass immediately after the CDO has been serialized #jira UE-62928 Change 4433716 by Chris.Bunner #author Bogdan.Vasilache Comitting shelf 4433043 for UE-64237. #jira UE-64237 Change 4433609 by Uriel.Doyon Fixed how UNiagaraDataInterfaceCurlNoise release its render resource by adding a release command in BeginDestroy. #jira UE-64898 Change 4433524 by zak.parrish Final functionality for AR SaveLoad now in place. Just needs cleanup/commenting and About screen #JIRA UE-64681 Change 4433512 by Christina.TempelaarL Mirror 4373989 from Dev-Editor. Cascade: Copy particle emitter properties when invoking Duplicate Emitter or Export Emitter in the Cascade editor. #jira UE-63856 Change 4433328 by Chris.Babcock Fix ConfigRules.jar parsing for Linux line endings #jira UE-64892 #ue4 #android Change 4433279 by Zachary.Wilson Switching DoF methods for PostProcess volumes in QA_PostProcessing and TM_Showflags_LightingFeatures. #jira UE-64659 Change 4433092 by Dan.Oconnor Fix missing include #jira None Change 4433046 by Michael.Lentine Renamed command to relfect actual behavior. #jira ue-55368 Change 4433024 by Ben.Marsh PR #5154: Prevent crunch_x64.exe from showing in Git commit changes (Contributed by projectgheist) #jira Change 4432990 by Wyeth.Johnson Fixing issues related to particle mass and gravity #jira none Change 4432979 by Uriel.Doyon Fixed DOF when enabling Pre-Exposure Added units to the intensity property of point, spot, rect, directional and sky lights. Refactored the VisualizeHDR so that it shows the HDR view is a PIP on top of the main render. Fixed PixelInspector results being affected by pre-exposure. Added a pre-exposure output value to the PixelInspector. Moved ExposureCompensation to the Exposure tab in post-process settings. Changed max slider intensity for directional light to be in 120 000 lux Changed max slider intensity for sky light to be in 50 000 cd/m2 Non bUseInverseSquaredFalloff point lights now have their units forced to ELightUnits::Unitless Moved light units to advanced display, now that the unit is embeded in the Intensity property Added Candela, Lux and CandelaPerMeterSquared units to the engine units Fixed meta data properties to support the "Units" keyword. #jira UE-64881 Change 4432953 by Chris.Gagnon CL 4356067 copied to Release-4.21 #jira UE-63861 Change 4432934 by Chris.Gagnon CL 4399650 copied to Release-4.21 #jira UE-64070 Change 4432913 by Dan.Oconnor Mirror 4363175 from Dev-Framework Reuse subobjects during archetype reinstancing path #jira UE-59135 Change 4432901 by Michael.Lentine Adding missing counter. #jira ue-59969 Change 4432895 by Dan.Oconnor Mirror 4344890 from Dev-Framework Make FObjectFinder visibile to reference collectors and properly replace subobjects on the CDO. This fixes instability after reloading the FirstPersonCharacter blueprint #jira UE-54419, UE-63061 Change 4432805 by Uriel.Doyon Fixed error when compiling some Niagara GPU particles #jira UE-64885 Change 4432789 by Michael.Lentine Fix comments. #jira 58064 Change 4432766 by Ben.Marsh Fix issues with mismatched solution/project configurations. * Every C++ project now has an "invalid" configuration. Trying to build any solution configuration which does not apply to the project will now build that, which prints an error rather than building a completely different configuration. * Available configurations are now parsed from C# files, so the "Release" configuration will now be used if "Development" is not available, and platforms are supported correctly. * Programs are now built in game and editor configurations. #jira UE-59288 Change 4432649 by Michael.Lentine Resize Temp instead of Out. #jira ue-62919 Change 4432540 by Chris.Bunner [Duplicating 4432262] - HLOD visibility state is now cleared when not in use. #jira UE-64432 Change 4431926 by Chad.Garyet Integrating changes from dev-build over to release-4.21 - Add win64 host support to DDC Group Linux - Change project params split to remove empty entries - Change BuildDerivedDataCache to skip building a feature pack if there are no project specific platforms for it out of the available targetplatforms #jira UE-62311 Change 4431602 by Simon.Therriault Merging MediaBundle fix #jira UE-64853 Change 4431481 by Brandon.Schaefer Linux: Break grabs and bring down pointer barreirs when we have crashed #jira UE-63981 [at]Arciel.Rekman Change 4431456 by Jules.Blok Merging CL 4428447 from Dev-VR - Update the WMR plugin for Dev-Rendering changes. #jira UE-64507 Change 4431310 by Robert.Manuszewski Fixed a crash when setting the initial size of the disregard for Garbage Collection pool to a value greater than 66560. #jira UE-64844 Change 4431307 by Sorin.Gradinaru UE-64749 App crashes on device when a Widget Blueprint in use contains a Web Browser widget #jira UE-64749 #Android #iOS #4.21 Moving SharedThis(this) out of the WB Window's constructor Change 4431161 by Robert.Manuszewski Fixing CIS #jira none Change 4431153 by Sorin.Gradinaru UE-63263 Startup movies are not playing on tvOS #jira UE-63263 #4.21 #tvOS Startup movies need AppleMoviePlayer.uplugin, which was never enabled for tvOS. Same behavior as an iPhone/iPad, slightly stuttering at first run, plays fine afterwards Change 4430958 by Matt.Collins Returns the default context from GetCurrentContext if none is set. Fixes crash in UE-64369. This is probably not 100% correct - we should fix all the cases where GetCurrentContext is called and a context is not set. #jira UE-64369 Change 4430862 by Matt.Collins Turning GPU Command Buffer timing back on. Enables correct profiling. #jira UE-64841 Change 4430813 by Marcin.Undak Linux: fixed editor launch with no audio device #jira UE-64506 Change 4430783 by Ben.Marsh Include Mac build files on Windows (eg. shell scripts, mono) to support remote compilation. #jira UE-64684 Change 4430761 by Ben.Marsh Fix issues with running DsymExporter remotely from a PC, and reorder engine filters to reduce the amount of junk which has to be re-transferred every time. #jira UE-63883 Change 4430445 by Chris.Gagnon Copy of CL 4416373 Extend GCompilingBlueprint lifetime to include BroadcastBlueprintReinstanced when compiling synchronously #jira None Change 4430103 by Ben.Marsh Make sure Newtonsoft is included in the installed engine build. (Also ignore *.build.cs that aren't enumerated from the targets we build; they won't be usable) #jira UE-64777 Change 4430050 by Ben.Marsh PR #5151: Fix BuildPlugin automation command to include Shaders folder (Contributed by pluranium) #jira UE-64781 Change 4430037 by Ben.Marsh UBT: Fix generating and checking for UHT manifest in the wrong location. If a target does not have a script plugin, the manifest should not be stored in the project binaries directory. #jira Change 4430035 by Alexis.Matte Port a fix from cl: 4366690 Fix the material ID when creating generating reduce LODs from a mesh where the materials was re-order to the FBX order. #jira UE-64028 Change 4429730 by Ryan.Vance #jira UEVR-1322 Instead of tearing down and spinning up the render thread / rhi thread pipeline on pause, simply disable and enable rendering. This leaves the rendering infrastructure intact, but with no work to do. Change 4429709 by Ryan.Vance #jira UE-64289 Distortion correct mesh generation needs to happen on the render thread. Change 4429690 by Ryan.Vance #jira UE-63538 From 4.20.3 hotfix: 4333358 Test render target texture size if available to ensure we don't do an extra upscale when not needed. The render target size is not updated when the backing render target texture is reallocated. Change 4429671 by Ryan.Vance #jira UE-63333 Lumin needs task threads to avoid saturating a single core. Reverting to previous task thread behavior for lumin. Change 4429489 by Mitchell.Wilson Saving curve assets to resolve warnings. #jira UE-64744 Change 4429160 by Wyeth.Johnson First pass at integrating mass as a first class citizen. This includes solver changes, a new gravity force, and updates to a number of other force modules and templates #jira none Change 4429064 by Mitchell.Wilson Updating default iOS version to 10 in samples and templates #jira UE-64815 Change 4428944 by Michael.Trepka Fixed issues with cursor locking on window activation on Mac #jira UE-13768 Change 4428879 by Ben.Marsh Fix error generating dsyms on Mac through the remote toolchain. #jira UE-63883 Change 4428729 by Ben.Marsh Fix warning about missing expat libs when generating projects from installed build on Mac. #jira UE-64740 Change 4428710 by Dan.Oconnor When recompiling a blueprint macro library we now do a full compile of all dependent blueprints #jira UE-63284 Change 4428331 by frankie.dipietro Update TM-FocusPriority to utilize a looping Music file #jira UE-29618 Change 4428295 by Rex.Hill Fixed debug hud not drawing during simulate in editor #jira UE-64704 Change 4428255 by Zachary.Wilson Removing Bokeh and Gaussian DoF tests that were displaying a warning #jira UE-64659 Change 4428236 by Andrew.Rodham Sequencer: Fixed edge case where equvalent range bounds were not considered equal #jira UE-64742 Change 4428210 by zak.parrish #JIRA UE-64681 Getting proper save reporting in place on AR Save Load Change 4428146 by Ben.Marsh Fix CIS error. #jira Change 4428046 by Chris.Babcock Fix bad merge #jira UE-64784 #ue4 #android Change 4427865 by Ben.Marsh Add missing include causing CIS error. #jira Change 4427846 by Ben.Marsh When we detect a hang and send an ensure crash report, include the callstack of the thread that hung. #jira UE-63982 Change 4427716 by Peter.Sauerbrei deprecate IOS 9 #jira UE-64018 Change 4427575 by Cody.Albert Fixed ShooterGame best score logic #jira UE-64514 Change 4427537 by Frank.Fella Niagara - Disable the houdini plugin in engine test since we're not actively testing it and it's causing lots of cooking problems. #jira UE-64736 Change 4427273 by Stefan.Boberg PR #5123: Small typo in Engine.h (Contributed by Vatyx) #jira UE-64496 Change 4427126 by Simon.Tovey Merging from Dev-Niagara 4427076 Fix for static analysis warnings. #jira UE-64717 Change 4427014 by Simon.Therriault Fix for MediaFrameworkUtilities plugin #jira UE-64774 Change 4426983 by Ben.Marsh Remove natvis file from UE4 project. #jira Change 4426920 by Sorin.Gradinaru Unshelved from pending changelist '4398174': UE-54804 Graphical stuttering for weapon model on Lenovo S939 in First Person Template Project #jira UE-54804 #Android #4.21 The bug was generated by CL3840215 - the fix for UE-53592: Assertion right after rendering scene on Lenovo S939. I've retested UE-53592 on my side and it's OK. Also, when building a sample (eg. First Person) on //Dev-Main, the game crashed at start with: D/UE4 (22619): Assertion failed: glProgramParameteri [File:C:/Work/UE4_Main/Engine/Source/Runtime/OpenGLDrv/Private\Android/AndroidOpenGL.h] [Line: 479] Change 4426571 by Ben.Marsh Fix UAT compile error. #jira Change 4426569 by Ben.Marsh UnrealVS: Fix single-file compile not working for foreign projects where the engine folder contains a space. #jira UE-64752 Change 4426529 by Ben.Marsh Various fixes/improvements to program plugins. * Runtime plugins are no longer loaded for every program (as was the case in 4.20) * If a module is whitelisted for a specific program, it will be enabled regardless of whether the Type is "Program" or not. * The bCanBeUsedWithUnrealHeaderTool flag in the plugin descriptor is now translated into support for the "UnrealHeaderTool" program on load. * Restored support for the RuntimeAndProgram module type. * Plugins are now enabled in UHT by passing the project on the command line, rather than passing explicit plugins to enable. #jira UE-64247, UE-64595 Change 4426481 by Jeff.Fisher UE-64597 //UE4/Release-4.21 - Build DDC Win64 - BP_DebugMenu has been saved with empty engine version -resaved #jira UE-64597 Change 4426400 by Ben.Marsh Fix extra blank line at the end of ManagedProcess output. #jira UE-64780 Change 4426398 by Arciel.Rekman Linux: fix ARM server build (UE-64775). #jira UE-64775 Change 4426126 by Dan.Oconnor Harden EdGraphPin serialization #jira UE-64500 Change 4426071 by Dan.Oconnor Added logging to Blueprint merge operation #jira UE-58891 Change 4426061 by Phillip.Kavan Fix for an EDL runtime assertion on load when constructing the CDO for a nativized Blueprint class that contains an instanced object reference of another nativized Blueprint class type that references an instance of a non-nativized Blueprint class as a nested, class-owned subobject. - Mirrored from //UE4/Dev-Framework (4413311). #jira UE-62514 Change 4426031 by Phillip.Kavan Fix potential data loss in inherited SCS component default value overrides at runtime in a cooked build for an instance of a non-nativized child Blueprint class that inherits from a nativized parent Blueprint class. - Mirrored from //UE4/Dev-Framework (4365827). #jira UE-63757 Change 4425975 by Phillip.Kavan Fix potential CDO validation failures at cook time during the C++ code generation pass when Blueprint nativization is enabled. - Mirrored from 4371073. #jira UE-63647 Change 4425952 by Chris.Babcock Add notification channel for Android 26 compatibility #jira UE-62741 #ue4 #android Change 4425916 by Dan.Oconnor Added logging to package reloading #jira UE-63834 Change 4425857 by Rolando.Caloca UE4.21 - FIx crash on html5 #jira UE-64690 Change 4425808 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 Change: 4425273 UEVR-1333 MRMesh normals problems -Normals should not be world scaled. #jira UEVR-1333 Files: //UE4/Dev-VR/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeap/Private/MeshTrackerComponent.cpp#13 Change 4425722 by Rolando.Caloca UE4.21 - Android compile fix #jira Change 4425408 by Phillip.Kavan Fix UBT warnings when building/packaging with Blueprint nativization enabled. - Mirrored from //UE4/Dev-Framework (4352144). #jira UE-62946, UE-63311 Change 4425238 by frankie.dipietro Update TM-FocusPriority so that tests may utilize 8 audio channels #jira UE-29618 Change 4425232 by Jamie.Dale Fixed crash when re-pointing an object referenced in Python #jira UE-64363 Change 4425194 by Phillip.Kavan Support a proper fallback to construct any native 'noexport' struct-typed literal term in a nativized Blueprint class. - Mirrored from //UE4/Dev-Framework (4347635). #jira UE-63364 Change 4424786 by Brian.Zaugg Add support for new iOS UserNotifications framework, enabled if min iOS version is set >= 10. #jira UE-51041, UE-59178 Change 4424584 by Ben.Marsh Include the Visual Studio .natvis file as a solution item, to fix problems with VS2017 15.8.5 not finding it in a makefile project. #jira UE-64733 Change 4424410 by Max.Chen Sequencer: Fix deprecation #jira UE-48190 Change 4424364 by Frank.Fella Niagara - Fix static analysis for SItemSelector.h - Preflight passed. #jira UE-64719 Change 4424291 by Shaun.Kime Volume texture work should not be pulled over from Dev-Niagara yet #jira UE-64756 Change 4424021 by Jason.Bestimt Merging CL 4401151 from Dev-VR - Adding destructor to SoundPresets #JIRA:none Change 4423955 by Brandon.Schaefer Linux: Add a timer when we lose focus to check if we have lost application focus #jira UE-63931 Change 4422974 by Robert.Manuszewski Fixing CIS #jira UE-64741 Change 4422709 by Jason.Bestimt Merging CL# 4419752 from Dev-VR - Fixes to prevent audio from crashing on exit #JIRA: none Change 4422691 by Jamie.Dale Fixing localization warnings Added support for gathering from the newly added UI_COMMAND_EXT macro #jira Change 4422394 by Sorin.Gradinaru UE-64066 TM-Gameplay Load Game does not work on TVOS #jira UE-64066 TM-Gameplay Load Game does not work on TVOS #tvOS #4.21 Blocker: GRHIHDRDisplayOutputFormat must have a default value for tvOS (PF_B8G8R8A8, just like mac or ios for non-hdr). The issue appeared at CL4092793 [at] //UE4/Dev-Rendering, 5/24/2018 Change 4422285 by Jamie.Dale Fixing localization warnings #jira Change 4421911 by Chris.Babcock Fix issues with LLDB data formatters with 2 byte characters #jira UE-64737 #ue4 Change 4421833 by Wyeth.Johnson #jira 64735 Sample Skel Mesh refactor to fix it not initializing, still bugged for vertex colors Change 4421316 by Jamie.Dale Fixing localization warnings #jira Change 4421223 by Ben.Marsh Add an experimental setting to enable support for long paths in the content browser. #jira Change 4421197 by Jamie.Dale Fixing localization warnings #jira Change 4421191 by Jamie.Dale Fixing localization warnings #jira Change 4421179 by Rolando.Caloca UE4.21 - Vulkan - Add missing viewport resize function - Separate num buffers per usage #jira Change 4420955 by Michael.Trepka Ignore tooltips and cursor decorator windows when determining the window under cursor on Mac #jira UE-64645 Change 4420323 by Robert.Manuszewski Reimplementing CL #4402016 from Dev-Core: Fixed cooked materials not working in the editor #jira UE-64389 Change 4420227 by Rex.Hill Fix USD Linux compiler warning #jira UE-63658 Change 4420198 by Ben.Marsh UBT: Detect changes to source directories and invalidate the makefile if they are newer. Forces the makefile to be rebuilt when files are added or removed. #jira UE-42601 Change 4420194 by Mitchell.Wilson Saving color curve assets to resolve warnings. #jira UE-64724 Change 4419740 by Jamie.Dale Don't force LocRes files to always use Unicode strings The automatic Unicode detection works just fine for them, and changing this can produce considerably smaller (up-to 50% smaller!) LocRes files #jira Change 4419728 by Mikey.Boyd Updating TM-MaterialAttributes map and MaterialAttributes_Widget for cleaner testing of UEQATC-3497. Set the level to the default GameMode, updated the level blueprint, and disabled interaction with the widget bp. #jira UE-29618 Change 4419646 by Ben.Marsh UBT: Determine the correct user directory when remote compiling on Mac, rather than inferring it from the user name. The user name can be changed after an account is created. #jira UE-64071 Change 4419529 by Jules.Blok Merging CL 4323685 from Dev-VR - Fix GLES occlusion queries when HDR is disabled. Add occlusion query support for Multi-View. Add ShowFlag to visualize occlusion query bounding meshes. #jira UE-62347 Change 4419528 by Jules.Blok Merging CL 4323400 from Dev-VR - Remove StereoPair in favor of visibility map merging introduced in CL 4036044 #jira UE-62738 Change 4419525 by Stefan.Boberg Reduce CPU usage for Cook-on-the-fly server by not busy-waiting for assets to cook. Added an event which is signaled when a network request has been received. The main COTF loop blocks on this event when the cook request queue is empty. This reduces CPU usage while keeping the request latency low. #jira UE-51348 graeme.thornton, martin.ridgers Change 4419034 by Ben.Marsh Allow plugins specified on the command line to override engine plugins. #jira UE-64685 Change 4419015 by Frank.Fella Niagara - Fix linux compile error from CL 4418815. #jira UE-63379 Change 4418931 by Frank.Fella Niagara - Fix Win32 compile issue caused by cl 4418639 #jira UE-61823 Change 4418887 by Frank.Fella Merging from Dev-Niagara all plugin content updates. #jira UE-64711 Change 4418883 by Uriel.Doyon Fixed GPU emitters not being ticked correctly on the renderthread. #jira UE-64710 Change 4418817 by Chris.Babcock Fix for x86 and x86_64 Android architectures with NDK14b #jira UE-64708 #ue4 #android Change 4418815 by Frank.Fella Merging from Dev-Niagara 4399353 for nicholas.goldstein Improve discoverability of and navigability to parent Emitters in Systems #jira UE-63379 Change 4418709 by Frank.Fella Merging from Dev-Niagara 4397394 for nicholas.goldstein Add missing entries and param creation subcategory to Set Variables module. #jira UE-63373 Change 4418639 by Frank.Fella Merging from Dev-Niagara 4360525, 4360676, 4364096 for Simon.Tovey Some compile time optimizations - Moved large map of hlsl keyword replacements from C++ to ini file to improve compile times. - Now not using templates to handle input parameters to data interface. Now taking a bit from the bytecode offset to denote constant vs register. - As well as improving compile times, this also makes DIs far easier to write and maintain so I've rolled out to all DIs. Has no affect on perf. - Moved some things into the VectorVM namesspace. #jira UE-61823 Change 4418333 by Mark.Satterthwaite Fix incorrect usage of a CFDictionary passed into IOServiceGetMatchingServices which releases it for us. #rb none #jira UE-62569 Change 4418323 by zak.parrish Checking in files for SaveLoad - almost done. Need to update save status and do the helpAbout screen #JIRA UE-64681 Change 4418307 by Frank.Fella Merging from Dev-Niagara 4357655 for nicholas.goldstein Fix various capitalization inconsistencies in niagara stack menus #jira UE-63371 #jira UE-63446 Change 4418242 by Frank.Fella Merging from Dev-Niagara 4356331 for nicholas.goldstein Add Spacer between Event Handler header row and added Event Handler properties #jira UE-63390 Change 4418222 by Dan.Oconnor Close blueprint editor when replacing a blueprint, avoiding crash when using the merge tool to reload a blueprint #jira UE-64435 Change 4418217 by Frank.Fella Merging from Dev-Niagara 4356318 for nicholas.goldstein Adjust DisplayName generation of linked inputs in Niagara Stack input options to show the entire namespace and to not pass through FName::NameToDisplayString #jira UE-63387 #jira UE-60349 Change 4418163 by Frank.Fella Merging from Dev-Niagara 4346597, 4346602, 4346709, 4353333, 4353344, 4353346, 4353355, 4355466, 4355948, 4356192 Niagara - New emitter and new system dialogs #jira UE-63765 Change 4418114 by Mark.Satterthwaite Assert that Metal heaps and sub-allocated buffers are actually created properly to catch OoM errors. #rb none #jira UE-62235 Change 4417947 by Ben.Marsh Compile DebugGame version of the launch module for installed builds. #jira UE-64604 Change 4417554 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-63210 - "Stereo layers persist in HMD after VR Preview" #jira UE-54565 - "Packaged game/Editor with Stereo Layers crashes when exiting game through steam VR overlay" Remove check(VROverlay) in FSteamVRHMD::GetStereoLayers() and just return nullptr if it is null. Revert previous fix for UE-54565 that caused UE-63210 Change 4417553 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-64054 MRC - Mixed Reality Calibration app does not let users toggle between attachment devices. Enumerate Motion Sources was getting called before the Motion Controller modular features were being added. Added a delay before calling Enumerate Motion Sources. Change 4417552 by Joe.Conley Merging to Release-4.21 (//UE4/Release-4.21) #jira UE-63579 Assert when having too many VR devices Increase max controllers to support more. Change 4417533 by Ben.Marsh Fix IPhonePackager not being included in installed builds created on a Mac. #jira UE-58493 Change 4417495 by Joe.Conley Back out changelist 4417484 Integrate automatically submitted this before I could convert it to an edit, back out. #jira UE-63579 Assert when having too many VR devices Change 4417484 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-63579 Assert when having too many VR devices Increase max controllers to support more. Change 4417438 by Ben.Marsh Prevent unzipped frameworks from being removed every time a remote IOS compile is started, preventing iterative builds. #jira Change 4417422 by Ben.Marsh PR #4937: UE-62508: Add option to project launcher to include prerequisites com. (Contributed by projectgheist) #jira UE-62508 Change 4417362 by Ben.Marsh Fix compile warning when converting a blueprint project to native. #jira UE-63802 Change 4417357 by Jerome.Delattre Copying from Dev-Enterprise CL 4364256 Fix typo in FGenericPlatformMemory::DumpStats to properly report the free virtual memory. #author Martin.Sevigny #jira Change 4417350 by Jerome.Delattre Copying from Dev-Enterprise CL 4364260 SceneCapture: Don't CaptureOnMovement if CaptureEveryFrame is enabled. This prevent the capture from happening twice in 1 frame. #author Martin.Sevigny #jira UE-64686 Change 4417333 by Uriel.Doyon Reduced the amount of interpolants in FVertexFactoryInterpolantsVSToPS by the Niagara when using DynamicParameters. Now only the param required are used where as before the count was defined by the max index. #jira UE-63712 Change 4417318 by Dan.Oconnor Improve error messaging when a class creates its CDO while the class layout is being created #jira UE-64534 Change 4417276 by Frank.Fella Merging 4340773 from Dev-Niagara for nicholas.goldstein Add UProperty Specifiers to PropertyMetaData to fix displayed name and tooltip #jira UE-63233 Change 4417226 by Frank.Fella Merging 4340719 from Dev-Niagara for nicholas.goldstein Disable Widget focus of expander arrows and pulldown arrows in Niagara Stack to prevent unexpected tab selection #jira UE-63380 Change 4417196 by Patrick.Boutot Create a 10bit media texture for CharBGR10A2 media format. #jira UE-64682 Change 4417193 by Patrick.Boutot Keep a reference to the current MediaProfile's proxy to prevent GC Move MediaProfileSettings to default config. #jira UE-64475 Change 4417192 by Patrick.Boutot Deprecate ABGR16 and Float RGB from EDefaultBackBufferPixelFormat. They are not supported by D3DX SwapChain. The jira has more info on which formats are supported. #jira UE-63090 Change 4416191 by zak.parrish Resaving Debug menu for TP_ARBP template #JIRA UE-64678 Change 4416030 by Marc.Audy Remove broken test (as best it can be told it could never have worked) #jira UE-64547 Change 4415784 by Marc.Audy PR #5133: UE-64479 Fix the icon display for the Timeline node replication status (Contributed by mamoniem) PR #5132: UE-64479: Replicated icon shows up for timelines in BP (Contributed by projectgheist) #jira UE-64479 #jira UE-64596 #jira UE-64606 Change 4415763 by Steve.Robb Fixes for improperly initialized USTRUCT() members. #jira UE-64551 #jira UE-64546 Change 4415723 by Rolando.Caloca UE4.21 - Remove Linux hack for Vulkan #jira Change 4415679 by Rolando.Caloca UE4.21 - Copy fix from 4415584 and 4401641 - Added support for -vulkanpresentmode=N where N is a VkPresentModeKHR - This prevents the CPU from getting more than one frame ahead of the GPU. In addition to making the Vulkan RHI more consistent with the DX RHIs and reducing game input latency, this also fixes the issue where memory for volatile uniform buffers could be overwritten by the CPU before the GPU was done with it. This could happen when running in immediate present mode with frame pacing and smoothing disabled, as the CPU could get several frames ahead of the GPU. #jira Change 4415654 by Jamie.Dale Fixed the editor failing to load the native game localization data during init #jira UE-64097 Change 4415635 by Jamie.Dale Fixed null pointer access in setting helpers #jira Change 4415630 by Jamie.Dale Ensure we GC at various points that could have left lingering references to items being content hot-reloaded #jira Change 4415624 by Jamie.Dale Ensure that the transient instance created by the material editor is marked pending-kill once the material editor is closed This fixes an issue where a lingering material editor instance would re-apply old material constant values after a content hot-reload, as the content hot-reload would call PostEditChange on the lingering instance. #jira Change 4415620 by Jamie.Dale Fixed type validation of objects within containers #jira UE-64151 Change 4415613 by Jamie.Dale Fixed crash when deleting a package without an SSC state #jira Change 4415592 by Marcin.Undak UAT: Aways create directory before saving encryption parameters #jira none Change 4415590 by Jamie.Dale Merging CL# 4357533, CL# 4366557 and CL# 4374101 #jira Change 4415577 by Marcin.Undak Linux: fixed WebM crash #jira UE-64157 Change 4415340 by frankie.dipietro Empty M_VolumeSampler for testing #jira UE-29618 Change 4415334 by frankie.dipietro Adjust M_VolumeSample test material to use Emissive #jira UE-29618 Change 4415085 by Ben.Marsh Restore const signature for FApplePlatformCrashContext::ReportCrash() for compatibility with callbacks. #jira Change 4415032 by Ben.Marsh Fix Mac compile error due to calling non-const function. #jira Change 4415005 by frankie.dipietro Add M_VolumeSample to QAGame to aid Volume Texture testing #jira UE-29618 Change 4414930 by Ben.Marsh Include portable callstacks in ensures. #jira UE-64574 Change 4414631 by Graeme.Thornton Fix for crash when running automation tests #jira UE-64652 Change 4414055 by Dan.Oconnor Remove use of FAssetData to avoid side effects that can result in CDO creation #jira UE-64534 Change 4413933 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4374589 UE-57680 [CrashReport] UE4Editor_SteamVR!FSteamVRModel::GetRawMeshData() [steamvrassetmanager.cpp:307] -Added some more logging to try to figure out why this is crashing. Logs the resourceID of the steamVRMesh which might tell us if this is happening with some specific hardware. Also logs index and vertex counts and pointers to see if the data is somewhat malformed or just completely invalid. 4380355 UE-57680 [CrashReport] UE4Editor_SteamVR!FSteamVRModel::GetRawMeshData() [steamvrassetmanager.cpp:307] -Two more log lines for steamvr shutdown. Maybe we are trying to get the models after shutdown and get bad data? #jira UE-57680 Change 4413599 by Mitchell.Wilson Saving SunlightColorLUT to resolve warning. #jira UE-64648 Change 4413343 by Ben.Marsh Add Rsync filters to installed build on Windows. #jira UE-64623 Change 4413276 by Ben.Marsh Remove logic that prevents UHT compiling on Mac during a remote build. #jira UE-64493 Change 4413205 by Ben.Marsh Fix missing dependencies from installed build on Mac and Linux. #jira UE-64629 Change 4413154 by Jason.Bestimt Merging CL 4379292 from Dev-VR - Fixes for mobile static draw list using incorrect material render proxy #JIRA: UEVR-1321 Change 4413148 by Jason.Bestimt Merging CL 4373138 from Dev-VR - Fix for media texture crash on Lumin #JIRA: UEVR-1319 Change 4413142 by Jason.Bestimt Merging CL 4347297 from Dev-VR - Swapping double to single quote to fix Mac Editor packaging for Lumin #JIRA: UE-63556 Change 4412619 by Jason.Bestimt Merging CL 4331753 from Dev-VR - Allowing output log to capture warning and error verbosity from commandline output it receives (like launch on Lumin) #JIRA: UE-62981 Change 4412526 by Jason.Bestimt Merging CL 4311018 from Dev-VR - Preventing multiple lumin frame timing hints while the graphics context isn't valid #JIRA: UE-62031 Change 4412517 by Jason.Bestimt Merging CL 4304939 from Dev-VR - Commenting out Eye Tracker init log until the feature is complete. #JIRA: UE-61413 Change 4412515 by Jason.Bestimt Merging CL 4304711 from Dev-VR - Downgrading sandbox jail warning to log, as it is expected output #JIRA: UE-62992 Change 4412508 by Jason.Bestimt Merging CL 4303846 from Dev-VR - Fix for fully qualified name in header #JIRA: UE-62068 Change 4412496 by Jason.Bestimt Merging CL 4303647 from Dev-VR - Fixing synth style warnings in Lumin Sample #JIRA: UE-62068 Change 4412491 by Jason.Bestimt Integrating CL 4303618 from Dev-VR to remove Lumin Emulator plugins Change 4412425 by Mitchell.Wilson Updating GetLinearColor nodes in BP_Sky_Sphere to GetClampedLinearColor nodes. Saving curves due to the change to resolve warnings. #jira UE-64228 Change 4412349 by Lauren.Ridge Adding custom version to linear color curve assets #jira UE-64228 Change 4412302 by Ben.Marsh Include the full filename of the config file if we can't save a backup. Attempt to track down UE-64554. #jira UE-64554 Change 4412161 by frankie.dipietro Adding bUsedWithStaticLighting flag to M_Roughness_0 to fix RectLight test #jira UE-29618 Change 4411692 by tim.gautier Minor adjustment to M_Tree_FallTreeMerged_01 - added a StaticSwitchParam #jira UE-29618 Change 4411522 by Lauren.Ridge PostLoad check and additional GetClampedColorValue BP function for linear color curves #jira UE-64228 Change 4411494 by Francis.Hurteau Copied 4359025 Francis.Hurteau Test if have a valid continuation before running it when setting continuation on a ready future #jira UE-64567 Change 4411151 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4345353 UE-62255 Google 6DOF Motion Controller Support -Added support for 6DOF controller tracking on daydream. -Project Settings->Android->Advanced APK Packaging->Configure GoogleVR to support specific hardware configurations-> Set to Daydream(6.6 DoF) to enable support for two 6dof controllers. A single 3dof controller is also supported by this configuration, as is a single 6dof controller. -Currently the 3dof controller is detected only by noticing that the positions returned for all controllers are exactly 0,0,0 per Google reccomendation. A future API should make it explicit when a controller is 3dof or 6dof. -Currently we arbitrarily make the controller at index 0 the right and the one at 1 the left. A future api should let us query for controller handedness. 4346387 Fixing build break in GoogleVRControllerFunctionLibrary.h 4349142 Fixing GoogleVRController build warning 4349742 Fixing AndroidRuntimeSettings build errors. 4350977 Fix for static analysis warning 4351170 Build fix for bad assert #jira UE-62255 Change 4410947 by Lina.Halper #DUPEMERGE Fixes many reference pose issues, where they want to add node, and how it updates, and how they could move - mainly execution can be disabled by button, and we will mark to compile when it needs recompile due to hierarchy change - added quick warning to log when hierarchy is missing - still lots of things need more iteration - fixed assets #jira: UE-63136 Change 4410550 by Lauren.Ridge Fix for ListView not propagating selection change events #jira UE-64118 Change 4410527 by Lauren.Ridge Adding condition to guard against crash when pasting comments #jira UE-63214 Change 4410512 by Marcin.Undak UAT: Create manifest directory, before writing to it #jira none Change 4410511 by Lauren.Ridge Fix for crash on spamming trigger presses in VR mode #jira UE-63608 Change 4410489 by Lauren.Ridge Fix for disappearing UI handle in VR mode #jira UE-63622 Change 4410364 by Ben.Marsh PR #5138: Fix bForceBuildShaderFormats not being read correctly in TargetRules (Contributed by rlabrecque) #jira UE-64611 Change 4410086 by Ben.Marsh UAT: Show timing/agent info in UAT the same way as in UBT, to make it easier to track down badly configured agents. (Originallly CL 4343393 in Dev-Build) #jira Change 4410018 by Lina.Halper #DUPE MERGe Merging using Dev-Anim<->Release4.21 fix motion blur issue on poseable mesh component #jira: UE-62296 Change 4409981 by Simon.Tourangeau SunPosition plugin #jira UE-64075 Change 4409913 by Michael.Kirzinger Fix FUniqueNetIdRepl serialization for out of engine OSSs. Use FNetBitReader/Writer in the serialization test so it properly tests network replication #jira UE-63326 [at]josh.markiewicz Change 4409838 by Simon.Tourangeau Integrate misc nDisplay fixes from Dev-Enterprise - nDisplayLauncher: Removed useless no-val command line arguments - Fixed Editor crash when translation direction is set in BP_DemoWand_Blueprint - Use quotation marks for paths - A lot of nDisplay warings "wand not found" - nDisplayLauncher passes custom arguments at beginning - Update blueprints (resubmit + comments) - Single view for monoscipic devices - Move swap eye attribute to [cluster_node] - Removed viewport flip feature - Disable input on slave nodes - Fix for GL3/4 monoscopic device. Missed changes for 'Viewport positioning fix'. - Removed custom swap_int - Fixed demo blueprints - Fixed crash in DC components when the DC is not initialized - Fixed visibility of some inherited members - Fixed Editor crash on second PIE session start - Fix for viewport positioning - BP API docs (comments) - Turn off some screen effects in the nDisplay template project #jira UE-64170 Change 4409812 by Simon.Tourangeau USD SDK updated to v18.09 Merged from Dev-Enterprise #author Rex.Hill #jira UE-64140 Change 4409754 by Graeme.Thornton Copy of CL 4385549 from Dev-Core Try and detect a serialize function inside arbitrary preprocessor blocks and throw an error Make a couple of other "can't have things inside preprocessor blocks" messages consistent with this one #jira none Change 4409671 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4392743 UE-63646 MagicLeap 4.21 redirects need updating -Made redirectors more specific, found a way to do the updates without the MatchSubstring package update flag, to avoid a warning about how it is very slow. #jira UE-63647 Change 4409395 by Ben.Marsh Fix Python.build.cs adding locally generated *.pyc files as runtime dependencies. Since these files are not tracked as build products, they will not exist on other build machines, causing warnings when building DDC. #jira Change 4408881 by Max.Chen Sequencer: Added missing ini change for 4395032 #jira UE-64258 Change 4408670 by Max.Chen Sequencer: Step to next/prev key no longer uses ExclusiveEndFrame - 1. This fixes cases where you want to step to the last key of a section and add another animation clip that doesn't overlap. #jira none Change 4408662 by Max.Chen Sequencer: Removed derived blueprint type for level sequence director blueprints #jira UE-64258 Change 4408661 by Max.Chen Sequencer: When evaluating a range of a sequence, all overlapping segments of that range are now guaranteed to be up-to-date and compiled. This is a newer version of 4280319 which was backed out in 4317353, with the TRange::Overlaps issues addressed. #jira UE-63336 #jira UE-62873 Change 4408660 by Max.Chen Sequencer: Fix crash when converting matinee assets to sequences due to changes in events. Event keys will now have blueprint event endpoints created in the level sequence blueprint when converting. #jira none Change 4408354 by Marc.Audy Fix additional cases where GetBlueprint could get called without a valid blueprint, thus checking #jira UE-62444 Change 4408286 by Joe.Conley #jira UE-64552 [CrashReport] UE4Editor_MagicLeap!UImageTrackerComponent::TickComponent() [imagetrackercomponent.cpp:391] MagicLeap ImageTrackerComponent: Adding check for PLATFORM_LUMIN to prevent PIE crash running code that was designed to only run on device. This had been fixed previously but somehow the fix got lost merging between streams. Change 4408252 by Brandon.Schaefer Doubles in the form of 1e+9999 can be larger then 30 chars, set aside more room #jira UE-64582 Change 4408076 by Mike.Erwin UAT: fix Iterative Deploy leaving behind old files on Android (copy 4369737 from Dev-Build) For iterative deploy on Android, files & directories not in staging will be zapped from the device. The following directories are spared, to maintain config & logs on device: Engine/Saved Engine/Config ProjectName/Saved ProjectName/Config Tested with Samsung Galaxy S6+ (Android 6.0) and Google Pixel 2 (Android 9.0) #android #jira UE-61686 Change 4408070 by Mike.Erwin UAT: iterative deploy no longer prevents cleaning of staging directory (copy 4369732 from Dev-Build) Partial fix for #jira UE-58838 UE-61686 UE-62879 Might need additional work to reduce file copies from Build to Stage. Change 4407741 by Ben.Marsh UBT: Avoid trying to figure out which mobile provision to use for a project when we already know the path to the provision we want. Also fix certificate not being updated if mobile provision changes. #jira Change 4407632 by Jamie.Dale Removed pyc files from Python SDK #jira UE-64531 Change 4407622 by Jamie.Dale Updated Python SDK copy script to exclude pyc files #jira UE-64531 Change 4407431 by Anousack.Kitisa Copied 4392037 Anousack.Kitisa Modified API for UV map generation. #jira UE-63814 Change 4407427 by Ben.Marsh Suppress warning for missing DebugNonUFS files when staging installed build. #jira UE-64579 Change 4407401 by Anousack.Kitisa Copied 4383601 Anousack.Kitisa [StaticMeshEditor]: * Fixed material assignment issue when re-importing Datasmith static mesh after deleting a section from the mesh. * Fixed material issue when deleting a section from a mesh and undoing and chaging material on the mesh. #jira UE-62480 Change 4407274 by Joe.Graf Over merge reverted #jira: fix Change 4407268 by Anousack.Kitisa Copied 4369800 Anousack.Kitisa Import/export FBX metadata on SkeletalMesh and Skeleton assets. #jira UEENT-1881 Change 4407220 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AR samples updated #jira: UE-64673 Change 4407213 by Rolando.Caloca UE4.21 - Copy 4403346 DR - Fix post opaque extension running before lights #jira Change 4407208 by Anousack.Kitisa Copied 4369604 JeanLuc.Corenthin - Fixed indexing issue with FOverlappingCorners object created using a FmeshDescription object: - Changed logic in building of FOverlappingCorners to be based on index of wedge, number of wedges equal 3 times the number of triangles like in FRawMesh, instead of index of vertex instances. - Updated BuildVertexBuffer to take this new logic in account. - Fixed crash in FMeshDescriptionOperations::CreateMikktTangents: - MikkTSpace sdk does not handle properly faces with 0 vertices which occur with mesh description with invalid polygons. #jira UE-62478, UE-63758 Change 4407188 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fixed missing include when not using unity builds #jira: UE-64673 Change 4407179 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a way to see the ARKit CPU consumption across all of its threads #jira: UE-64673 Change 4407178 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Bug fix for landscape image detection being at the wrong distance #jira: UE-64673 Change 4407174 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Improved debug rendering of AR tracked images #jira: UE-64673 Change 4407165 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added post edit change to force correct aspect ratios when editing physical size for detected images #jira: UE-64673 Change 4407162 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Reverted premature merge #jira: merge Change 4407156 by Joe.Graf Merging using Dev-VR_to_Release-4.21 #jira: merge Change 4407146 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Point cloud rendering additions #jira: UE-64673 Change 4407134 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added some config properties to box component for debug rendering #jira: UE-64673 Change 4407128 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added missing #ifdef #jira: UE-64673 Change 4407127 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AR point cloud debug rendering support added #jira: UE-64673 Change 4407119 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARVideoSettings sample #jira: UE-64673 Change 4407113 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a device orientation query in addition to the event that is present #jira: UE-64673 Change 4407109 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fixed a missing nullptr check that was causing AR apps to crash #jira: UE-64673 Change 4407105 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added support for rotating an image while generating a jpeg for ARSharedWorld sample #jira: UE-64673 Change 4407101 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a set of properties to override thread priorities when using ARKit and UE4 is causing ARKit to starve #jira: UE-64673 Change 4407098 by Joe.Graf Merging using Dev-VR_to_Release-4.21 #jira: merge Change 4407093 by Francis.Hurteau Copied 4372687 Francis.Hurteau Fix potential assert when changing ProtocolVersion based on ping messages #jira UE-64035 Change 4407088 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added scaling to jpeg creation for ARSharedWorld sample #jira: UE-64673 Change 4407082 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407078 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for null session config being passed to AR system #jira: UE-64673 Change 4407074 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407064 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407061 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407052 by JeanLuc.Corenthin Copy CL #4392021 - Fixed crash when importing model thru VRED importer - Includes changes to StaticMeshBuilder.cpp made in CL #4369604 #jira UE-64152 Change 4407051 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407045 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Code suupport for streaming ar shared worlds #jira: UE-64673 Change 4407039 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407032 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Improved AR template #jira: UE-64673 Change 4407030 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Better BP exposure of GetMappingStatus for AR #jira: UE-64673 Change 4407017 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Better double free fix for ar env probes #jira: UE-64673 Change 4407012 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Double free fix for env probes #jira: UE-64673 Change 4407007 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4407006 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4407003 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4406999 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Render doc fix for non-editor builds #jira: merge Change 4406994 by Anousack.Kitisa Copied 4362955 JeanMichel.Dignard Static Mesh Library : SetLodFromStaticMesh - Assign materials to new LOD sections based on source mesh LOD. - Copy LOD build settings from source. #jira UE-63659, UE-64016 Change 4406992 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for CLion IDE usage #jira: merge Change 4406987 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for missing property decoration for video modes #jira: UE-64673 Change 4406944 by Max.Chen Sequencer: Stop all sounds on tear down #jira UE-63501 Change 4406942 by Mark.Satterthwaite Duplicate CL #4398322: Rebuild mtlpp using Xcode 10 so Metal 2.1 works on iOS. #jira N/A Change 4406880 by Anousack.Kitisa Copied 4356072 Anousack.Kitisa [StaticMeshEditor]: * Moved the UV channel removal functionality from the LOD details panel to the UV drop-down menu. #jira UEENT-1827 Change 4406826 by Francis.Hurteau Copied 4366928 Jeremie.Roy Fix crashes related to the UndoHistory. Add missing UndoBufferChangedDelegate broadcasts in EditorTransaction #jira UE-64096 Change 4406820 by Anousack.Kitisa Copied 4350474 Johan.Duparc Fix UEditorAssetLibrary::DoesAssetExist to handle sub object name #jira UE-62333 Change 4406783 by Anousack.Kitisa Copied 4348861 Anousack.Kitisa [StaticMeshEditor]: * Fixed vertices being merged even though they don't share mergeable attributes. #jira UE-62980 Change 4406752 by Anousack.Kitisa Copied 4348838 Anousack.Kitisa Fixed ConvertAnyPathToObjectPath returning wrong path for objects that are named differently than their package. #jira UE-62333 Change 4406721 by Brandon.Schaefer Linux: Set FORCE_ANSI_ALLOCATOR when using -EnableTSan to avoid multiple definitions #jira UE-62804 Change 4406461 by Francis.Hurteau Copied 4382276 Francis.Hurteau Fix syncing streaming level visibility state with undo/redo #jira UE-64315 Change 4406459 by Ben.Marsh Fix temporary files containing dependency lists being created in Engine directory. Move them under Engine/Intermediate instead. #jira Change 4406451 by Brandon.Schaefer Linux: Dont try to make current if our current window was the SplashScreen window we just destroyed #jira UE-64211 Change 4406440 by Chris.Babcock Remove AKEYCODE_BACK from valid gamepad keycodes to allow it when controllers are disabled #jira UE-64350 #ue4 #android Change 4406382 by Anousack.Kitisa Copied 4393087 Patrick.Boutot Add a shader source directory for the OpenCVLensDistortion plugin. #jira UE-64568 Change 4406345 by Joe.Graf Merge Xcode project generation fix to defaul to Legacy build mode using Dev-VR->Release-4.21 #jira: merge Change 4405792 by JeanMichel.Dignard Copied 4393315 JeanMichel.Dignard Better telemetry for plugin warden - Added more event attributes to track potential issues. #jira UE-64280 Change 4405776 by JeanMichel.Dignard Copied 4392578 JeanMichel.Dignard Fixed actors not saving properly on a reimport when moved to a sublevel. The issue is that they were being parented to actors from another level which isn't supported. Also, the scene component template should refer to the parent component through a TSoftObjectPtr in case it's in another package. #jira UE-62070 Change 4405738 by Mark.Satterthwaite Duplicate CL #4396224: Remove another broken bit of legacy Metal code. #jira UE-64128 Change 4405733 by Mark.Satterthwaite Duplicate CL #4399472: Handle all Metal formats in ShaderPlatformToPlatformName - I have not made this handle all formats or platforms so this function is *wrong* for a number of others and should *assert* on failure to identify a platform. This fixes incorrect shader compilation for Forward rendering on iOS. #jira UE-64355 Change 4405630 by JeanMichel.Dignard Copied 43737703 Johan.Duparc Prevent crash for old datasmith assets Clear transactional flag in user asset data that could cause a crash for Blueprint assets. #jira UE-63349 Change 4405481 by Sorin.Gradinaru UE-61699 Kindle Fire 5th Gen crashes rotating Remote Session #jira UE-61699 #Android #4.21 From //UE4/Dev-Mobile CL4360704 Disabling threaded rendering for Kindle Fire HD 7 5th gen in DefaultDeviceProfiles.ini Change 4405276 by Frankie.DiPietro Adding test content for Volume Textures, Iris Normals, and Subsurface Boundary Bleed Color coverage #jira UE-29618 Change 4405138 by JeanMichel.Dignard Copied 4350470 Johan.Duparc Fix crash on property edition for blueprint actors with templated asset user data #jira UE-63349 Change 4404967 by Mikey.Boyd Making content change to M_Translucent_PanNrm for UEQATC-244. Added a Texture Sample node to be used to test Platform Stats. #jira UE-29618 Change 4404909 by Robert.Manuszewski When enabling cooked assets in the editor, the engine will now use FArchiveAsync2 in the editor to be able to open them. (re-implemented CL #4400327 from Dev-Core) #jira UE-64389 Change 4404901 by Robert.Manuszewski Fixed a hang when entering PIE when Background Streaming is disabled #jira UE-63320 Change 4404816 by Ben.Marsh Fix "Non-void function should return a value" warning in CIS. #jira Change 4404621 by Stefan.Boberg Re-enabled LLM on Editor builds since the performance issue has been addressed #jira UE-60020 Change 4404491 by Max.Chen Sequencer: Use cached object bindings when drawing motion trails. FindObjectId can be slow because it clears the cached bindings. Added FindCachedObjectId which retrieves the binding without clearing the cache. #jira UE-63347 Change 4404490 by Max.Chen Sequencer: Fix key reduction not working on imported fbx channel. Implement channel Optimize() so that it follows the curve editor's SimplifySelection by evaluating whether a key is needed (rather than removing the key and checking whether the value has changed). The main fix is that the tangents need to be calculated as non-normalized (ie. with the DisplayRate) #jira UE-62353 Change 4404488 by Max.Chen Sequencer: Changed HandleSingleNode fallback check for collapsed parents. #jira UE-64394 Change 4404486 by Max.Chen Sequencer: Remove restriction on hidden mobility. It's too wide to restrict transform tracks. #jira UE-63415 Change 4404472 by Max.Chen Sequencer: Restore drawing paths for selected nodes and channels #jira UE-64204 Change 4404468 by Max.Chen Sequencer: Check for property type in evaluation. This fixes an issue where the property type is changed after the track has been created. #jira UE-64278 Change 4404439 by Keli.Hlodversson Merging critical SteamVR fixes from Dev-VR #jira UE-63198 #jira UE-64098 #jira UEVR-1250 Change 4403717 by Marc.Audy Inline templated version of GetGameInstance #jira UE-62591 Change 4403702 by Marc.Audy PR #4944: Added template cast versions of multiple methods. (Contributed by francoap) #jira UE-62591 Change 4403699 by Marc.Audy Make reregistering an object in the significance manager an ensure not a check #jira Change 4403697 by Marc.Audy PR #5074: Fixed minor bugs in GameUserSettings. (Contributed by phoenxin) #jira UE-63893 Change 4403695 by Marc.Audy Fix crash pasting timeline with external curve that has been force deleted #jira UE-64504 Change 4403693 by Marc.Audy PR #5077: Prevent TimelineComponent Update delegate from being executed 3 times when looping (Contributed by nedwardsnae) #jira UE-63927 Change 4403691 by Marc.Audy PR #5076: Correct icon when dragging an event dispatcher variable (Contributed by projectgheist) #jira UE-63895 Change 4403689 by Marc.Audy PR #5075: Mouse decorator when dragging a category from My Blueprint panel (Contributed by projectgheist) #jira UE-63894 Change 4403686 by Marc.Audy PR #5096: UE-64019: Use compare function for tooltip FText instead of != operator (Contributed by projectgheist) #jira UE-64109 #jira UE-64019 Change 4403662 by Marc.Audy Ensure that objects created via duplication in PIE are correctly constructed #jira UE-63505 Change 4403462 by tim.gautier Cleaned up M_Tree_FallTreeMerged_01, added comment blocks for UEQATC-212 #jira UE-29618 Change 4403308 by Michael.Trepka Update mouse position on NSDraggingUpdate event on Mac #jira UE-60800 Change 4403290 by Michael.Trepka Fixed issues with window position and size when toggling between fullscreen and windowed modes #jira UE-63212 Change 4403270 by Michael.Trepka Fixed a problem with mouse click/drag events being received by incorrect window/widget in certain conditions while dragging windows on Mac #jira UE-57506 Change 4403216 by Ben.Marsh Fix null reference exception when resolving paths. #jira Change 4403213 by Ben.Marsh Revert change to use FileReference for executable to use in the <Spawn> task, to ensure we can use programs in the PATH. #jira Change 4403209 by Ben.Marsh Prevent null dereference when tagging a set of files. #jira Change 4403200 by Ben.Marsh BuildGraph: Add support for automatic parsing of collection types in BuildGraph parameters. #jira Change 4403188 by Mikey.Boyd Adding content for Data Table test coverage. #jira UE-29618 Change 4403163 by Ben.Marsh Sanitize the contents of all the receipts in the installed engine build, to make sure they don't reference any files we don't distribute. #jira UE-56424 Change 4403151 by Ben.Marsh UBT: Don't assume that console encoding is UTF-8 when using ParallelExecutor. #jira UE-64248 Change 4403136 by Ben.Marsh Fix IWYU issues with SQLite support. #jira UE-64523 Change 4403116 by Ben.Marsh UBT: Fix project files being generated for VS2017 if the user only has AutoSDKs, and does not have the IDE installed. #jira UE-62726 Change 4403074 by Ben.Marsh UBT: Fix a couple of edge cases when parsing output from child processes. * If a single line was larger than 32kb, the process would be treated as having terminated. * If the last output line did not have a trailing newline, the line would be dropped. #jira UE-64234 Change 4403066 by Ben.Marsh Fix project browser reopening when creating a new project, if other command line arguments are present. Missing a space between the project file and previous argument list. #jira UE-63724 #lockdown Nick.Penwarden #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 4447546 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4452228 by jason bestimt in Dev-VR branch]
2018-10-11 11:48:32 -04:00
// If we're got a single line larger than 32kb (!), enlarge the buffer to ensure we can handle it
if(NumBytesInBuffer == Buffer.Length)
{
Array.Resize(ref Buffer, Buffer.Length + 32 * 1024);
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
// Fill the buffer, reentering managed code every 20ms to allow thread abort exceptions to be thrown
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
int NumBytesRead = Read(Buffer, NumBytesInBuffer, Buffer.Length - NumBytesInBuffer);
if(NumBytesRead == 0)
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach,ryan.vance Merge conflict. jason.bestimt, please merge this change by hand. More info at https://robomerge.epicgames.net#DEVVR -------------------------------------- Copying //UE4/Release-Staging-4.21 to //UE4/Dev-Main (Source: //UE4/Release-4.21 [at] 4447256) ============================ MAJOR FEATURES & CHANGES ============================ Change 4447256 by Joe.Graf Added a video settings field to the debug menu so you can see your choice #jira: UE-65026, UE-65017 Change 4446451 by Matt.Kuhlenschmidt Fix inline edit conditions not supporting undo PR #4854: UE-61432: Add FScopedTransaction to SetEditConditionState (Contributed by projectgheist) #jira UE-61432 Change 4446389 by Mieszko.Zielinski Fixed navmesh tiles AABB being calculated wrong for large agents #UE4 #jira UE-65038 Change 4446171 by Matt.Kuhlenschmidt Fix crash resetting cascade distributions to default #jira UE-64458 Change 4446143 by Uriel.Doyon Re-worked fix from CL 4442729 to handle !SUPPORTS_INDEPENDENT_SAMPLERS #jira UE-64695 Change 4446071 by Jeff.Fisher Duplicating for 4.21 Change: 4446057 UE-64942 Material Switching in MRMesh -Fixed run time material switching on MRMesh #jira UE-64942 Files: //UE4/Dev-VR/Engine/Source/Runtime/MRMesh/Private/MRMeshComponent.cpp#24 //UE4/Dev-VR/Engine/Source/Runtime/MRMesh/Public/MRMeshComponent.h#16 Change 4445939 by Joe.Conley #jira UE-54503 - Transparency for textures applied to the spectator screen for VR Added a flag bUseAlpha that is checked in FDefaultSpectatorScreenController::RenderSpectatorModeMirrorAndTexture(), if (SpectatorScreenModeTexturePlusEyeLayout_RenderThread.bDrawEyeFirst). It can be set with the SetSpectatorScreenModeTexturePlusEyeLayout Blueprint node. Change 4445917 by Matt.Kuhlenschmidt Guarad against crash when destroying asset view items #jira UE-61108 Change 4445911 by Matt.Kuhlenschmidt Guard against null objects in asset editors #jira UE-64499 Change 4445574 by Wyeth.Johnson Kill volume cleanup, helper function for cone, edge case on pendulum #jira none Change 4445472 by Matt.Collins UE-64680 The new depth bounds optimization in PostAO doesn't work with MSAA. The AO target and depth buffer are different sample counts. Forcing this feature off for now. In the future if we want to turn it back on we will either have to resolve the depth buffer or increase the AO target sample count. #jira UE-64680 Change 4444917 by Bogdan.Vasilache UE-63963 - Fix FSystemTextures.InitializeTextures initialization ordering #jira UE-63963 Change 4444779 by andrew.porter QAGane: Updating focus so we can select UMG test button in TM-PlaybackControls #jira UE-29618 Change 4444678 by Richard.Wallis Clone of Dev-Rendering CL 4444343: Fix for eyedropper in the Color Picker window not grabbing any color values on Mac. Bug also says Linux - unable to verify if its the same issue so kept change to Mac specific code. #jira UE-53789 Change 4444677 by Lauren.Ridge Context menu opening cancels a rename #jira UE-64525 Change 4444321 by Michael.Dupuis #jira none: uncomment the lazy obj ptr warning as the integration is completed Change 4444288 by Simon.Tourangeau BP_SunPosition now has a soft ref to BP_SkySphere to prevent cross level referencing #jira UE-64607 Change 4444287 by JeanMichel.Dignard Copied 4442004 Daniel.Coelho Fix for being unable to trigger on variants from UMG blueprints #jira UE-64948 Change 4444105 by Mitchell.Wilson Saving assets to resolve UMeshDescription warnings #jira UE-64022 Change 4444080 by Ben.Marsh Fix path to Win64 DLLs when building DDC on Linux. #jira Change 4444036 by Patrick.Boutot Fix crash when there are too many pending task in ImageWriteQueue. #jira UE-64991 Change 4443920 by Ben.Marsh Fix runtime dependencies not being enumerated for modules that aren't linked into a binary. #jira UE-65024 Change 4443889 by Ben.Marsh Copy Windows DDCUtils DLLs when building DDC for Linux on the Win64 host platform. #jira UE-64975 Change 4443882 by Ben.Marsh Fix CIS compile error in UE4Game HTML5. #jira Change 4443531 by Nick.Shin #jira UE-65015 HTML5: Project Crashes During Launching Engine due to "Texture format 'R8G8B8A8_UINT' not supported" this solution was based on: UE-48208 Change 4443358 by Joe.Graf Changed the world mapping state conversion in ARKit to return NotAvailable, Mapping, Mapped #jira: UE-65023 Change 4443217 by Dan.Oconnor Fixed crash after hitting stop when in-stack-debugging Clear GPlayInEditorID when stopping PIE at a blueprint exception/breakpoint #jira UE-64895, UE-65005, UE-65008 Change 4443200 by Max.Chen Sequencer: Now accouting for frame rate when copying key tangents when converting from matinee to level sequence. #jira UE-65020 Change 4443062 by Dan.Oconnor Fixed crash when undoing after deleting a function graph that has a math expression node #jira UE-62134 Change 4442903 by Lauren.Ridge Allowing material graph nodes to have duplicate names in all cases except creating a new parameter from a constant #jira UE-64421 Change 4442878 by Joe.Graf Disabled the clion ignore file generation on Windows since it isn't supported correctly there #jira: UE-64871 Change 4442840 by Max.Chen Control Rig: Fix crash tearing down sequencer object spawner #jira UE-65013 Change 4442810 by Ethan.Geller Fix build for SoundVisualizations plugin: add const qualifiers for WaveInfo. #jira none #rb none #fyi aaron.mcleran Change 4442769 by Brandon.Schaefer Linux: Use the size of our In Rect which is the size of our buffer rather then the size of the Texture which is not always the same size as the buffer #jira UE-64785 [at]Rolando.Caloca, [at]Arciel.Rekman Change 4442758 by Dan.Oconnor "Assign [Delegate Name]" blueprint context menu entries now properly create a custom event node again #jira UE-65000 Change 4442729 by Uriel.Doyon Changed GetForwardDynamicShadowFactors implementation to use Texture2DSampleLevel instead of Load. This is because we sometime bind the GWhiteDummy when the light attenuation buffer is not required, which is a 1x1 texture. #jira UE-64695 Change 4442724 by Max.Chen Sequencer: Added back in ScrubHandleUp/Down for the VisualLoggerTimeSliderController to fix missing brush warning #jira UE-64994 Change 4442519 by Marc.Audy Avoid broadcasting events that could result in invalidating the array we're iterating. #jira UE-64959 Change 4442460 by JeanMichel.Dignard Fixed crash with VRED importer - DataTable wasn't counting its changes properly resulting in a failed check. #jira UE-64982 Change 4442216 by Ethan.Geller Unshelved from pending changelist '4438353': Ensure const correctness in USoundWave cook processing. Change 4442191 by Mitchell.Wilson Updating min ios version to resolve warnings. #jira UE-64815 Change 4442124 by Arciel.Rekman Another fix for lock up on starting without audio devices (UE-64506). #jira UE-64506 Change 4442006 by Ben.Marsh Fix debug info being included for Lumin binaries on Mac. #jira UE-65002 Change 4441939 by Ben.Marsh Fix inability to package Mac targets from Windows. #jira UE-64148 Change 4441374 by tim.gautier QAGame: Resaved Niagara assets. Rebuilt lighting / resaved TM-ShaderModels #jira UE-29618 Change 4441369 by Rolando.Caloca UE4.21 - hlslcc - Fix UAV getting removed #jira Change 4441347 by Michael.Dupuis #jira UE-63631: LOD Distribution settings, must be > 1.01 as otherwise 1/1 will not give correct result. Change 4441132 by Dan.Oconnor Remove unused dtor #jira None Change 4441108 by Dan.Oconnor Fix leaking entries for PLACEHOLDER classes in the new ClassToPlaceholderMap #jira UE-64971 Change 4441096 by tim.gautier Adding the VRMode_Ball asset for VRMode testing. #jira UE-29618 Change 4441093 by Ryan.Gerleve Fix the writer's size issue in the auth handler when requesting resends. This fixes packet over/underflows. Also make it so that dropall drops all of auth's packets as well. #Jira UE-63796, UE-64156 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4374419 by Jake.Leonard on 2018/09/18 15:41:48. Change 4441065 by Ryan.Gerleve Fix using SetIp(uint) on an IPv6 only platform so that both cases are handled properly. Should contain the same flow as the IPv6 framework. #Jira UE-64129 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4374299 by Jake.Leonard on 2018/09/18 15:23:37. Change 4441052 by Ben.Zeigler #jira UE-64446 Fix crash on cooked devices when using GameplayCues but not explicitly setting a manager It is unsafe to reference dynamic objects from a CDO so spawn an instance of the default class Change 4441042 by Ryan.Gerleve Remove the bForceUDP from the new CreateSocket signature. This is an argument that came in from UE3 and is not supported. It should not continue to exist anymore. #Jira: UE-63879 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356623 by Jake.Leonard on 2018/09/10 20:35:09. Change 4441005 by Ben.Zeigler #jira UE-64446 Call InitGlobalData from ActionRPG sample and set up path for cue notifies. All projects using abilities should do this Change 4440944 by Ryan.Gerleve Because addrconfig is not supported on HTML5. This is not documented anywhere, so any query with the flag will just be removed from any queries. #Jira UE-63791 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356538 by Jake.Leonard on 2018/09/10 19:35:29. Change 4440912 by Ryan.Gerleve Skip lobbies we are already a part of when generating matchmaking results. This allows us to not try to fetch data on ourselves. #Jira UE-63543 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356532 by Jake.Leonard on 2018/09/10 19:34:39. Change 4440861 by Ben.Zeigler #jira UE-61890 Fix XGE shader compilation on newer incredibuilds by checking registry for path Change 4440850 by Michael.Dupuis #jira UE-62426: Reset InstanceCountToRender if the static mesh is valid or we have no instances Change 4440514 by Ben.Marsh Add additional info to comment around optimization being disabled due to codegen bug. #jira Change 4440501 by Ben.Zeigler #jira UE-64971 Fix resolving export tracker to clean itself up after resolving. This fixes the immediate crash, but there may be another way it can end up crashing so this needs further investigation as the structure is unsafe Change 4440479 by Rex.Hill Fix debug hud not rendering when swapping between PIE/SIE modes #jira UE-64704 Change 4440447 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4440338 by Joe.Graf Cleaned up leftover files from the bad 4.20->Dev-VR merge #jira: UE-64957 Change 4440318 by Joe.Graf Fixed the bad asset merge that happened from 4.20 back to Dev-VR #jira: UE-64957 Change 4440237 by Ben.Zeigler #jira UE-64960 Disable validating data dialog when saving, and ony show if > 0.1 seconds Change 4440157 by Mieszko.Zielinski Fixed a bug in how UNavModifierComponent handles FKConvexElems #UE4 #jira UE-60987 Change 4440017 by Mitchell.Wilson Saving SunlightColorLUT in KiteDemo to resolve warnings. #jira UE-64744 Change 4439856 by Jurre.deBaare Crash when trying to "Update Mesh Section" on any procedural mesh just after "Clear Mesh Section" and "Create Mesh Section" for different vertices and triangles. #fix Ensure that we recreate the scene proxy whener a mesh section is updated with a larger amount of vertices than original, this will reinit the vertex buffers to the correct sizes #jira UE-60607 Change 4439831 by Ben.Marsh Fix ClangEditor CIS warning. Change MSVC_PRAGMA to not be defined when compiling using Clang on Windows. Also add a link to bad codegen report on Microsoft's developer forum for an instance of optimization being disabled. #jira Change 4439828 by mason.seay Added variable to blueprint #jira UE-29618 Change 4439763 by Jurre.deBaare #jira UE-62048 PR #4892: HLOD System: Fix crash when static mesh has no valid material (Contributed by user37337) #fix slightly modifier fix Change 4439731 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4439715 by Cosmin.Sulea UE-64937 - IphonePackager cannot verify UDID on new devices (XS or newer) #jira UE-64937 Change 4439697 by Wyeth.Johnson Metadata errors and fixes #jira none Change 4439658 by Michael.Dupuis #jira UE-63831: Added some guard to prevent the crash Change 4439605 by Michael.Dupuis #jira UE-53944: Added some asserto help track what could be happening in this case Change 4439516 by Ben.Marsh UBT: Set the permissions on directories containing scripts to be executed as part of remote builds. #jira UE-64860 Change 4439395 by Michael.Dupuis #jira UE-63637: When doing migration from 4.18, if the data was in a BP, use a Reset instead of a Reserve, as otherwise we will end up with twice the amounf of instances. Change 4439197 by Michael.Dupuis #jira UE-63242 #jira UE-63123: Integrate from Dev-Editor branch Change 4439162 by Mieszko.Zielinski Made sure NavigationSystemConfig respects GEngine->NavigationSystemClassName #UE4 #jira UE-62991 Change 4439106 by Cosmin.Sulea UE-64603 - Android Devices do not show up in device list for Device Output Log #jira UE-64603 Change 4438283 by Ben.Zeigler #jira UE-63825 Integrate pull request: PR #5073: Implement LoadGameFromMemory function. (Contributed by KelbyG) Change 4438242 by Ben.Zeigler Test case for #jira UE-63705. To verify, open WeakReferencedPrimaryAsset and note that the UntrackedMeshPtr is set to AT_StaticMesh. Then, right click and show references, that mesh should NOT show up, as it is marked as Untracked via metadata Change 4438238 by Ben.Zeigler #jira UE-63843 Temporary fix for Visual Studio 2017 compile bug causing crashes in Audio Mixer code Change 4438237 by Ben.Zeigler #jira UE-64770 Fix bug where AssetManager could fail to call delegates in sync load mode Change 4438236 by Ben.Zeigler #jira UE-64466 Fix issues with debug builds with ENABLE_NAN_DIAGNOSTIC and TransformNonVectorized, it's not safe to use the FVector constructor as it will always ensure. Also unified checks with the vectorized version to be consistent Change 4438234 by Ben.Zeigler #jira UE-63705 Add full support for Untracked soft object references, enable by adding that tag to the metadata for a property or using FSoftObjectPathSerializationScope with NeverCollect If set the references will not be automatically cooked, reported to the asset registry, or cause warnings when deleting a referenced actor They are meant to be used for cases where they are just used as a lazy cache, such as things converted from FLazyObjectPtr The reference from Foliage to it's base actor is now an Untracked SoftObjectPtr instead of a LazyPtr Change 4437969 by Michael.Lentine Fix gpu skin cache with multiple cloth sections. #jira ue-62951 Change 4437907 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4437901 by Mikey.Boyd Resaved QA-Promotion and TM-ShaderModels to clear up warnings for Linear Color Curves in UE-64949. #jira UE-29618 Change 4437877 by Dan.Oconnor Guard against double-queuing in Macro BP gather phase #jira None Change 4437615 by Sorin.Gradinaru UE-64624 App fails to open when packaged for Distribution - Android #jira UE-64624 #Android #4.21 As Chris.Babcock mentioned, this is caused by an app pause event triggered when the obb downloader starts and puts the activity in background. Adding a flag to ignore the first app pause in this situation. Change 4437541 by Andrew.Porter QAGame: Updating location of an animation so it can be visiblty in the sequence #jira UE-29618 Change 4437078 by Mitchell.Wilson Updating lerp tooltip based on updates by Sam Deiter. #jira UEDOC-8219 Change 4436943 by Bogdan.Vasilache UE-61698 - Android + Mouse: Hover events and Get Mouse Position on Viewport not working #jira UE-61698 Change 4436915 by Dan.Oconnor Remove debugging hook accidentally added in 4235135 #jira None Change 4436204 by Joe.Graf Switched the AREnvProbe sample to Metal 2.1 to fix the z-fighting that happens in 2.0 and below #jira: UE-64932 Change 4435856 by Arciel.Rekman Fix CIS (UE-64925). #jira UE-64925 Change 4435811 by Mark.Satterthwaite Sort out the way we report R11G11B10 support for Metal so that it should work correctly on iOS & tvOS. #jira UE-64905 Change 4435783 by Brandon.Schaefer libvpx: Rebuild on centos7 #jira UE-64887 Change 4435710 by Thomas.Sarkanen Fixed crash drag-dropping a variable onto a state machine #jira UE-64539 - [CrashReport] UE4Editor-CoreUObject.dylib!CastLogError() Change 4435694 by Andrew.Grant Removed some stale Orion tests #jira UE-64857 Change 4435662 by Ben.Marsh Rework the way that custom icons are used on Windows. * For code projects, the custom icon is embedded into the resource when compiled from UBT. This ensures the custom icon is set even before packaging, and removes the need for a deployment step. * For content projects, the custom icon is set after packaging using the previous method. #jira UE-64527 Change 4435599 by Michael.Lentine Avoid crash with null materials #jira ue-64819 Change 4435596 by Michael.Lentine Account for the case where skeletal mesh doesn't exsit in the component body setup. #jira ue-63104 Change 4435563 by Brandon.Schaefer SDL2: Fix pointer barriers on resize/move and multimonitor Part of this change is from PR 5041 (thanks yaakuro) #jira UE-60461, UE-63372 Change 4435557 by Michael.Lentine Allow for non uniform scaling in some of the capsule functions. #jira ue-59651 Change 4435518 by Mitchell.Wilson Saving two assets to resolve empty engine version warnings in RemoteSessionApp #jira UE-64747 Change 4435416 by Robert.Manuszewski Fixing a Cook On The Fly server crash when an asset that has been requested by the client is missing from the server #jira UE-64616 Change 4434780 by Uriel.Doyon Fixed Niagara proxy rendering in ES2 while the shaders are not available. #jira UE-64666 Change 4434758 by Joe.Graf Fixed the use of deprecated NSKeyedArchiver and NSKeyedUnarchiver methods #jira: UE-64913 Change 4434757 by Joe.Graf Removed invalid plugins that were specified for the AR samples #jira: UE-64914 Change 4434497 by Joe.Graf Fixed incomplete merge of ARSharedWorld sample #jira: UE-64673 Change 4434281 by Joe.Conley #jira UE-63793 - ARKit Crash with Session Type: Image Removing error logging since it's also getting logged higher up in the callstack. Change 4434250 by Joe.Conley #jira UE-63793 - ARKit Crash with Session Type: Image Instead of an assert (and thus crash) if Session Configuration is null (which happens if device/os doesn't support ARKit 2.0), just print out an error to the log and keep running. Change 4434173 by Aaron.McLeran Fix for audio device shutdown -- Actually, need to make sure the flush code doesn't execute on platforms without threads. This will still fail on HTML5 #jira UE-64619 Change 4434112 by Aaron.McLeran Bug fix pausability - Pausing sound while stopping can cause a crash when updating the sound #jira none Change 4433986 by Michael.Lentine Avoid dereferencing null. #jira ue-63593 Change 4433954 by Michael.Lentine Use correct enable flag. #jira ue-64801 Change 4433867 by Uriel.Doyon Fixed integration issue from Niagara with "Collision Query" module #jira UE-64906 Change 4433779 by Dan.Oconnor Mirror 4379405 from Dev-Framework Add flags to track bMarkedObjectsPendingKill and bCleanedUpWorld to ensure that sublevels are cleaned up properly #jira UE-64227 Change 4433771 by Dan.Oconnor Mirror 4365800 from Dev-Framework Avoid marking a blueprint as modified when the compiler renames a graph #jira UE-63942 Change 4433763 by Dan.Oconnor Mirror 4363197 from Dev-Framework Perform a placeholder resolve pass immediately after the CDO has been serialized #jira UE-62928 Change 4433716 by Chris.Bunner #author Bogdan.Vasilache Comitting shelf 4433043 for UE-64237. #jira UE-64237 Change 4433609 by Uriel.Doyon Fixed how UNiagaraDataInterfaceCurlNoise release its render resource by adding a release command in BeginDestroy. #jira UE-64898 Change 4433524 by zak.parrish Final functionality for AR SaveLoad now in place. Just needs cleanup/commenting and About screen #JIRA UE-64681 Change 4433512 by Christina.TempelaarL Mirror 4373989 from Dev-Editor. Cascade: Copy particle emitter properties when invoking Duplicate Emitter or Export Emitter in the Cascade editor. #jira UE-63856 Change 4433328 by Chris.Babcock Fix ConfigRules.jar parsing for Linux line endings #jira UE-64892 #ue4 #android Change 4433279 by Zachary.Wilson Switching DoF methods for PostProcess volumes in QA_PostProcessing and TM_Showflags_LightingFeatures. #jira UE-64659 Change 4433092 by Dan.Oconnor Fix missing include #jira None Change 4433046 by Michael.Lentine Renamed command to relfect actual behavior. #jira ue-55368 Change 4433024 by Ben.Marsh PR #5154: Prevent crunch_x64.exe from showing in Git commit changes (Contributed by projectgheist) #jira Change 4432990 by Wyeth.Johnson Fixing issues related to particle mass and gravity #jira none Change 4432979 by Uriel.Doyon Fixed DOF when enabling Pre-Exposure Added units to the intensity property of point, spot, rect, directional and sky lights. Refactored the VisualizeHDR so that it shows the HDR view is a PIP on top of the main render. Fixed PixelInspector results being affected by pre-exposure. Added a pre-exposure output value to the PixelInspector. Moved ExposureCompensation to the Exposure tab in post-process settings. Changed max slider intensity for directional light to be in 120 000 lux Changed max slider intensity for sky light to be in 50 000 cd/m2 Non bUseInverseSquaredFalloff point lights now have their units forced to ELightUnits::Unitless Moved light units to advanced display, now that the unit is embeded in the Intensity property Added Candela, Lux and CandelaPerMeterSquared units to the engine units Fixed meta data properties to support the "Units" keyword. #jira UE-64881 Change 4432953 by Chris.Gagnon CL 4356067 copied to Release-4.21 #jira UE-63861 Change 4432934 by Chris.Gagnon CL 4399650 copied to Release-4.21 #jira UE-64070 Change 4432913 by Dan.Oconnor Mirror 4363175 from Dev-Framework Reuse subobjects during archetype reinstancing path #jira UE-59135 Change 4432901 by Michael.Lentine Adding missing counter. #jira ue-59969 Change 4432895 by Dan.Oconnor Mirror 4344890 from Dev-Framework Make FObjectFinder visibile to reference collectors and properly replace subobjects on the CDO. This fixes instability after reloading the FirstPersonCharacter blueprint #jira UE-54419, UE-63061 Change 4432805 by Uriel.Doyon Fixed error when compiling some Niagara GPU particles #jira UE-64885 Change 4432789 by Michael.Lentine Fix comments. #jira 58064 Change 4432766 by Ben.Marsh Fix issues with mismatched solution/project configurations. * Every C++ project now has an "invalid" configuration. Trying to build any solution configuration which does not apply to the project will now build that, which prints an error rather than building a completely different configuration. * Available configurations are now parsed from C# files, so the "Release" configuration will now be used if "Development" is not available, and platforms are supported correctly. * Programs are now built in game and editor configurations. #jira UE-59288 Change 4432649 by Michael.Lentine Resize Temp instead of Out. #jira ue-62919 Change 4432540 by Chris.Bunner [Duplicating 4432262] - HLOD visibility state is now cleared when not in use. #jira UE-64432 Change 4431926 by Chad.Garyet Integrating changes from dev-build over to release-4.21 - Add win64 host support to DDC Group Linux - Change project params split to remove empty entries - Change BuildDerivedDataCache to skip building a feature pack if there are no project specific platforms for it out of the available targetplatforms #jira UE-62311 Change 4431602 by Simon.Therriault Merging MediaBundle fix #jira UE-64853 Change 4431481 by Brandon.Schaefer Linux: Break grabs and bring down pointer barreirs when we have crashed #jira UE-63981 [at]Arciel.Rekman Change 4431456 by Jules.Blok Merging CL 4428447 from Dev-VR - Update the WMR plugin for Dev-Rendering changes. #jira UE-64507 Change 4431310 by Robert.Manuszewski Fixed a crash when setting the initial size of the disregard for Garbage Collection pool to a value greater than 66560. #jira UE-64844 Change 4431307 by Sorin.Gradinaru UE-64749 App crashes on device when a Widget Blueprint in use contains a Web Browser widget #jira UE-64749 #Android #iOS #4.21 Moving SharedThis(this) out of the WB Window's constructor Change 4431161 by Robert.Manuszewski Fixing CIS #jira none Change 4431153 by Sorin.Gradinaru UE-63263 Startup movies are not playing on tvOS #jira UE-63263 #4.21 #tvOS Startup movies need AppleMoviePlayer.uplugin, which was never enabled for tvOS. Same behavior as an iPhone/iPad, slightly stuttering at first run, plays fine afterwards Change 4430958 by Matt.Collins Returns the default context from GetCurrentContext if none is set. Fixes crash in UE-64369. This is probably not 100% correct - we should fix all the cases where GetCurrentContext is called and a context is not set. #jira UE-64369 Change 4430862 by Matt.Collins Turning GPU Command Buffer timing back on. Enables correct profiling. #jira UE-64841 Change 4430813 by Marcin.Undak Linux: fixed editor launch with no audio device #jira UE-64506 Change 4430783 by Ben.Marsh Include Mac build files on Windows (eg. shell scripts, mono) to support remote compilation. #jira UE-64684 Change 4430761 by Ben.Marsh Fix issues with running DsymExporter remotely from a PC, and reorder engine filters to reduce the amount of junk which has to be re-transferred every time. #jira UE-63883 Change 4430445 by Chris.Gagnon Copy of CL 4416373 Extend GCompilingBlueprint lifetime to include BroadcastBlueprintReinstanced when compiling synchronously #jira None Change 4430103 by Ben.Marsh Make sure Newtonsoft is included in the installed engine build. (Also ignore *.build.cs that aren't enumerated from the targets we build; they won't be usable) #jira UE-64777 Change 4430050 by Ben.Marsh PR #5151: Fix BuildPlugin automation command to include Shaders folder (Contributed by pluranium) #jira UE-64781 Change 4430037 by Ben.Marsh UBT: Fix generating and checking for UHT manifest in the wrong location. If a target does not have a script plugin, the manifest should not be stored in the project binaries directory. #jira Change 4430035 by Alexis.Matte Port a fix from cl: 4366690 Fix the material ID when creating generating reduce LODs from a mesh where the materials was re-order to the FBX order. #jira UE-64028 Change 4429730 by Ryan.Vance #jira UEVR-1322 Instead of tearing down and spinning up the render thread / rhi thread pipeline on pause, simply disable and enable rendering. This leaves the rendering infrastructure intact, but with no work to do. Change 4429709 by Ryan.Vance #jira UE-64289 Distortion correct mesh generation needs to happen on the render thread. Change 4429690 by Ryan.Vance #jira UE-63538 From 4.20.3 hotfix: 4333358 Test render target texture size if available to ensure we don't do an extra upscale when not needed. The render target size is not updated when the backing render target texture is reallocated. Change 4429671 by Ryan.Vance #jira UE-63333 Lumin needs task threads to avoid saturating a single core. Reverting to previous task thread behavior for lumin. Change 4429489 by Mitchell.Wilson Saving curve assets to resolve warnings. #jira UE-64744 Change 4429160 by Wyeth.Johnson First pass at integrating mass as a first class citizen. This includes solver changes, a new gravity force, and updates to a number of other force modules and templates #jira none Change 4429064 by Mitchell.Wilson Updating default iOS version to 10 in samples and templates #jira UE-64815 Change 4428944 by Michael.Trepka Fixed issues with cursor locking on window activation on Mac #jira UE-13768 Change 4428879 by Ben.Marsh Fix error generating dsyms on Mac through the remote toolchain. #jira UE-63883 Change 4428729 by Ben.Marsh Fix warning about missing expat libs when generating projects from installed build on Mac. #jira UE-64740 Change 4428710 by Dan.Oconnor When recompiling a blueprint macro library we now do a full compile of all dependent blueprints #jira UE-63284 Change 4428331 by frankie.dipietro Update TM-FocusPriority to utilize a looping Music file #jira UE-29618 Change 4428295 by Rex.Hill Fixed debug hud not drawing during simulate in editor #jira UE-64704 Change 4428255 by Zachary.Wilson Removing Bokeh and Gaussian DoF tests that were displaying a warning #jira UE-64659 Change 4428236 by Andrew.Rodham Sequencer: Fixed edge case where equvalent range bounds were not considered equal #jira UE-64742 Change 4428210 by zak.parrish #JIRA UE-64681 Getting proper save reporting in place on AR Save Load Change 4428146 by Ben.Marsh Fix CIS error. #jira Change 4428046 by Chris.Babcock Fix bad merge #jira UE-64784 #ue4 #android Change 4427865 by Ben.Marsh Add missing include causing CIS error. #jira Change 4427846 by Ben.Marsh When we detect a hang and send an ensure crash report, include the callstack of the thread that hung. #jira UE-63982 Change 4427716 by Peter.Sauerbrei deprecate IOS 9 #jira UE-64018 Change 4427575 by Cody.Albert Fixed ShooterGame best score logic #jira UE-64514 Change 4427537 by Frank.Fella Niagara - Disable the houdini plugin in engine test since we're not actively testing it and it's causing lots of cooking problems. #jira UE-64736 Change 4427273 by Stefan.Boberg PR #5123: Small typo in Engine.h (Contributed by Vatyx) #jira UE-64496 Change 4427126 by Simon.Tovey Merging from Dev-Niagara 4427076 Fix for static analysis warnings. #jira UE-64717 Change 4427014 by Simon.Therriault Fix for MediaFrameworkUtilities plugin #jira UE-64774 Change 4426983 by Ben.Marsh Remove natvis file from UE4 project. #jira Change 4426920 by Sorin.Gradinaru Unshelved from pending changelist '4398174': UE-54804 Graphical stuttering for weapon model on Lenovo S939 in First Person Template Project #jira UE-54804 #Android #4.21 The bug was generated by CL3840215 - the fix for UE-53592: Assertion right after rendering scene on Lenovo S939. I've retested UE-53592 on my side and it's OK. Also, when building a sample (eg. First Person) on //Dev-Main, the game crashed at start with: D/UE4 (22619): Assertion failed: glProgramParameteri [File:C:/Work/UE4_Main/Engine/Source/Runtime/OpenGLDrv/Private\Android/AndroidOpenGL.h] [Line: 479] Change 4426571 by Ben.Marsh Fix UAT compile error. #jira Change 4426569 by Ben.Marsh UnrealVS: Fix single-file compile not working for foreign projects where the engine folder contains a space. #jira UE-64752 Change 4426529 by Ben.Marsh Various fixes/improvements to program plugins. * Runtime plugins are no longer loaded for every program (as was the case in 4.20) * If a module is whitelisted for a specific program, it will be enabled regardless of whether the Type is "Program" or not. * The bCanBeUsedWithUnrealHeaderTool flag in the plugin descriptor is now translated into support for the "UnrealHeaderTool" program on load. * Restored support for the RuntimeAndProgram module type. * Plugins are now enabled in UHT by passing the project on the command line, rather than passing explicit plugins to enable. #jira UE-64247, UE-64595 Change 4426481 by Jeff.Fisher UE-64597 //UE4/Release-4.21 - Build DDC Win64 - BP_DebugMenu has been saved with empty engine version -resaved #jira UE-64597 Change 4426400 by Ben.Marsh Fix extra blank line at the end of ManagedProcess output. #jira UE-64780 Change 4426398 by Arciel.Rekman Linux: fix ARM server build (UE-64775). #jira UE-64775 Change 4426126 by Dan.Oconnor Harden EdGraphPin serialization #jira UE-64500 Change 4426071 by Dan.Oconnor Added logging to Blueprint merge operation #jira UE-58891 Change 4426061 by Phillip.Kavan Fix for an EDL runtime assertion on load when constructing the CDO for a nativized Blueprint class that contains an instanced object reference of another nativized Blueprint class type that references an instance of a non-nativized Blueprint class as a nested, class-owned subobject. - Mirrored from //UE4/Dev-Framework (4413311). #jira UE-62514 Change 4426031 by Phillip.Kavan Fix potential data loss in inherited SCS component default value overrides at runtime in a cooked build for an instance of a non-nativized child Blueprint class that inherits from a nativized parent Blueprint class. - Mirrored from //UE4/Dev-Framework (4365827). #jira UE-63757 Change 4425975 by Phillip.Kavan Fix potential CDO validation failures at cook time during the C++ code generation pass when Blueprint nativization is enabled. - Mirrored from 4371073. #jira UE-63647 Change 4425952 by Chris.Babcock Add notification channel for Android 26 compatibility #jira UE-62741 #ue4 #android Change 4425916 by Dan.Oconnor Added logging to package reloading #jira UE-63834 Change 4425857 by Rolando.Caloca UE4.21 - FIx crash on html5 #jira UE-64690 Change 4425808 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 Change: 4425273 UEVR-1333 MRMesh normals problems -Normals should not be world scaled. #jira UEVR-1333 Files: //UE4/Dev-VR/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeap/Private/MeshTrackerComponent.cpp#13 Change 4425722 by Rolando.Caloca UE4.21 - Android compile fix #jira Change 4425408 by Phillip.Kavan Fix UBT warnings when building/packaging with Blueprint nativization enabled. - Mirrored from //UE4/Dev-Framework (4352144). #jira UE-62946, UE-63311 Change 4425238 by frankie.dipietro Update TM-FocusPriority so that tests may utilize 8 audio channels #jira UE-29618 Change 4425232 by Jamie.Dale Fixed crash when re-pointing an object referenced in Python #jira UE-64363 Change 4425194 by Phillip.Kavan Support a proper fallback to construct any native 'noexport' struct-typed literal term in a nativized Blueprint class. - Mirrored from //UE4/Dev-Framework (4347635). #jira UE-63364 Change 4424786 by Brian.Zaugg Add support for new iOS UserNotifications framework, enabled if min iOS version is set >= 10. #jira UE-51041, UE-59178 Change 4424584 by Ben.Marsh Include the Visual Studio .natvis file as a solution item, to fix problems with VS2017 15.8.5 not finding it in a makefile project. #jira UE-64733 Change 4424410 by Max.Chen Sequencer: Fix deprecation #jira UE-48190 Change 4424364 by Frank.Fella Niagara - Fix static analysis for SItemSelector.h - Preflight passed. #jira UE-64719 Change 4424291 by Shaun.Kime Volume texture work should not be pulled over from Dev-Niagara yet #jira UE-64756 Change 4424021 by Jason.Bestimt Merging CL 4401151 from Dev-VR - Adding destructor to SoundPresets #JIRA:none Change 4423955 by Brandon.Schaefer Linux: Add a timer when we lose focus to check if we have lost application focus #jira UE-63931 Change 4422974 by Robert.Manuszewski Fixing CIS #jira UE-64741 Change 4422709 by Jason.Bestimt Merging CL# 4419752 from Dev-VR - Fixes to prevent audio from crashing on exit #JIRA: none Change 4422691 by Jamie.Dale Fixing localization warnings Added support for gathering from the newly added UI_COMMAND_EXT macro #jira Change 4422394 by Sorin.Gradinaru UE-64066 TM-Gameplay Load Game does not work on TVOS #jira UE-64066 TM-Gameplay Load Game does not work on TVOS #tvOS #4.21 Blocker: GRHIHDRDisplayOutputFormat must have a default value for tvOS (PF_B8G8R8A8, just like mac or ios for non-hdr). The issue appeared at CL4092793 [at] //UE4/Dev-Rendering, 5/24/2018 Change 4422285 by Jamie.Dale Fixing localization warnings #jira Change 4421911 by Chris.Babcock Fix issues with LLDB data formatters with 2 byte characters #jira UE-64737 #ue4 Change 4421833 by Wyeth.Johnson #jira 64735 Sample Skel Mesh refactor to fix it not initializing, still bugged for vertex colors Change 4421316 by Jamie.Dale Fixing localization warnings #jira Change 4421223 by Ben.Marsh Add an experimental setting to enable support for long paths in the content browser. #jira Change 4421197 by Jamie.Dale Fixing localization warnings #jira Change 4421191 by Jamie.Dale Fixing localization warnings #jira Change 4421179 by Rolando.Caloca UE4.21 - Vulkan - Add missing viewport resize function - Separate num buffers per usage #jira Change 4420955 by Michael.Trepka Ignore tooltips and cursor decorator windows when determining the window under cursor on Mac #jira UE-64645 Change 4420323 by Robert.Manuszewski Reimplementing CL #4402016 from Dev-Core: Fixed cooked materials not working in the editor #jira UE-64389 Change 4420227 by Rex.Hill Fix USD Linux compiler warning #jira UE-63658 Change 4420198 by Ben.Marsh UBT: Detect changes to source directories and invalidate the makefile if they are newer. Forces the makefile to be rebuilt when files are added or removed. #jira UE-42601 Change 4420194 by Mitchell.Wilson Saving color curve assets to resolve warnings. #jira UE-64724 Change 4419740 by Jamie.Dale Don't force LocRes files to always use Unicode strings The automatic Unicode detection works just fine for them, and changing this can produce considerably smaller (up-to 50% smaller!) LocRes files #jira Change 4419728 by Mikey.Boyd Updating TM-MaterialAttributes map and MaterialAttributes_Widget for cleaner testing of UEQATC-3497. Set the level to the default GameMode, updated the level blueprint, and disabled interaction with the widget bp. #jira UE-29618 Change 4419646 by Ben.Marsh UBT: Determine the correct user directory when remote compiling on Mac, rather than inferring it from the user name. The user name can be changed after an account is created. #jira UE-64071 Change 4419529 by Jules.Blok Merging CL 4323685 from Dev-VR - Fix GLES occlusion queries when HDR is disabled. Add occlusion query support for Multi-View. Add ShowFlag to visualize occlusion query bounding meshes. #jira UE-62347 Change 4419528 by Jules.Blok Merging CL 4323400 from Dev-VR - Remove StereoPair in favor of visibility map merging introduced in CL 4036044 #jira UE-62738 Change 4419525 by Stefan.Boberg Reduce CPU usage for Cook-on-the-fly server by not busy-waiting for assets to cook. Added an event which is signaled when a network request has been received. The main COTF loop blocks on this event when the cook request queue is empty. This reduces CPU usage while keeping the request latency low. #jira UE-51348 graeme.thornton, martin.ridgers Change 4419034 by Ben.Marsh Allow plugins specified on the command line to override engine plugins. #jira UE-64685 Change 4419015 by Frank.Fella Niagara - Fix linux compile error from CL 4418815. #jira UE-63379 Change 4418931 by Frank.Fella Niagara - Fix Win32 compile issue caused by cl 4418639 #jira UE-61823 Change 4418887 by Frank.Fella Merging from Dev-Niagara all plugin content updates. #jira UE-64711 Change 4418883 by Uriel.Doyon Fixed GPU emitters not being ticked correctly on the renderthread. #jira UE-64710 Change 4418817 by Chris.Babcock Fix for x86 and x86_64 Android architectures with NDK14b #jira UE-64708 #ue4 #android Change 4418815 by Frank.Fella Merging from Dev-Niagara 4399353 for nicholas.goldstein Improve discoverability of and navigability to parent Emitters in Systems #jira UE-63379 Change 4418709 by Frank.Fella Merging from Dev-Niagara 4397394 for nicholas.goldstein Add missing entries and param creation subcategory to Set Variables module. #jira UE-63373 Change 4418639 by Frank.Fella Merging from Dev-Niagara 4360525, 4360676, 4364096 for Simon.Tovey Some compile time optimizations - Moved large map of hlsl keyword replacements from C++ to ini file to improve compile times. - Now not using templates to handle input parameters to data interface. Now taking a bit from the bytecode offset to denote constant vs register. - As well as improving compile times, this also makes DIs far easier to write and maintain so I've rolled out to all DIs. Has no affect on perf. - Moved some things into the VectorVM namesspace. #jira UE-61823 Change 4418333 by Mark.Satterthwaite Fix incorrect usage of a CFDictionary passed into IOServiceGetMatchingServices which releases it for us. #rb none #jira UE-62569 Change 4418323 by zak.parrish Checking in files for SaveLoad - almost done. Need to update save status and do the helpAbout screen #JIRA UE-64681 Change 4418307 by Frank.Fella Merging from Dev-Niagara 4357655 for nicholas.goldstein Fix various capitalization inconsistencies in niagara stack menus #jira UE-63371 #jira UE-63446 Change 4418242 by Frank.Fella Merging from Dev-Niagara 4356331 for nicholas.goldstein Add Spacer between Event Handler header row and added Event Handler properties #jira UE-63390 Change 4418222 by Dan.Oconnor Close blueprint editor when replacing a blueprint, avoiding crash when using the merge tool to reload a blueprint #jira UE-64435 Change 4418217 by Frank.Fella Merging from Dev-Niagara 4356318 for nicholas.goldstein Adjust DisplayName generation of linked inputs in Niagara Stack input options to show the entire namespace and to not pass through FName::NameToDisplayString #jira UE-63387 #jira UE-60349 Change 4418163 by Frank.Fella Merging from Dev-Niagara 4346597, 4346602, 4346709, 4353333, 4353344, 4353346, 4353355, 4355466, 4355948, 4356192 Niagara - New emitter and new system dialogs #jira UE-63765 Change 4418114 by Mark.Satterthwaite Assert that Metal heaps and sub-allocated buffers are actually created properly to catch OoM errors. #rb none #jira UE-62235 Change 4417947 by Ben.Marsh Compile DebugGame version of the launch module for installed builds. #jira UE-64604 Change 4417554 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-63210 - "Stereo layers persist in HMD after VR Preview" #jira UE-54565 - "Packaged game/Editor with Stereo Layers crashes when exiting game through steam VR overlay" Remove check(VROverlay) in FSteamVRHMD::GetStereoLayers() and just return nullptr if it is null. Revert previous fix for UE-54565 that caused UE-63210 Change 4417553 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-64054 MRC - Mixed Reality Calibration app does not let users toggle between attachment devices. Enumerate Motion Sources was getting called before the Motion Controller modular features were being added. Added a delay before calling Enumerate Motion Sources. Change 4417552 by Joe.Conley Merging to Release-4.21 (//UE4/Release-4.21) #jira UE-63579 Assert when having too many VR devices Increase max controllers to support more. Change 4417533 by Ben.Marsh Fix IPhonePackager not being included in installed builds created on a Mac. #jira UE-58493 Change 4417495 by Joe.Conley Back out changelist 4417484 Integrate automatically submitted this before I could convert it to an edit, back out. #jira UE-63579 Assert when having too many VR devices Change 4417484 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-63579 Assert when having too many VR devices Increase max controllers to support more. Change 4417438 by Ben.Marsh Prevent unzipped frameworks from being removed every time a remote IOS compile is started, preventing iterative builds. #jira Change 4417422 by Ben.Marsh PR #4937: UE-62508: Add option to project launcher to include prerequisites com. (Contributed by projectgheist) #jira UE-62508 Change 4417362 by Ben.Marsh Fix compile warning when converting a blueprint project to native. #jira UE-63802 Change 4417357 by Jerome.Delattre Copying from Dev-Enterprise CL 4364256 Fix typo in FGenericPlatformMemory::DumpStats to properly report the free virtual memory. #author Martin.Sevigny #jira Change 4417350 by Jerome.Delattre Copying from Dev-Enterprise CL 4364260 SceneCapture: Don't CaptureOnMovement if CaptureEveryFrame is enabled. This prevent the capture from happening twice in 1 frame. #author Martin.Sevigny #jira UE-64686 Change 4417333 by Uriel.Doyon Reduced the amount of interpolants in FVertexFactoryInterpolantsVSToPS by the Niagara when using DynamicParameters. Now only the param required are used where as before the count was defined by the max index. #jira UE-63712 Change 4417318 by Dan.Oconnor Improve error messaging when a class creates its CDO while the class layout is being created #jira UE-64534 Change 4417276 by Frank.Fella Merging 4340773 from Dev-Niagara for nicholas.goldstein Add UProperty Specifiers to PropertyMetaData to fix displayed name and tooltip #jira UE-63233 Change 4417226 by Frank.Fella Merging 4340719 from Dev-Niagara for nicholas.goldstein Disable Widget focus of expander arrows and pulldown arrows in Niagara Stack to prevent unexpected tab selection #jira UE-63380 Change 4417196 by Patrick.Boutot Create a 10bit media texture for CharBGR10A2 media format. #jira UE-64682 Change 4417193 by Patrick.Boutot Keep a reference to the current MediaProfile's proxy to prevent GC Move MediaProfileSettings to default config. #jira UE-64475 Change 4417192 by Patrick.Boutot Deprecate ABGR16 and Float RGB from EDefaultBackBufferPixelFormat. They are not supported by D3DX SwapChain. The jira has more info on which formats are supported. #jira UE-63090 Change 4416191 by zak.parrish Resaving Debug menu for TP_ARBP template #JIRA UE-64678 Change 4416030 by Marc.Audy Remove broken test (as best it can be told it could never have worked) #jira UE-64547 Change 4415784 by Marc.Audy PR #5133: UE-64479 Fix the icon display for the Timeline node replication status (Contributed by mamoniem) PR #5132: UE-64479: Replicated icon shows up for timelines in BP (Contributed by projectgheist) #jira UE-64479 #jira UE-64596 #jira UE-64606 Change 4415763 by Steve.Robb Fixes for improperly initialized USTRUCT() members. #jira UE-64551 #jira UE-64546 Change 4415723 by Rolando.Caloca UE4.21 - Remove Linux hack for Vulkan #jira Change 4415679 by Rolando.Caloca UE4.21 - Copy fix from 4415584 and 4401641 - Added support for -vulkanpresentmode=N where N is a VkPresentModeKHR - This prevents the CPU from getting more than one frame ahead of the GPU. In addition to making the Vulkan RHI more consistent with the DX RHIs and reducing game input latency, this also fixes the issue where memory for volatile uniform buffers could be overwritten by the CPU before the GPU was done with it. This could happen when running in immediate present mode with frame pacing and smoothing disabled, as the CPU could get several frames ahead of the GPU. #jira Change 4415654 by Jamie.Dale Fixed the editor failing to load the native game localization data during init #jira UE-64097 Change 4415635 by Jamie.Dale Fixed null pointer access in setting helpers #jira Change 4415630 by Jamie.Dale Ensure we GC at various points that could have left lingering references to items being content hot-reloaded #jira Change 4415624 by Jamie.Dale Ensure that the transient instance created by the material editor is marked pending-kill once the material editor is closed This fixes an issue where a lingering material editor instance would re-apply old material constant values after a content hot-reload, as the content hot-reload would call PostEditChange on the lingering instance. #jira Change 4415620 by Jamie.Dale Fixed type validation of objects within containers #jira UE-64151 Change 4415613 by Jamie.Dale Fixed crash when deleting a package without an SSC state #jira Change 4415592 by Marcin.Undak UAT: Aways create directory before saving encryption parameters #jira none Change 4415590 by Jamie.Dale Merging CL# 4357533, CL# 4366557 and CL# 4374101 #jira Change 4415577 by Marcin.Undak Linux: fixed WebM crash #jira UE-64157 Change 4415340 by frankie.dipietro Empty M_VolumeSampler for testing #jira UE-29618 Change 4415334 by frankie.dipietro Adjust M_VolumeSample test material to use Emissive #jira UE-29618 Change 4415085 by Ben.Marsh Restore const signature for FApplePlatformCrashContext::ReportCrash() for compatibility with callbacks. #jira Change 4415032 by Ben.Marsh Fix Mac compile error due to calling non-const function. #jira Change 4415005 by frankie.dipietro Add M_VolumeSample to QAGame to aid Volume Texture testing #jira UE-29618 Change 4414930 by Ben.Marsh Include portable callstacks in ensures. #jira UE-64574 Change 4414631 by Graeme.Thornton Fix for crash when running automation tests #jira UE-64652 Change 4414055 by Dan.Oconnor Remove use of FAssetData to avoid side effects that can result in CDO creation #jira UE-64534 Change 4413933 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4374589 UE-57680 [CrashReport] UE4Editor_SteamVR!FSteamVRModel::GetRawMeshData() [steamvrassetmanager.cpp:307] -Added some more logging to try to figure out why this is crashing. Logs the resourceID of the steamVRMesh which might tell us if this is happening with some specific hardware. Also logs index and vertex counts and pointers to see if the data is somewhat malformed or just completely invalid. 4380355 UE-57680 [CrashReport] UE4Editor_SteamVR!FSteamVRModel::GetRawMeshData() [steamvrassetmanager.cpp:307] -Two more log lines for steamvr shutdown. Maybe we are trying to get the models after shutdown and get bad data? #jira UE-57680 Change 4413599 by Mitchell.Wilson Saving SunlightColorLUT to resolve warning. #jira UE-64648 Change 4413343 by Ben.Marsh Add Rsync filters to installed build on Windows. #jira UE-64623 Change 4413276 by Ben.Marsh Remove logic that prevents UHT compiling on Mac during a remote build. #jira UE-64493 Change 4413205 by Ben.Marsh Fix missing dependencies from installed build on Mac and Linux. #jira UE-64629 Change 4413154 by Jason.Bestimt Merging CL 4379292 from Dev-VR - Fixes for mobile static draw list using incorrect material render proxy #JIRA: UEVR-1321 Change 4413148 by Jason.Bestimt Merging CL 4373138 from Dev-VR - Fix for media texture crash on Lumin #JIRA: UEVR-1319 Change 4413142 by Jason.Bestimt Merging CL 4347297 from Dev-VR - Swapping double to single quote to fix Mac Editor packaging for Lumin #JIRA: UE-63556 Change 4412619 by Jason.Bestimt Merging CL 4331753 from Dev-VR - Allowing output log to capture warning and error verbosity from commandline output it receives (like launch on Lumin) #JIRA: UE-62981 Change 4412526 by Jason.Bestimt Merging CL 4311018 from Dev-VR - Preventing multiple lumin frame timing hints while the graphics context isn't valid #JIRA: UE-62031 Change 4412517 by Jason.Bestimt Merging CL 4304939 from Dev-VR - Commenting out Eye Tracker init log until the feature is complete. #JIRA: UE-61413 Change 4412515 by Jason.Bestimt Merging CL 4304711 from Dev-VR - Downgrading sandbox jail warning to log, as it is expected output #JIRA: UE-62992 Change 4412508 by Jason.Bestimt Merging CL 4303846 from Dev-VR - Fix for fully qualified name in header #JIRA: UE-62068 Change 4412496 by Jason.Bestimt Merging CL 4303647 from Dev-VR - Fixing synth style warnings in Lumin Sample #JIRA: UE-62068 Change 4412491 by Jason.Bestimt Integrating CL 4303618 from Dev-VR to remove Lumin Emulator plugins Change 4412425 by Mitchell.Wilson Updating GetLinearColor nodes in BP_Sky_Sphere to GetClampedLinearColor nodes. Saving curves due to the change to resolve warnings. #jira UE-64228 Change 4412349 by Lauren.Ridge Adding custom version to linear color curve assets #jira UE-64228 Change 4412302 by Ben.Marsh Include the full filename of the config file if we can't save a backup. Attempt to track down UE-64554. #jira UE-64554 Change 4412161 by frankie.dipietro Adding bUsedWithStaticLighting flag to M_Roughness_0 to fix RectLight test #jira UE-29618 Change 4411692 by tim.gautier Minor adjustment to M_Tree_FallTreeMerged_01 - added a StaticSwitchParam #jira UE-29618 Change 4411522 by Lauren.Ridge PostLoad check and additional GetClampedColorValue BP function for linear color curves #jira UE-64228 Change 4411494 by Francis.Hurteau Copied 4359025 Francis.Hurteau Test if have a valid continuation before running it when setting continuation on a ready future #jira UE-64567 Change 4411151 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4345353 UE-62255 Google 6DOF Motion Controller Support -Added support for 6DOF controller tracking on daydream. -Project Settings->Android->Advanced APK Packaging->Configure GoogleVR to support specific hardware configurations-> Set to Daydream(6.6 DoF) to enable support for two 6dof controllers. A single 3dof controller is also supported by this configuration, as is a single 6dof controller. -Currently the 3dof controller is detected only by noticing that the positions returned for all controllers are exactly 0,0,0 per Google reccomendation. A future API should make it explicit when a controller is 3dof or 6dof. -Currently we arbitrarily make the controller at index 0 the right and the one at 1 the left. A future api should let us query for controller handedness. 4346387 Fixing build break in GoogleVRControllerFunctionLibrary.h 4349142 Fixing GoogleVRController build warning 4349742 Fixing AndroidRuntimeSettings build errors. 4350977 Fix for static analysis warning 4351170 Build fix for bad assert #jira UE-62255 Change 4410947 by Lina.Halper #DUPEMERGE Fixes many reference pose issues, where they want to add node, and how it updates, and how they could move - mainly execution can be disabled by button, and we will mark to compile when it needs recompile due to hierarchy change - added quick warning to log when hierarchy is missing - still lots of things need more iteration - fixed assets #jira: UE-63136 Change 4410550 by Lauren.Ridge Fix for ListView not propagating selection change events #jira UE-64118 Change 4410527 by Lauren.Ridge Adding condition to guard against crash when pasting comments #jira UE-63214 Change 4410512 by Marcin.Undak UAT: Create manifest directory, before writing to it #jira none Change 4410511 by Lauren.Ridge Fix for crash on spamming trigger presses in VR mode #jira UE-63608 Change 4410489 by Lauren.Ridge Fix for disappearing UI handle in VR mode #jira UE-63622 Change 4410364 by Ben.Marsh PR #5138: Fix bForceBuildShaderFormats not being read correctly in TargetRules (Contributed by rlabrecque) #jira UE-64611 Change 4410086 by Ben.Marsh UAT: Show timing/agent info in UAT the same way as in UBT, to make it easier to track down badly configured agents. (Originallly CL 4343393 in Dev-Build) #jira Change 4410018 by Lina.Halper #DUPE MERGe Merging using Dev-Anim<->Release4.21 fix motion blur issue on poseable mesh component #jira: UE-62296 Change 4409981 by Simon.Tourangeau SunPosition plugin #jira UE-64075 Change 4409913 by Michael.Kirzinger Fix FUniqueNetIdRepl serialization for out of engine OSSs. Use FNetBitReader/Writer in the serialization test so it properly tests network replication #jira UE-63326 [at]josh.markiewicz Change 4409838 by Simon.Tourangeau Integrate misc nDisplay fixes from Dev-Enterprise - nDisplayLauncher: Removed useless no-val command line arguments - Fixed Editor crash when translation direction is set in BP_DemoWand_Blueprint - Use quotation marks for paths - A lot of nDisplay warings "wand not found" - nDisplayLauncher passes custom arguments at beginning - Update blueprints (resubmit + comments) - Single view for monoscipic devices - Move swap eye attribute to [cluster_node] - Removed viewport flip feature - Disable input on slave nodes - Fix for GL3/4 monoscopic device. Missed changes for 'Viewport positioning fix'. - Removed custom swap_int - Fixed demo blueprints - Fixed crash in DC components when the DC is not initialized - Fixed visibility of some inherited members - Fixed Editor crash on second PIE session start - Fix for viewport positioning - BP API docs (comments) - Turn off some screen effects in the nDisplay template project #jira UE-64170 Change 4409812 by Simon.Tourangeau USD SDK updated to v18.09 Merged from Dev-Enterprise #author Rex.Hill #jira UE-64140 Change 4409754 by Graeme.Thornton Copy of CL 4385549 from Dev-Core Try and detect a serialize function inside arbitrary preprocessor blocks and throw an error Make a couple of other "can't have things inside preprocessor blocks" messages consistent with this one #jira none Change 4409671 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4392743 UE-63646 MagicLeap 4.21 redirects need updating -Made redirectors more specific, found a way to do the updates without the MatchSubstring package update flag, to avoid a warning about how it is very slow. #jira UE-63647 Change 4409395 by Ben.Marsh Fix Python.build.cs adding locally generated *.pyc files as runtime dependencies. Since these files are not tracked as build products, they will not exist on other build machines, causing warnings when building DDC. #jira Change 4408881 by Max.Chen Sequencer: Added missing ini change for 4395032 #jira UE-64258 Change 4408670 by Max.Chen Sequencer: Step to next/prev key no longer uses ExclusiveEndFrame - 1. This fixes cases where you want to step to the last key of a section and add another animation clip that doesn't overlap. #jira none Change 4408662 by Max.Chen Sequencer: Removed derived blueprint type for level sequence director blueprints #jira UE-64258 Change 4408661 by Max.Chen Sequencer: When evaluating a range of a sequence, all overlapping segments of that range are now guaranteed to be up-to-date and compiled. This is a newer version of 4280319 which was backed out in 4317353, with the TRange::Overlaps issues addressed. #jira UE-63336 #jira UE-62873 Change 4408660 by Max.Chen Sequencer: Fix crash when converting matinee assets to sequences due to changes in events. Event keys will now have blueprint event endpoints created in the level sequence blueprint when converting. #jira none Change 4408354 by Marc.Audy Fix additional cases where GetBlueprint could get called without a valid blueprint, thus checking #jira UE-62444 Change 4408286 by Joe.Conley #jira UE-64552 [CrashReport] UE4Editor_MagicLeap!UImageTrackerComponent::TickComponent() [imagetrackercomponent.cpp:391] MagicLeap ImageTrackerComponent: Adding check for PLATFORM_LUMIN to prevent PIE crash running code that was designed to only run on device. This had been fixed previously but somehow the fix got lost merging between streams. Change 4408252 by Brandon.Schaefer Doubles in the form of 1e+9999 can be larger then 30 chars, set aside more room #jira UE-64582 Change 4408076 by Mike.Erwin UAT: fix Iterative Deploy leaving behind old files on Android (copy 4369737 from Dev-Build) For iterative deploy on Android, files & directories not in staging will be zapped from the device. The following directories are spared, to maintain config & logs on device: Engine/Saved Engine/Config ProjectName/Saved ProjectName/Config Tested with Samsung Galaxy S6+ (Android 6.0) and Google Pixel 2 (Android 9.0) #android #jira UE-61686 Change 4408070 by Mike.Erwin UAT: iterative deploy no longer prevents cleaning of staging directory (copy 4369732 from Dev-Build) Partial fix for #jira UE-58838 UE-61686 UE-62879 Might need additional work to reduce file copies from Build to Stage. Change 4407741 by Ben.Marsh UBT: Avoid trying to figure out which mobile provision to use for a project when we already know the path to the provision we want. Also fix certificate not being updated if mobile provision changes. #jira Change 4407632 by Jamie.Dale Removed pyc files from Python SDK #jira UE-64531 Change 4407622 by Jamie.Dale Updated Python SDK copy script to exclude pyc files #jira UE-64531 Change 4407431 by Anousack.Kitisa Copied 4392037 Anousack.Kitisa Modified API for UV map generation. #jira UE-63814 Change 4407427 by Ben.Marsh Suppress warning for missing DebugNonUFS files when staging installed build. #jira UE-64579 Change 4407401 by Anousack.Kitisa Copied 4383601 Anousack.Kitisa [StaticMeshEditor]: * Fixed material assignment issue when re-importing Datasmith static mesh after deleting a section from the mesh. * Fixed material issue when deleting a section from a mesh and undoing and chaging material on the mesh. #jira UE-62480 Change 4407274 by Joe.Graf Over merge reverted #jira: fix Change 4407268 by Anousack.Kitisa Copied 4369800 Anousack.Kitisa Import/export FBX metadata on SkeletalMesh and Skeleton assets. #jira UEENT-1881 Change 4407220 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AR samples updated #jira: UE-64673 Change 4407213 by Rolando.Caloca UE4.21 - Copy 4403346 DR - Fix post opaque extension running before lights #jira Change 4407208 by Anousack.Kitisa Copied 4369604 JeanLuc.Corenthin - Fixed indexing issue with FOverlappingCorners object created using a FmeshDescription object: - Changed logic in building of FOverlappingCorners to be based on index of wedge, number of wedges equal 3 times the number of triangles like in FRawMesh, instead of index of vertex instances. - Updated BuildVertexBuffer to take this new logic in account. - Fixed crash in FMeshDescriptionOperations::CreateMikktTangents: - MikkTSpace sdk does not handle properly faces with 0 vertices which occur with mesh description with invalid polygons. #jira UE-62478, UE-63758 Change 4407188 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fixed missing include when not using unity builds #jira: UE-64673 Change 4407179 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a way to see the ARKit CPU consumption across all of its threads #jira: UE-64673 Change 4407178 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Bug fix for landscape image detection being at the wrong distance #jira: UE-64673 Change 4407174 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Improved debug rendering of AR tracked images #jira: UE-64673 Change 4407165 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added post edit change to force correct aspect ratios when editing physical size for detected images #jira: UE-64673 Change 4407162 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Reverted premature merge #jira: merge Change 4407156 by Joe.Graf Merging using Dev-VR_to_Release-4.21 #jira: merge Change 4407146 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Point cloud rendering additions #jira: UE-64673 Change 4407134 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added some config properties to box component for debug rendering #jira: UE-64673 Change 4407128 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added missing #ifdef #jira: UE-64673 Change 4407127 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AR point cloud debug rendering support added #jira: UE-64673 Change 4407119 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARVideoSettings sample #jira: UE-64673 Change 4407113 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a device orientation query in addition to the event that is present #jira: UE-64673 Change 4407109 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fixed a missing nullptr check that was causing AR apps to crash #jira: UE-64673 Change 4407105 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added support for rotating an image while generating a jpeg for ARSharedWorld sample #jira: UE-64673 Change 4407101 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a set of properties to override thread priorities when using ARKit and UE4 is causing ARKit to starve #jira: UE-64673 Change 4407098 by Joe.Graf Merging using Dev-VR_to_Release-4.21 #jira: merge Change 4407093 by Francis.Hurteau Copied 4372687 Francis.Hurteau Fix potential assert when changing ProtocolVersion based on ping messages #jira UE-64035 Change 4407088 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added scaling to jpeg creation for ARSharedWorld sample #jira: UE-64673 Change 4407082 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407078 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for null session config being passed to AR system #jira: UE-64673 Change 4407074 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407064 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407061 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407052 by JeanLuc.Corenthin Copy CL #4392021 - Fixed crash when importing model thru VRED importer - Includes changes to StaticMeshBuilder.cpp made in CL #4369604 #jira UE-64152 Change 4407051 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407045 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Code suupport for streaming ar shared worlds #jira: UE-64673 Change 4407039 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407032 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Improved AR template #jira: UE-64673 Change 4407030 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Better BP exposure of GetMappingStatus for AR #jira: UE-64673 Change 4407017 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Better double free fix for ar env probes #jira: UE-64673 Change 4407012 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Double free fix for env probes #jira: UE-64673 Change 4407007 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4407006 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4407003 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4406999 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Render doc fix for non-editor builds #jira: merge Change 4406994 by Anousack.Kitisa Copied 4362955 JeanMichel.Dignard Static Mesh Library : SetLodFromStaticMesh - Assign materials to new LOD sections based on source mesh LOD. - Copy LOD build settings from source. #jira UE-63659, UE-64016 Change 4406992 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for CLion IDE usage #jira: merge Change 4406987 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for missing property decoration for video modes #jira: UE-64673 Change 4406944 by Max.Chen Sequencer: Stop all sounds on tear down #jira UE-63501 Change 4406942 by Mark.Satterthwaite Duplicate CL #4398322: Rebuild mtlpp using Xcode 10 so Metal 2.1 works on iOS. #jira N/A Change 4406880 by Anousack.Kitisa Copied 4356072 Anousack.Kitisa [StaticMeshEditor]: * Moved the UV channel removal functionality from the LOD details panel to the UV drop-down menu. #jira UEENT-1827 Change 4406826 by Francis.Hurteau Copied 4366928 Jeremie.Roy Fix crashes related to the UndoHistory. Add missing UndoBufferChangedDelegate broadcasts in EditorTransaction #jira UE-64096 Change 4406820 by Anousack.Kitisa Copied 4350474 Johan.Duparc Fix UEditorAssetLibrary::DoesAssetExist to handle sub object name #jira UE-62333 Change 4406783 by Anousack.Kitisa Copied 4348861 Anousack.Kitisa [StaticMeshEditor]: * Fixed vertices being merged even though they don't share mergeable attributes. #jira UE-62980 Change 4406752 by Anousack.Kitisa Copied 4348838 Anousack.Kitisa Fixed ConvertAnyPathToObjectPath returning wrong path for objects that are named differently than their package. #jira UE-62333 Change 4406721 by Brandon.Schaefer Linux: Set FORCE_ANSI_ALLOCATOR when using -EnableTSan to avoid multiple definitions #jira UE-62804 Change 4406461 by Francis.Hurteau Copied 4382276 Francis.Hurteau Fix syncing streaming level visibility state with undo/redo #jira UE-64315 Change 4406459 by Ben.Marsh Fix temporary files containing dependency lists being created in Engine directory. Move them under Engine/Intermediate instead. #jira Change 4406451 by Brandon.Schaefer Linux: Dont try to make current if our current window was the SplashScreen window we just destroyed #jira UE-64211 Change 4406440 by Chris.Babcock Remove AKEYCODE_BACK from valid gamepad keycodes to allow it when controllers are disabled #jira UE-64350 #ue4 #android Change 4406382 by Anousack.Kitisa Copied 4393087 Patrick.Boutot Add a shader source directory for the OpenCVLensDistortion plugin. #jira UE-64568 Change 4406345 by Joe.Graf Merge Xcode project generation fix to defaul to Legacy build mode using Dev-VR->Release-4.21 #jira: merge Change 4405792 by JeanMichel.Dignard Copied 4393315 JeanMichel.Dignard Better telemetry for plugin warden - Added more event attributes to track potential issues. #jira UE-64280 Change 4405776 by JeanMichel.Dignard Copied 4392578 JeanMichel.Dignard Fixed actors not saving properly on a reimport when moved to a sublevel. The issue is that they were being parented to actors from another level which isn't supported. Also, the scene component template should refer to the parent component through a TSoftObjectPtr in case it's in another package. #jira UE-62070 Change 4405738 by Mark.Satterthwaite Duplicate CL #4396224: Remove another broken bit of legacy Metal code. #jira UE-64128 Change 4405733 by Mark.Satterthwaite Duplicate CL #4399472: Handle all Metal formats in ShaderPlatformToPlatformName - I have not made this handle all formats or platforms so this function is *wrong* for a number of others and should *assert* on failure to identify a platform. This fixes incorrect shader compilation for Forward rendering on iOS. #jira UE-64355 Change 4405630 by JeanMichel.Dignard Copied 43737703 Johan.Duparc Prevent crash for old datasmith assets Clear transactional flag in user asset data that could cause a crash for Blueprint assets. #jira UE-63349 Change 4405481 by Sorin.Gradinaru UE-61699 Kindle Fire 5th Gen crashes rotating Remote Session #jira UE-61699 #Android #4.21 From //UE4/Dev-Mobile CL4360704 Disabling threaded rendering for Kindle Fire HD 7 5th gen in DefaultDeviceProfiles.ini Change 4405276 by Frankie.DiPietro Adding test content for Volume Textures, Iris Normals, and Subsurface Boundary Bleed Color coverage #jira UE-29618 Change 4405138 by JeanMichel.Dignard Copied 4350470 Johan.Duparc Fix crash on property edition for blueprint actors with templated asset user data #jira UE-63349 Change 4404967 by Mikey.Boyd Making content change to M_Translucent_PanNrm for UEQATC-244. Added a Texture Sample node to be used to test Platform Stats. #jira UE-29618 Change 4404909 by Robert.Manuszewski When enabling cooked assets in the editor, the engine will now use FArchiveAsync2 in the editor to be able to open them. (re-implemented CL #4400327 from Dev-Core) #jira UE-64389 Change 4404901 by Robert.Manuszewski Fixed a hang when entering PIE when Background Streaming is disabled #jira UE-63320 Change 4404816 by Ben.Marsh Fix "Non-void function should return a value" warning in CIS. #jira Change 4404621 by Stefan.Boberg Re-enabled LLM on Editor builds since the performance issue has been addressed #jira UE-60020 Change 4404491 by Max.Chen Sequencer: Use cached object bindings when drawing motion trails. FindObjectId can be slow because it clears the cached bindings. Added FindCachedObjectId which retrieves the binding without clearing the cache. #jira UE-63347 Change 4404490 by Max.Chen Sequencer: Fix key reduction not working on imported fbx channel. Implement channel Optimize() so that it follows the curve editor's SimplifySelection by evaluating whether a key is needed (rather than removing the key and checking whether the value has changed). The main fix is that the tangents need to be calculated as non-normalized (ie. with the DisplayRate) #jira UE-62353 Change 4404488 by Max.Chen Sequencer: Changed HandleSingleNode fallback check for collapsed parents. #jira UE-64394 Change 4404486 by Max.Chen Sequencer: Remove restriction on hidden mobility. It's too wide to restrict transform tracks. #jira UE-63415 Change 4404472 by Max.Chen Sequencer: Restore drawing paths for selected nodes and channels #jira UE-64204 Change 4404468 by Max.Chen Sequencer: Check for property type in evaluation. This fixes an issue where the property type is changed after the track has been created. #jira UE-64278 Change 4404439 by Keli.Hlodversson Merging critical SteamVR fixes from Dev-VR #jira UE-63198 #jira UE-64098 #jira UEVR-1250 Change 4403717 by Marc.Audy Inline templated version of GetGameInstance #jira UE-62591 Change 4403702 by Marc.Audy PR #4944: Added template cast versions of multiple methods. (Contributed by francoap) #jira UE-62591 Change 4403699 by Marc.Audy Make reregistering an object in the significance manager an ensure not a check #jira Change 4403697 by Marc.Audy PR #5074: Fixed minor bugs in GameUserSettings. (Contributed by phoenxin) #jira UE-63893 Change 4403695 by Marc.Audy Fix crash pasting timeline with external curve that has been force deleted #jira UE-64504 Change 4403693 by Marc.Audy PR #5077: Prevent TimelineComponent Update delegate from being executed 3 times when looping (Contributed by nedwardsnae) #jira UE-63927 Change 4403691 by Marc.Audy PR #5076: Correct icon when dragging an event dispatcher variable (Contributed by projectgheist) #jira UE-63895 Change 4403689 by Marc.Audy PR #5075: Mouse decorator when dragging a category from My Blueprint panel (Contributed by projectgheist) #jira UE-63894 Change 4403686 by Marc.Audy PR #5096: UE-64019: Use compare function for tooltip FText instead of != operator (Contributed by projectgheist) #jira UE-64109 #jira UE-64019 Change 4403662 by Marc.Audy Ensure that objects created via duplication in PIE are correctly constructed #jira UE-63505 Change 4403462 by tim.gautier Cleaned up M_Tree_FallTreeMerged_01, added comment blocks for UEQATC-212 #jira UE-29618 Change 4403308 by Michael.Trepka Update mouse position on NSDraggingUpdate event on Mac #jira UE-60800 Change 4403290 by Michael.Trepka Fixed issues with window position and size when toggling between fullscreen and windowed modes #jira UE-63212 Change 4403270 by Michael.Trepka Fixed a problem with mouse click/drag events being received by incorrect window/widget in certain conditions while dragging windows on Mac #jira UE-57506 Change 4403216 by Ben.Marsh Fix null reference exception when resolving paths. #jira Change 4403213 by Ben.Marsh Revert change to use FileReference for executable to use in the <Spawn> task, to ensure we can use programs in the PATH. #jira Change 4403209 by Ben.Marsh Prevent null dereference when tagging a set of files. #jira Change 4403200 by Ben.Marsh BuildGraph: Add support for automatic parsing of collection types in BuildGraph parameters. #jira Change 4403188 by Mikey.Boyd Adding content for Data Table test coverage. #jira UE-29618 Change 4403163 by Ben.Marsh Sanitize the contents of all the receipts in the installed engine build, to make sure they don't reference any files we don't distribute. #jira UE-56424 Change 4403151 by Ben.Marsh UBT: Don't assume that console encoding is UTF-8 when using ParallelExecutor. #jira UE-64248 Change 4403136 by Ben.Marsh Fix IWYU issues with SQLite support. #jira UE-64523 Change 4403116 by Ben.Marsh UBT: Fix project files being generated for VS2017 if the user only has AutoSDKs, and does not have the IDE installed. #jira UE-62726 Change 4403074 by Ben.Marsh UBT: Fix a couple of edge cases when parsing output from child processes. * If a single line was larger than 32kb, the process would be treated as having terminated. * If the last output line did not have a trailing newline, the line would be dropped. #jira UE-64234 Change 4403066 by Ben.Marsh Fix project browser reopening when creating a new project, if other command line arguments are present. Missing a space between the project file and previous argument list. #jira UE-63724 #lockdown Nick.Penwarden #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 4447546 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4452228 by jason bestimt in Dev-VR branch]
2018-10-11 11:48:32 -04:00
if(NumBytesInBuffer > 0)
{
OutputLines.Add(Console.OutputEncoding.GetString(Buffer, 0, NumBytesInBuffer));
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
break;
}
// Otherwise append to the existing buffer
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
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NumBytesInBuffer += NumBytesRead;
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
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// Pull out all the complete output lines
int LastStartIdx = 0;
for(int Idx = 0; Idx < NumBytesInBuffer; Idx++)
{
if(Buffer[Idx] == '\r' || Buffer[Idx] == '\n')
{
if(Buffer[Idx] != '\n' || LastCharacter != '\r')
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach,ryan.vance Merge conflict. jason.bestimt, please merge this change by hand. More info at https://robomerge.epicgames.net#DEVVR -------------------------------------- Copying //UE4/Release-Staging-4.21 to //UE4/Dev-Main (Source: //UE4/Release-4.21 [at] 4447256) ============================ MAJOR FEATURES & CHANGES ============================ Change 4447256 by Joe.Graf Added a video settings field to the debug menu so you can see your choice #jira: UE-65026, UE-65017 Change 4446451 by Matt.Kuhlenschmidt Fix inline edit conditions not supporting undo PR #4854: UE-61432: Add FScopedTransaction to SetEditConditionState (Contributed by projectgheist) #jira UE-61432 Change 4446389 by Mieszko.Zielinski Fixed navmesh tiles AABB being calculated wrong for large agents #UE4 #jira UE-65038 Change 4446171 by Matt.Kuhlenschmidt Fix crash resetting cascade distributions to default #jira UE-64458 Change 4446143 by Uriel.Doyon Re-worked fix from CL 4442729 to handle !SUPPORTS_INDEPENDENT_SAMPLERS #jira UE-64695 Change 4446071 by Jeff.Fisher Duplicating for 4.21 Change: 4446057 UE-64942 Material Switching in MRMesh -Fixed run time material switching on MRMesh #jira UE-64942 Files: //UE4/Dev-VR/Engine/Source/Runtime/MRMesh/Private/MRMeshComponent.cpp#24 //UE4/Dev-VR/Engine/Source/Runtime/MRMesh/Public/MRMeshComponent.h#16 Change 4445939 by Joe.Conley #jira UE-54503 - Transparency for textures applied to the spectator screen for VR Added a flag bUseAlpha that is checked in FDefaultSpectatorScreenController::RenderSpectatorModeMirrorAndTexture(), if (SpectatorScreenModeTexturePlusEyeLayout_RenderThread.bDrawEyeFirst). It can be set with the SetSpectatorScreenModeTexturePlusEyeLayout Blueprint node. Change 4445917 by Matt.Kuhlenschmidt Guarad against crash when destroying asset view items #jira UE-61108 Change 4445911 by Matt.Kuhlenschmidt Guard against null objects in asset editors #jira UE-64499 Change 4445574 by Wyeth.Johnson Kill volume cleanup, helper function for cone, edge case on pendulum #jira none Change 4445472 by Matt.Collins UE-64680 The new depth bounds optimization in PostAO doesn't work with MSAA. The AO target and depth buffer are different sample counts. Forcing this feature off for now. In the future if we want to turn it back on we will either have to resolve the depth buffer or increase the AO target sample count. #jira UE-64680 Change 4444917 by Bogdan.Vasilache UE-63963 - Fix FSystemTextures.InitializeTextures initialization ordering #jira UE-63963 Change 4444779 by andrew.porter QAGane: Updating focus so we can select UMG test button in TM-PlaybackControls #jira UE-29618 Change 4444678 by Richard.Wallis Clone of Dev-Rendering CL 4444343: Fix for eyedropper in the Color Picker window not grabbing any color values on Mac. Bug also says Linux - unable to verify if its the same issue so kept change to Mac specific code. #jira UE-53789 Change 4444677 by Lauren.Ridge Context menu opening cancels a rename #jira UE-64525 Change 4444321 by Michael.Dupuis #jira none: uncomment the lazy obj ptr warning as the integration is completed Change 4444288 by Simon.Tourangeau BP_SunPosition now has a soft ref to BP_SkySphere to prevent cross level referencing #jira UE-64607 Change 4444287 by JeanMichel.Dignard Copied 4442004 Daniel.Coelho Fix for being unable to trigger on variants from UMG blueprints #jira UE-64948 Change 4444105 by Mitchell.Wilson Saving assets to resolve UMeshDescription warnings #jira UE-64022 Change 4444080 by Ben.Marsh Fix path to Win64 DLLs when building DDC on Linux. #jira Change 4444036 by Patrick.Boutot Fix crash when there are too many pending task in ImageWriteQueue. #jira UE-64991 Change 4443920 by Ben.Marsh Fix runtime dependencies not being enumerated for modules that aren't linked into a binary. #jira UE-65024 Change 4443889 by Ben.Marsh Copy Windows DDCUtils DLLs when building DDC for Linux on the Win64 host platform. #jira UE-64975 Change 4443882 by Ben.Marsh Fix CIS compile error in UE4Game HTML5. #jira Change 4443531 by Nick.Shin #jira UE-65015 HTML5: Project Crashes During Launching Engine due to "Texture format 'R8G8B8A8_UINT' not supported" this solution was based on: UE-48208 Change 4443358 by Joe.Graf Changed the world mapping state conversion in ARKit to return NotAvailable, Mapping, Mapped #jira: UE-65023 Change 4443217 by Dan.Oconnor Fixed crash after hitting stop when in-stack-debugging Clear GPlayInEditorID when stopping PIE at a blueprint exception/breakpoint #jira UE-64895, UE-65005, UE-65008 Change 4443200 by Max.Chen Sequencer: Now accouting for frame rate when copying key tangents when converting from matinee to level sequence. #jira UE-65020 Change 4443062 by Dan.Oconnor Fixed crash when undoing after deleting a function graph that has a math expression node #jira UE-62134 Change 4442903 by Lauren.Ridge Allowing material graph nodes to have duplicate names in all cases except creating a new parameter from a constant #jira UE-64421 Change 4442878 by Joe.Graf Disabled the clion ignore file generation on Windows since it isn't supported correctly there #jira: UE-64871 Change 4442840 by Max.Chen Control Rig: Fix crash tearing down sequencer object spawner #jira UE-65013 Change 4442810 by Ethan.Geller Fix build for SoundVisualizations plugin: add const qualifiers for WaveInfo. #jira none #rb none #fyi aaron.mcleran Change 4442769 by Brandon.Schaefer Linux: Use the size of our In Rect which is the size of our buffer rather then the size of the Texture which is not always the same size as the buffer #jira UE-64785 [at]Rolando.Caloca, [at]Arciel.Rekman Change 4442758 by Dan.Oconnor "Assign [Delegate Name]" blueprint context menu entries now properly create a custom event node again #jira UE-65000 Change 4442729 by Uriel.Doyon Changed GetForwardDynamicShadowFactors implementation to use Texture2DSampleLevel instead of Load. This is because we sometime bind the GWhiteDummy when the light attenuation buffer is not required, which is a 1x1 texture. #jira UE-64695 Change 4442724 by Max.Chen Sequencer: Added back in ScrubHandleUp/Down for the VisualLoggerTimeSliderController to fix missing brush warning #jira UE-64994 Change 4442519 by Marc.Audy Avoid broadcasting events that could result in invalidating the array we're iterating. #jira UE-64959 Change 4442460 by JeanMichel.Dignard Fixed crash with VRED importer - DataTable wasn't counting its changes properly resulting in a failed check. #jira UE-64982 Change 4442216 by Ethan.Geller Unshelved from pending changelist '4438353': Ensure const correctness in USoundWave cook processing. Change 4442191 by Mitchell.Wilson Updating min ios version to resolve warnings. #jira UE-64815 Change 4442124 by Arciel.Rekman Another fix for lock up on starting without audio devices (UE-64506). #jira UE-64506 Change 4442006 by Ben.Marsh Fix debug info being included for Lumin binaries on Mac. #jira UE-65002 Change 4441939 by Ben.Marsh Fix inability to package Mac targets from Windows. #jira UE-64148 Change 4441374 by tim.gautier QAGame: Resaved Niagara assets. Rebuilt lighting / resaved TM-ShaderModels #jira UE-29618 Change 4441369 by Rolando.Caloca UE4.21 - hlslcc - Fix UAV getting removed #jira Change 4441347 by Michael.Dupuis #jira UE-63631: LOD Distribution settings, must be > 1.01 as otherwise 1/1 will not give correct result. Change 4441132 by Dan.Oconnor Remove unused dtor #jira None Change 4441108 by Dan.Oconnor Fix leaking entries for PLACEHOLDER classes in the new ClassToPlaceholderMap #jira UE-64971 Change 4441096 by tim.gautier Adding the VRMode_Ball asset for VRMode testing. #jira UE-29618 Change 4441093 by Ryan.Gerleve Fix the writer's size issue in the auth handler when requesting resends. This fixes packet over/underflows. Also make it so that dropall drops all of auth's packets as well. #Jira UE-63796, UE-64156 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4374419 by Jake.Leonard on 2018/09/18 15:41:48. Change 4441065 by Ryan.Gerleve Fix using SetIp(uint) on an IPv6 only platform so that both cases are handled properly. Should contain the same flow as the IPv6 framework. #Jira UE-64129 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4374299 by Jake.Leonard on 2018/09/18 15:23:37. Change 4441052 by Ben.Zeigler #jira UE-64446 Fix crash on cooked devices when using GameplayCues but not explicitly setting a manager It is unsafe to reference dynamic objects from a CDO so spawn an instance of the default class Change 4441042 by Ryan.Gerleve Remove the bForceUDP from the new CreateSocket signature. This is an argument that came in from UE3 and is not supported. It should not continue to exist anymore. #Jira: UE-63879 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356623 by Jake.Leonard on 2018/09/10 20:35:09. Change 4441005 by Ben.Zeigler #jira UE-64446 Call InitGlobalData from ActionRPG sample and set up path for cue notifies. All projects using abilities should do this Change 4440944 by Ryan.Gerleve Because addrconfig is not supported on HTML5. This is not documented anywhere, so any query with the flag will just be removed from any queries. #Jira UE-63791 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356538 by Jake.Leonard on 2018/09/10 19:35:29. Change 4440912 by Ryan.Gerleve Skip lobbies we are already a part of when generating matchmaking results. This allows us to not try to fetch data on ourselves. #Jira UE-63543 #AUTOMERGE using branch //UE4/Dev-Networking_to_//UE4/Release-4.21 of change#4356532 by Jake.Leonard on 2018/09/10 19:34:39. Change 4440861 by Ben.Zeigler #jira UE-61890 Fix XGE shader compilation on newer incredibuilds by checking registry for path Change 4440850 by Michael.Dupuis #jira UE-62426: Reset InstanceCountToRender if the static mesh is valid or we have no instances Change 4440514 by Ben.Marsh Add additional info to comment around optimization being disabled due to codegen bug. #jira Change 4440501 by Ben.Zeigler #jira UE-64971 Fix resolving export tracker to clean itself up after resolving. This fixes the immediate crash, but there may be another way it can end up crashing so this needs further investigation as the structure is unsafe Change 4440479 by Rex.Hill Fix debug hud not rendering when swapping between PIE/SIE modes #jira UE-64704 Change 4440447 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4440338 by Joe.Graf Cleaned up leftover files from the bad 4.20->Dev-VR merge #jira: UE-64957 Change 4440318 by Joe.Graf Fixed the bad asset merge that happened from 4.20 back to Dev-VR #jira: UE-64957 Change 4440237 by Ben.Zeigler #jira UE-64960 Disable validating data dialog when saving, and ony show if > 0.1 seconds Change 4440157 by Mieszko.Zielinski Fixed a bug in how UNavModifierComponent handles FKConvexElems #UE4 #jira UE-60987 Change 4440017 by Mitchell.Wilson Saving SunlightColorLUT in KiteDemo to resolve warnings. #jira UE-64744 Change 4439856 by Jurre.deBaare Crash when trying to "Update Mesh Section" on any procedural mesh just after "Clear Mesh Section" and "Create Mesh Section" for different vertices and triangles. #fix Ensure that we recreate the scene proxy whener a mesh section is updated with a larger amount of vertices than original, this will reinit the vertex buffers to the correct sizes #jira UE-60607 Change 4439831 by Ben.Marsh Fix ClangEditor CIS warning. Change MSVC_PRAGMA to not be defined when compiling using Clang on Windows. Also add a link to bad codegen report on Microsoft's developer forum for an instance of optimization being disabled. #jira Change 4439828 by mason.seay Added variable to blueprint #jira UE-29618 Change 4439763 by Jurre.deBaare #jira UE-62048 PR #4892: HLOD System: Fix crash when static mesh has no valid material (Contributed by user37337) #fix slightly modifier fix Change 4439731 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4439715 by Cosmin.Sulea UE-64937 - IphonePackager cannot verify UDID on new devices (XS or newer) #jira UE-64937 Change 4439697 by Wyeth.Johnson Metadata errors and fixes #jira none Change 4439658 by Michael.Dupuis #jira UE-63831: Added some guard to prevent the crash Change 4439605 by Michael.Dupuis #jira UE-53944: Added some asserto help track what could be happening in this case Change 4439516 by Ben.Marsh UBT: Set the permissions on directories containing scripts to be executed as part of remote builds. #jira UE-64860 Change 4439395 by Michael.Dupuis #jira UE-63637: When doing migration from 4.18, if the data was in a BP, use a Reset instead of a Reserve, as otherwise we will end up with twice the amounf of instances. Change 4439197 by Michael.Dupuis #jira UE-63242 #jira UE-63123: Integrate from Dev-Editor branch Change 4439162 by Mieszko.Zielinski Made sure NavigationSystemConfig respects GEngine->NavigationSystemClassName #UE4 #jira UE-62991 Change 4439106 by Cosmin.Sulea UE-64603 - Android Devices do not show up in device list for Device Output Log #jira UE-64603 Change 4438283 by Ben.Zeigler #jira UE-63825 Integrate pull request: PR #5073: Implement LoadGameFromMemory function. (Contributed by KelbyG) Change 4438242 by Ben.Zeigler Test case for #jira UE-63705. To verify, open WeakReferencedPrimaryAsset and note that the UntrackedMeshPtr is set to AT_StaticMesh. Then, right click and show references, that mesh should NOT show up, as it is marked as Untracked via metadata Change 4438238 by Ben.Zeigler #jira UE-63843 Temporary fix for Visual Studio 2017 compile bug causing crashes in Audio Mixer code Change 4438237 by Ben.Zeigler #jira UE-64770 Fix bug where AssetManager could fail to call delegates in sync load mode Change 4438236 by Ben.Zeigler #jira UE-64466 Fix issues with debug builds with ENABLE_NAN_DIAGNOSTIC and TransformNonVectorized, it's not safe to use the FVector constructor as it will always ensure. Also unified checks with the vectorized version to be consistent Change 4438234 by Ben.Zeigler #jira UE-63705 Add full support for Untracked soft object references, enable by adding that tag to the metadata for a property or using FSoftObjectPathSerializationScope with NeverCollect If set the references will not be automatically cooked, reported to the asset registry, or cause warnings when deleting a referenced actor They are meant to be used for cases where they are just used as a lazy cache, such as things converted from FLazyObjectPtr The reference from Foliage to it's base actor is now an Untracked SoftObjectPtr instead of a LazyPtr Change 4437969 by Michael.Lentine Fix gpu skin cache with multiple cloth sections. #jira ue-62951 Change 4437907 by Joe.Graf Rename/move AR samples #jira: UE-64944 Change 4437901 by Mikey.Boyd Resaved QA-Promotion and TM-ShaderModels to clear up warnings for Linear Color Curves in UE-64949. #jira UE-29618 Change 4437877 by Dan.Oconnor Guard against double-queuing in Macro BP gather phase #jira None Change 4437615 by Sorin.Gradinaru UE-64624 App fails to open when packaged for Distribution - Android #jira UE-64624 #Android #4.21 As Chris.Babcock mentioned, this is caused by an app pause event triggered when the obb downloader starts and puts the activity in background. Adding a flag to ignore the first app pause in this situation. Change 4437541 by Andrew.Porter QAGame: Updating location of an animation so it can be visiblty in the sequence #jira UE-29618 Change 4437078 by Mitchell.Wilson Updating lerp tooltip based on updates by Sam Deiter. #jira UEDOC-8219 Change 4436943 by Bogdan.Vasilache UE-61698 - Android + Mouse: Hover events and Get Mouse Position on Viewport not working #jira UE-61698 Change 4436915 by Dan.Oconnor Remove debugging hook accidentally added in 4235135 #jira None Change 4436204 by Joe.Graf Switched the AREnvProbe sample to Metal 2.1 to fix the z-fighting that happens in 2.0 and below #jira: UE-64932 Change 4435856 by Arciel.Rekman Fix CIS (UE-64925). #jira UE-64925 Change 4435811 by Mark.Satterthwaite Sort out the way we report R11G11B10 support for Metal so that it should work correctly on iOS & tvOS. #jira UE-64905 Change 4435783 by Brandon.Schaefer libvpx: Rebuild on centos7 #jira UE-64887 Change 4435710 by Thomas.Sarkanen Fixed crash drag-dropping a variable onto a state machine #jira UE-64539 - [CrashReport] UE4Editor-CoreUObject.dylib!CastLogError() Change 4435694 by Andrew.Grant Removed some stale Orion tests #jira UE-64857 Change 4435662 by Ben.Marsh Rework the way that custom icons are used on Windows. * For code projects, the custom icon is embedded into the resource when compiled from UBT. This ensures the custom icon is set even before packaging, and removes the need for a deployment step. * For content projects, the custom icon is set after packaging using the previous method. #jira UE-64527 Change 4435599 by Michael.Lentine Avoid crash with null materials #jira ue-64819 Change 4435596 by Michael.Lentine Account for the case where skeletal mesh doesn't exsit in the component body setup. #jira ue-63104 Change 4435563 by Brandon.Schaefer SDL2: Fix pointer barriers on resize/move and multimonitor Part of this change is from PR 5041 (thanks yaakuro) #jira UE-60461, UE-63372 Change 4435557 by Michael.Lentine Allow for non uniform scaling in some of the capsule functions. #jira ue-59651 Change 4435518 by Mitchell.Wilson Saving two assets to resolve empty engine version warnings in RemoteSessionApp #jira UE-64747 Change 4435416 by Robert.Manuszewski Fixing a Cook On The Fly server crash when an asset that has been requested by the client is missing from the server #jira UE-64616 Change 4434780 by Uriel.Doyon Fixed Niagara proxy rendering in ES2 while the shaders are not available. #jira UE-64666 Change 4434758 by Joe.Graf Fixed the use of deprecated NSKeyedArchiver and NSKeyedUnarchiver methods #jira: UE-64913 Change 4434757 by Joe.Graf Removed invalid plugins that were specified for the AR samples #jira: UE-64914 Change 4434497 by Joe.Graf Fixed incomplete merge of ARSharedWorld sample #jira: UE-64673 Change 4434281 by Joe.Conley #jira UE-63793 - ARKit Crash with Session Type: Image Removing error logging since it's also getting logged higher up in the callstack. Change 4434250 by Joe.Conley #jira UE-63793 - ARKit Crash with Session Type: Image Instead of an assert (and thus crash) if Session Configuration is null (which happens if device/os doesn't support ARKit 2.0), just print out an error to the log and keep running. Change 4434173 by Aaron.McLeran Fix for audio device shutdown -- Actually, need to make sure the flush code doesn't execute on platforms without threads. This will still fail on HTML5 #jira UE-64619 Change 4434112 by Aaron.McLeran Bug fix pausability - Pausing sound while stopping can cause a crash when updating the sound #jira none Change 4433986 by Michael.Lentine Avoid dereferencing null. #jira ue-63593 Change 4433954 by Michael.Lentine Use correct enable flag. #jira ue-64801 Change 4433867 by Uriel.Doyon Fixed integration issue from Niagara with "Collision Query" module #jira UE-64906 Change 4433779 by Dan.Oconnor Mirror 4379405 from Dev-Framework Add flags to track bMarkedObjectsPendingKill and bCleanedUpWorld to ensure that sublevels are cleaned up properly #jira UE-64227 Change 4433771 by Dan.Oconnor Mirror 4365800 from Dev-Framework Avoid marking a blueprint as modified when the compiler renames a graph #jira UE-63942 Change 4433763 by Dan.Oconnor Mirror 4363197 from Dev-Framework Perform a placeholder resolve pass immediately after the CDO has been serialized #jira UE-62928 Change 4433716 by Chris.Bunner #author Bogdan.Vasilache Comitting shelf 4433043 for UE-64237. #jira UE-64237 Change 4433609 by Uriel.Doyon Fixed how UNiagaraDataInterfaceCurlNoise release its render resource by adding a release command in BeginDestroy. #jira UE-64898 Change 4433524 by zak.parrish Final functionality for AR SaveLoad now in place. Just needs cleanup/commenting and About screen #JIRA UE-64681 Change 4433512 by Christina.TempelaarL Mirror 4373989 from Dev-Editor. Cascade: Copy particle emitter properties when invoking Duplicate Emitter or Export Emitter in the Cascade editor. #jira UE-63856 Change 4433328 by Chris.Babcock Fix ConfigRules.jar parsing for Linux line endings #jira UE-64892 #ue4 #android Change 4433279 by Zachary.Wilson Switching DoF methods for PostProcess volumes in QA_PostProcessing and TM_Showflags_LightingFeatures. #jira UE-64659 Change 4433092 by Dan.Oconnor Fix missing include #jira None Change 4433046 by Michael.Lentine Renamed command to relfect actual behavior. #jira ue-55368 Change 4433024 by Ben.Marsh PR #5154: Prevent crunch_x64.exe from showing in Git commit changes (Contributed by projectgheist) #jira Change 4432990 by Wyeth.Johnson Fixing issues related to particle mass and gravity #jira none Change 4432979 by Uriel.Doyon Fixed DOF when enabling Pre-Exposure Added units to the intensity property of point, spot, rect, directional and sky lights. Refactored the VisualizeHDR so that it shows the HDR view is a PIP on top of the main render. Fixed PixelInspector results being affected by pre-exposure. Added a pre-exposure output value to the PixelInspector. Moved ExposureCompensation to the Exposure tab in post-process settings. Changed max slider intensity for directional light to be in 120 000 lux Changed max slider intensity for sky light to be in 50 000 cd/m2 Non bUseInverseSquaredFalloff point lights now have their units forced to ELightUnits::Unitless Moved light units to advanced display, now that the unit is embeded in the Intensity property Added Candela, Lux and CandelaPerMeterSquared units to the engine units Fixed meta data properties to support the "Units" keyword. #jira UE-64881 Change 4432953 by Chris.Gagnon CL 4356067 copied to Release-4.21 #jira UE-63861 Change 4432934 by Chris.Gagnon CL 4399650 copied to Release-4.21 #jira UE-64070 Change 4432913 by Dan.Oconnor Mirror 4363175 from Dev-Framework Reuse subobjects during archetype reinstancing path #jira UE-59135 Change 4432901 by Michael.Lentine Adding missing counter. #jira ue-59969 Change 4432895 by Dan.Oconnor Mirror 4344890 from Dev-Framework Make FObjectFinder visibile to reference collectors and properly replace subobjects on the CDO. This fixes instability after reloading the FirstPersonCharacter blueprint #jira UE-54419, UE-63061 Change 4432805 by Uriel.Doyon Fixed error when compiling some Niagara GPU particles #jira UE-64885 Change 4432789 by Michael.Lentine Fix comments. #jira 58064 Change 4432766 by Ben.Marsh Fix issues with mismatched solution/project configurations. * Every C++ project now has an "invalid" configuration. Trying to build any solution configuration which does not apply to the project will now build that, which prints an error rather than building a completely different configuration. * Available configurations are now parsed from C# files, so the "Release" configuration will now be used if "Development" is not available, and platforms are supported correctly. * Programs are now built in game and editor configurations. #jira UE-59288 Change 4432649 by Michael.Lentine Resize Temp instead of Out. #jira ue-62919 Change 4432540 by Chris.Bunner [Duplicating 4432262] - HLOD visibility state is now cleared when not in use. #jira UE-64432 Change 4431926 by Chad.Garyet Integrating changes from dev-build over to release-4.21 - Add win64 host support to DDC Group Linux - Change project params split to remove empty entries - Change BuildDerivedDataCache to skip building a feature pack if there are no project specific platforms for it out of the available targetplatforms #jira UE-62311 Change 4431602 by Simon.Therriault Merging MediaBundle fix #jira UE-64853 Change 4431481 by Brandon.Schaefer Linux: Break grabs and bring down pointer barreirs when we have crashed #jira UE-63981 [at]Arciel.Rekman Change 4431456 by Jules.Blok Merging CL 4428447 from Dev-VR - Update the WMR plugin for Dev-Rendering changes. #jira UE-64507 Change 4431310 by Robert.Manuszewski Fixed a crash when setting the initial size of the disregard for Garbage Collection pool to a value greater than 66560. #jira UE-64844 Change 4431307 by Sorin.Gradinaru UE-64749 App crashes on device when a Widget Blueprint in use contains a Web Browser widget #jira UE-64749 #Android #iOS #4.21 Moving SharedThis(this) out of the WB Window's constructor Change 4431161 by Robert.Manuszewski Fixing CIS #jira none Change 4431153 by Sorin.Gradinaru UE-63263 Startup movies are not playing on tvOS #jira UE-63263 #4.21 #tvOS Startup movies need AppleMoviePlayer.uplugin, which was never enabled for tvOS. Same behavior as an iPhone/iPad, slightly stuttering at first run, plays fine afterwards Change 4430958 by Matt.Collins Returns the default context from GetCurrentContext if none is set. Fixes crash in UE-64369. This is probably not 100% correct - we should fix all the cases where GetCurrentContext is called and a context is not set. #jira UE-64369 Change 4430862 by Matt.Collins Turning GPU Command Buffer timing back on. Enables correct profiling. #jira UE-64841 Change 4430813 by Marcin.Undak Linux: fixed editor launch with no audio device #jira UE-64506 Change 4430783 by Ben.Marsh Include Mac build files on Windows (eg. shell scripts, mono) to support remote compilation. #jira UE-64684 Change 4430761 by Ben.Marsh Fix issues with running DsymExporter remotely from a PC, and reorder engine filters to reduce the amount of junk which has to be re-transferred every time. #jira UE-63883 Change 4430445 by Chris.Gagnon Copy of CL 4416373 Extend GCompilingBlueprint lifetime to include BroadcastBlueprintReinstanced when compiling synchronously #jira None Change 4430103 by Ben.Marsh Make sure Newtonsoft is included in the installed engine build. (Also ignore *.build.cs that aren't enumerated from the targets we build; they won't be usable) #jira UE-64777 Change 4430050 by Ben.Marsh PR #5151: Fix BuildPlugin automation command to include Shaders folder (Contributed by pluranium) #jira UE-64781 Change 4430037 by Ben.Marsh UBT: Fix generating and checking for UHT manifest in the wrong location. If a target does not have a script plugin, the manifest should not be stored in the project binaries directory. #jira Change 4430035 by Alexis.Matte Port a fix from cl: 4366690 Fix the material ID when creating generating reduce LODs from a mesh where the materials was re-order to the FBX order. #jira UE-64028 Change 4429730 by Ryan.Vance #jira UEVR-1322 Instead of tearing down and spinning up the render thread / rhi thread pipeline on pause, simply disable and enable rendering. This leaves the rendering infrastructure intact, but with no work to do. Change 4429709 by Ryan.Vance #jira UE-64289 Distortion correct mesh generation needs to happen on the render thread. Change 4429690 by Ryan.Vance #jira UE-63538 From 4.20.3 hotfix: 4333358 Test render target texture size if available to ensure we don't do an extra upscale when not needed. The render target size is not updated when the backing render target texture is reallocated. Change 4429671 by Ryan.Vance #jira UE-63333 Lumin needs task threads to avoid saturating a single core. Reverting to previous task thread behavior for lumin. Change 4429489 by Mitchell.Wilson Saving curve assets to resolve warnings. #jira UE-64744 Change 4429160 by Wyeth.Johnson First pass at integrating mass as a first class citizen. This includes solver changes, a new gravity force, and updates to a number of other force modules and templates #jira none Change 4429064 by Mitchell.Wilson Updating default iOS version to 10 in samples and templates #jira UE-64815 Change 4428944 by Michael.Trepka Fixed issues with cursor locking on window activation on Mac #jira UE-13768 Change 4428879 by Ben.Marsh Fix error generating dsyms on Mac through the remote toolchain. #jira UE-63883 Change 4428729 by Ben.Marsh Fix warning about missing expat libs when generating projects from installed build on Mac. #jira UE-64740 Change 4428710 by Dan.Oconnor When recompiling a blueprint macro library we now do a full compile of all dependent blueprints #jira UE-63284 Change 4428331 by frankie.dipietro Update TM-FocusPriority to utilize a looping Music file #jira UE-29618 Change 4428295 by Rex.Hill Fixed debug hud not drawing during simulate in editor #jira UE-64704 Change 4428255 by Zachary.Wilson Removing Bokeh and Gaussian DoF tests that were displaying a warning #jira UE-64659 Change 4428236 by Andrew.Rodham Sequencer: Fixed edge case where equvalent range bounds were not considered equal #jira UE-64742 Change 4428210 by zak.parrish #JIRA UE-64681 Getting proper save reporting in place on AR Save Load Change 4428146 by Ben.Marsh Fix CIS error. #jira Change 4428046 by Chris.Babcock Fix bad merge #jira UE-64784 #ue4 #android Change 4427865 by Ben.Marsh Add missing include causing CIS error. #jira Change 4427846 by Ben.Marsh When we detect a hang and send an ensure crash report, include the callstack of the thread that hung. #jira UE-63982 Change 4427716 by Peter.Sauerbrei deprecate IOS 9 #jira UE-64018 Change 4427575 by Cody.Albert Fixed ShooterGame best score logic #jira UE-64514 Change 4427537 by Frank.Fella Niagara - Disable the houdini plugin in engine test since we're not actively testing it and it's causing lots of cooking problems. #jira UE-64736 Change 4427273 by Stefan.Boberg PR #5123: Small typo in Engine.h (Contributed by Vatyx) #jira UE-64496 Change 4427126 by Simon.Tovey Merging from Dev-Niagara 4427076 Fix for static analysis warnings. #jira UE-64717 Change 4427014 by Simon.Therriault Fix for MediaFrameworkUtilities plugin #jira UE-64774 Change 4426983 by Ben.Marsh Remove natvis file from UE4 project. #jira Change 4426920 by Sorin.Gradinaru Unshelved from pending changelist '4398174': UE-54804 Graphical stuttering for weapon model on Lenovo S939 in First Person Template Project #jira UE-54804 #Android #4.21 The bug was generated by CL3840215 - the fix for UE-53592: Assertion right after rendering scene on Lenovo S939. I've retested UE-53592 on my side and it's OK. Also, when building a sample (eg. First Person) on //Dev-Main, the game crashed at start with: D/UE4 (22619): Assertion failed: glProgramParameteri [File:C:/Work/UE4_Main/Engine/Source/Runtime/OpenGLDrv/Private\Android/AndroidOpenGL.h] [Line: 479] Change 4426571 by Ben.Marsh Fix UAT compile error. #jira Change 4426569 by Ben.Marsh UnrealVS: Fix single-file compile not working for foreign projects where the engine folder contains a space. #jira UE-64752 Change 4426529 by Ben.Marsh Various fixes/improvements to program plugins. * Runtime plugins are no longer loaded for every program (as was the case in 4.20) * If a module is whitelisted for a specific program, it will be enabled regardless of whether the Type is "Program" or not. * The bCanBeUsedWithUnrealHeaderTool flag in the plugin descriptor is now translated into support for the "UnrealHeaderTool" program on load. * Restored support for the RuntimeAndProgram module type. * Plugins are now enabled in UHT by passing the project on the command line, rather than passing explicit plugins to enable. #jira UE-64247, UE-64595 Change 4426481 by Jeff.Fisher UE-64597 //UE4/Release-4.21 - Build DDC Win64 - BP_DebugMenu has been saved with empty engine version -resaved #jira UE-64597 Change 4426400 by Ben.Marsh Fix extra blank line at the end of ManagedProcess output. #jira UE-64780 Change 4426398 by Arciel.Rekman Linux: fix ARM server build (UE-64775). #jira UE-64775 Change 4426126 by Dan.Oconnor Harden EdGraphPin serialization #jira UE-64500 Change 4426071 by Dan.Oconnor Added logging to Blueprint merge operation #jira UE-58891 Change 4426061 by Phillip.Kavan Fix for an EDL runtime assertion on load when constructing the CDO for a nativized Blueprint class that contains an instanced object reference of another nativized Blueprint class type that references an instance of a non-nativized Blueprint class as a nested, class-owned subobject. - Mirrored from //UE4/Dev-Framework (4413311). #jira UE-62514 Change 4426031 by Phillip.Kavan Fix potential data loss in inherited SCS component default value overrides at runtime in a cooked build for an instance of a non-nativized child Blueprint class that inherits from a nativized parent Blueprint class. - Mirrored from //UE4/Dev-Framework (4365827). #jira UE-63757 Change 4425975 by Phillip.Kavan Fix potential CDO validation failures at cook time during the C++ code generation pass when Blueprint nativization is enabled. - Mirrored from 4371073. #jira UE-63647 Change 4425952 by Chris.Babcock Add notification channel for Android 26 compatibility #jira UE-62741 #ue4 #android Change 4425916 by Dan.Oconnor Added logging to package reloading #jira UE-63834 Change 4425857 by Rolando.Caloca UE4.21 - FIx crash on html5 #jira UE-64690 Change 4425808 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 Change: 4425273 UEVR-1333 MRMesh normals problems -Normals should not be world scaled. #jira UEVR-1333 Files: //UE4/Dev-VR/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeap/Private/MeshTrackerComponent.cpp#13 Change 4425722 by Rolando.Caloca UE4.21 - Android compile fix #jira Change 4425408 by Phillip.Kavan Fix UBT warnings when building/packaging with Blueprint nativization enabled. - Mirrored from //UE4/Dev-Framework (4352144). #jira UE-62946, UE-63311 Change 4425238 by frankie.dipietro Update TM-FocusPriority so that tests may utilize 8 audio channels #jira UE-29618 Change 4425232 by Jamie.Dale Fixed crash when re-pointing an object referenced in Python #jira UE-64363 Change 4425194 by Phillip.Kavan Support a proper fallback to construct any native 'noexport' struct-typed literal term in a nativized Blueprint class. - Mirrored from //UE4/Dev-Framework (4347635). #jira UE-63364 Change 4424786 by Brian.Zaugg Add support for new iOS UserNotifications framework, enabled if min iOS version is set >= 10. #jira UE-51041, UE-59178 Change 4424584 by Ben.Marsh Include the Visual Studio .natvis file as a solution item, to fix problems with VS2017 15.8.5 not finding it in a makefile project. #jira UE-64733 Change 4424410 by Max.Chen Sequencer: Fix deprecation #jira UE-48190 Change 4424364 by Frank.Fella Niagara - Fix static analysis for SItemSelector.h - Preflight passed. #jira UE-64719 Change 4424291 by Shaun.Kime Volume texture work should not be pulled over from Dev-Niagara yet #jira UE-64756 Change 4424021 by Jason.Bestimt Merging CL 4401151 from Dev-VR - Adding destructor to SoundPresets #JIRA:none Change 4423955 by Brandon.Schaefer Linux: Add a timer when we lose focus to check if we have lost application focus #jira UE-63931 Change 4422974 by Robert.Manuszewski Fixing CIS #jira UE-64741 Change 4422709 by Jason.Bestimt Merging CL# 4419752 from Dev-VR - Fixes to prevent audio from crashing on exit #JIRA: none Change 4422691 by Jamie.Dale Fixing localization warnings Added support for gathering from the newly added UI_COMMAND_EXT macro #jira Change 4422394 by Sorin.Gradinaru UE-64066 TM-Gameplay Load Game does not work on TVOS #jira UE-64066 TM-Gameplay Load Game does not work on TVOS #tvOS #4.21 Blocker: GRHIHDRDisplayOutputFormat must have a default value for tvOS (PF_B8G8R8A8, just like mac or ios for non-hdr). The issue appeared at CL4092793 [at] //UE4/Dev-Rendering, 5/24/2018 Change 4422285 by Jamie.Dale Fixing localization warnings #jira Change 4421911 by Chris.Babcock Fix issues with LLDB data formatters with 2 byte characters #jira UE-64737 #ue4 Change 4421833 by Wyeth.Johnson #jira 64735 Sample Skel Mesh refactor to fix it not initializing, still bugged for vertex colors Change 4421316 by Jamie.Dale Fixing localization warnings #jira Change 4421223 by Ben.Marsh Add an experimental setting to enable support for long paths in the content browser. #jira Change 4421197 by Jamie.Dale Fixing localization warnings #jira Change 4421191 by Jamie.Dale Fixing localization warnings #jira Change 4421179 by Rolando.Caloca UE4.21 - Vulkan - Add missing viewport resize function - Separate num buffers per usage #jira Change 4420955 by Michael.Trepka Ignore tooltips and cursor decorator windows when determining the window under cursor on Mac #jira UE-64645 Change 4420323 by Robert.Manuszewski Reimplementing CL #4402016 from Dev-Core: Fixed cooked materials not working in the editor #jira UE-64389 Change 4420227 by Rex.Hill Fix USD Linux compiler warning #jira UE-63658 Change 4420198 by Ben.Marsh UBT: Detect changes to source directories and invalidate the makefile if they are newer. Forces the makefile to be rebuilt when files are added or removed. #jira UE-42601 Change 4420194 by Mitchell.Wilson Saving color curve assets to resolve warnings. #jira UE-64724 Change 4419740 by Jamie.Dale Don't force LocRes files to always use Unicode strings The automatic Unicode detection works just fine for them, and changing this can produce considerably smaller (up-to 50% smaller!) LocRes files #jira Change 4419728 by Mikey.Boyd Updating TM-MaterialAttributes map and MaterialAttributes_Widget for cleaner testing of UEQATC-3497. Set the level to the default GameMode, updated the level blueprint, and disabled interaction with the widget bp. #jira UE-29618 Change 4419646 by Ben.Marsh UBT: Determine the correct user directory when remote compiling on Mac, rather than inferring it from the user name. The user name can be changed after an account is created. #jira UE-64071 Change 4419529 by Jules.Blok Merging CL 4323685 from Dev-VR - Fix GLES occlusion queries when HDR is disabled. Add occlusion query support for Multi-View. Add ShowFlag to visualize occlusion query bounding meshes. #jira UE-62347 Change 4419528 by Jules.Blok Merging CL 4323400 from Dev-VR - Remove StereoPair in favor of visibility map merging introduced in CL 4036044 #jira UE-62738 Change 4419525 by Stefan.Boberg Reduce CPU usage for Cook-on-the-fly server by not busy-waiting for assets to cook. Added an event which is signaled when a network request has been received. The main COTF loop blocks on this event when the cook request queue is empty. This reduces CPU usage while keeping the request latency low. #jira UE-51348 graeme.thornton, martin.ridgers Change 4419034 by Ben.Marsh Allow plugins specified on the command line to override engine plugins. #jira UE-64685 Change 4419015 by Frank.Fella Niagara - Fix linux compile error from CL 4418815. #jira UE-63379 Change 4418931 by Frank.Fella Niagara - Fix Win32 compile issue caused by cl 4418639 #jira UE-61823 Change 4418887 by Frank.Fella Merging from Dev-Niagara all plugin content updates. #jira UE-64711 Change 4418883 by Uriel.Doyon Fixed GPU emitters not being ticked correctly on the renderthread. #jira UE-64710 Change 4418817 by Chris.Babcock Fix for x86 and x86_64 Android architectures with NDK14b #jira UE-64708 #ue4 #android Change 4418815 by Frank.Fella Merging from Dev-Niagara 4399353 for nicholas.goldstein Improve discoverability of and navigability to parent Emitters in Systems #jira UE-63379 Change 4418709 by Frank.Fella Merging from Dev-Niagara 4397394 for nicholas.goldstein Add missing entries and param creation subcategory to Set Variables module. #jira UE-63373 Change 4418639 by Frank.Fella Merging from Dev-Niagara 4360525, 4360676, 4364096 for Simon.Tovey Some compile time optimizations - Moved large map of hlsl keyword replacements from C++ to ini file to improve compile times. - Now not using templates to handle input parameters to data interface. Now taking a bit from the bytecode offset to denote constant vs register. - As well as improving compile times, this also makes DIs far easier to write and maintain so I've rolled out to all DIs. Has no affect on perf. - Moved some things into the VectorVM namesspace. #jira UE-61823 Change 4418333 by Mark.Satterthwaite Fix incorrect usage of a CFDictionary passed into IOServiceGetMatchingServices which releases it for us. #rb none #jira UE-62569 Change 4418323 by zak.parrish Checking in files for SaveLoad - almost done. Need to update save status and do the helpAbout screen #JIRA UE-64681 Change 4418307 by Frank.Fella Merging from Dev-Niagara 4357655 for nicholas.goldstein Fix various capitalization inconsistencies in niagara stack menus #jira UE-63371 #jira UE-63446 Change 4418242 by Frank.Fella Merging from Dev-Niagara 4356331 for nicholas.goldstein Add Spacer between Event Handler header row and added Event Handler properties #jira UE-63390 Change 4418222 by Dan.Oconnor Close blueprint editor when replacing a blueprint, avoiding crash when using the merge tool to reload a blueprint #jira UE-64435 Change 4418217 by Frank.Fella Merging from Dev-Niagara 4356318 for nicholas.goldstein Adjust DisplayName generation of linked inputs in Niagara Stack input options to show the entire namespace and to not pass through FName::NameToDisplayString #jira UE-63387 #jira UE-60349 Change 4418163 by Frank.Fella Merging from Dev-Niagara 4346597, 4346602, 4346709, 4353333, 4353344, 4353346, 4353355, 4355466, 4355948, 4356192 Niagara - New emitter and new system dialogs #jira UE-63765 Change 4418114 by Mark.Satterthwaite Assert that Metal heaps and sub-allocated buffers are actually created properly to catch OoM errors. #rb none #jira UE-62235 Change 4417947 by Ben.Marsh Compile DebugGame version of the launch module for installed builds. #jira UE-64604 Change 4417554 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-63210 - "Stereo layers persist in HMD after VR Preview" #jira UE-54565 - "Packaged game/Editor with Stereo Layers crashes when exiting game through steam VR overlay" Remove check(VROverlay) in FSteamVRHMD::GetStereoLayers() and just return nullptr if it is null. Revert previous fix for UE-54565 that caused UE-63210 Change 4417553 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-64054 MRC - Mixed Reality Calibration app does not let users toggle between attachment devices. Enumerate Motion Sources was getting called before the Motion Controller modular features were being added. Added a delay before calling Enumerate Motion Sources. Change 4417552 by Joe.Conley Merging to Release-4.21 (//UE4/Release-4.21) #jira UE-63579 Assert when having too many VR devices Increase max controllers to support more. Change 4417533 by Ben.Marsh Fix IPhonePackager not being included in installed builds created on a Mac. #jira UE-58493 Change 4417495 by Joe.Conley Back out changelist 4417484 Integrate automatically submitted this before I could convert it to an edit, back out. #jira UE-63579 Assert when having too many VR devices Change 4417484 by Joe.Conley Merging using Dev-VR_to_Release-4.21 #jira UE-63579 Assert when having too many VR devices Increase max controllers to support more. Change 4417438 by Ben.Marsh Prevent unzipped frameworks from being removed every time a remote IOS compile is started, preventing iterative builds. #jira Change 4417422 by Ben.Marsh PR #4937: UE-62508: Add option to project launcher to include prerequisites com. (Contributed by projectgheist) #jira UE-62508 Change 4417362 by Ben.Marsh Fix compile warning when converting a blueprint project to native. #jira UE-63802 Change 4417357 by Jerome.Delattre Copying from Dev-Enterprise CL 4364256 Fix typo in FGenericPlatformMemory::DumpStats to properly report the free virtual memory. #author Martin.Sevigny #jira Change 4417350 by Jerome.Delattre Copying from Dev-Enterprise CL 4364260 SceneCapture: Don't CaptureOnMovement if CaptureEveryFrame is enabled. This prevent the capture from happening twice in 1 frame. #author Martin.Sevigny #jira UE-64686 Change 4417333 by Uriel.Doyon Reduced the amount of interpolants in FVertexFactoryInterpolantsVSToPS by the Niagara when using DynamicParameters. Now only the param required are used where as before the count was defined by the max index. #jira UE-63712 Change 4417318 by Dan.Oconnor Improve error messaging when a class creates its CDO while the class layout is being created #jira UE-64534 Change 4417276 by Frank.Fella Merging 4340773 from Dev-Niagara for nicholas.goldstein Add UProperty Specifiers to PropertyMetaData to fix displayed name and tooltip #jira UE-63233 Change 4417226 by Frank.Fella Merging 4340719 from Dev-Niagara for nicholas.goldstein Disable Widget focus of expander arrows and pulldown arrows in Niagara Stack to prevent unexpected tab selection #jira UE-63380 Change 4417196 by Patrick.Boutot Create a 10bit media texture for CharBGR10A2 media format. #jira UE-64682 Change 4417193 by Patrick.Boutot Keep a reference to the current MediaProfile's proxy to prevent GC Move MediaProfileSettings to default config. #jira UE-64475 Change 4417192 by Patrick.Boutot Deprecate ABGR16 and Float RGB from EDefaultBackBufferPixelFormat. They are not supported by D3DX SwapChain. The jira has more info on which formats are supported. #jira UE-63090 Change 4416191 by zak.parrish Resaving Debug menu for TP_ARBP template #JIRA UE-64678 Change 4416030 by Marc.Audy Remove broken test (as best it can be told it could never have worked) #jira UE-64547 Change 4415784 by Marc.Audy PR #5133: UE-64479 Fix the icon display for the Timeline node replication status (Contributed by mamoniem) PR #5132: UE-64479: Replicated icon shows up for timelines in BP (Contributed by projectgheist) #jira UE-64479 #jira UE-64596 #jira UE-64606 Change 4415763 by Steve.Robb Fixes for improperly initialized USTRUCT() members. #jira UE-64551 #jira UE-64546 Change 4415723 by Rolando.Caloca UE4.21 - Remove Linux hack for Vulkan #jira Change 4415679 by Rolando.Caloca UE4.21 - Copy fix from 4415584 and 4401641 - Added support for -vulkanpresentmode=N where N is a VkPresentModeKHR - This prevents the CPU from getting more than one frame ahead of the GPU. In addition to making the Vulkan RHI more consistent with the DX RHIs and reducing game input latency, this also fixes the issue where memory for volatile uniform buffers could be overwritten by the CPU before the GPU was done with it. This could happen when running in immediate present mode with frame pacing and smoothing disabled, as the CPU could get several frames ahead of the GPU. #jira Change 4415654 by Jamie.Dale Fixed the editor failing to load the native game localization data during init #jira UE-64097 Change 4415635 by Jamie.Dale Fixed null pointer access in setting helpers #jira Change 4415630 by Jamie.Dale Ensure we GC at various points that could have left lingering references to items being content hot-reloaded #jira Change 4415624 by Jamie.Dale Ensure that the transient instance created by the material editor is marked pending-kill once the material editor is closed This fixes an issue where a lingering material editor instance would re-apply old material constant values after a content hot-reload, as the content hot-reload would call PostEditChange on the lingering instance. #jira Change 4415620 by Jamie.Dale Fixed type validation of objects within containers #jira UE-64151 Change 4415613 by Jamie.Dale Fixed crash when deleting a package without an SSC state #jira Change 4415592 by Marcin.Undak UAT: Aways create directory before saving encryption parameters #jira none Change 4415590 by Jamie.Dale Merging CL# 4357533, CL# 4366557 and CL# 4374101 #jira Change 4415577 by Marcin.Undak Linux: fixed WebM crash #jira UE-64157 Change 4415340 by frankie.dipietro Empty M_VolumeSampler for testing #jira UE-29618 Change 4415334 by frankie.dipietro Adjust M_VolumeSample test material to use Emissive #jira UE-29618 Change 4415085 by Ben.Marsh Restore const signature for FApplePlatformCrashContext::ReportCrash() for compatibility with callbacks. #jira Change 4415032 by Ben.Marsh Fix Mac compile error due to calling non-const function. #jira Change 4415005 by frankie.dipietro Add M_VolumeSample to QAGame to aid Volume Texture testing #jira UE-29618 Change 4414930 by Ben.Marsh Include portable callstacks in ensures. #jira UE-64574 Change 4414631 by Graeme.Thornton Fix for crash when running automation tests #jira UE-64652 Change 4414055 by Dan.Oconnor Remove use of FAssetData to avoid side effects that can result in CDO creation #jira UE-64534 Change 4413933 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4374589 UE-57680 [CrashReport] UE4Editor_SteamVR!FSteamVRModel::GetRawMeshData() [steamvrassetmanager.cpp:307] -Added some more logging to try to figure out why this is crashing. Logs the resourceID of the steamVRMesh which might tell us if this is happening with some specific hardware. Also logs index and vertex counts and pointers to see if the data is somewhat malformed or just completely invalid. 4380355 UE-57680 [CrashReport] UE4Editor_SteamVR!FSteamVRModel::GetRawMeshData() [steamvrassetmanager.cpp:307] -Two more log lines for steamvr shutdown. Maybe we are trying to get the models after shutdown and get bad data? #jira UE-57680 Change 4413599 by Mitchell.Wilson Saving SunlightColorLUT to resolve warning. #jira UE-64648 Change 4413343 by Ben.Marsh Add Rsync filters to installed build on Windows. #jira UE-64623 Change 4413276 by Ben.Marsh Remove logic that prevents UHT compiling on Mac during a remote build. #jira UE-64493 Change 4413205 by Ben.Marsh Fix missing dependencies from installed build on Mac and Linux. #jira UE-64629 Change 4413154 by Jason.Bestimt Merging CL 4379292 from Dev-VR - Fixes for mobile static draw list using incorrect material render proxy #JIRA: UEVR-1321 Change 4413148 by Jason.Bestimt Merging CL 4373138 from Dev-VR - Fix for media texture crash on Lumin #JIRA: UEVR-1319 Change 4413142 by Jason.Bestimt Merging CL 4347297 from Dev-VR - Swapping double to single quote to fix Mac Editor packaging for Lumin #JIRA: UE-63556 Change 4412619 by Jason.Bestimt Merging CL 4331753 from Dev-VR - Allowing output log to capture warning and error verbosity from commandline output it receives (like launch on Lumin) #JIRA: UE-62981 Change 4412526 by Jason.Bestimt Merging CL 4311018 from Dev-VR - Preventing multiple lumin frame timing hints while the graphics context isn't valid #JIRA: UE-62031 Change 4412517 by Jason.Bestimt Merging CL 4304939 from Dev-VR - Commenting out Eye Tracker init log until the feature is complete. #JIRA: UE-61413 Change 4412515 by Jason.Bestimt Merging CL 4304711 from Dev-VR - Downgrading sandbox jail warning to log, as it is expected output #JIRA: UE-62992 Change 4412508 by Jason.Bestimt Merging CL 4303846 from Dev-VR - Fix for fully qualified name in header #JIRA: UE-62068 Change 4412496 by Jason.Bestimt Merging CL 4303647 from Dev-VR - Fixing synth style warnings in Lumin Sample #JIRA: UE-62068 Change 4412491 by Jason.Bestimt Integrating CL 4303618 from Dev-VR to remove Lumin Emulator plugins Change 4412425 by Mitchell.Wilson Updating GetLinearColor nodes in BP_Sky_Sphere to GetClampedLinearColor nodes. Saving curves due to the change to resolve warnings. #jira UE-64228 Change 4412349 by Lauren.Ridge Adding custom version to linear color curve assets #jira UE-64228 Change 4412302 by Ben.Marsh Include the full filename of the config file if we can't save a backup. Attempt to track down UE-64554. #jira UE-64554 Change 4412161 by frankie.dipietro Adding bUsedWithStaticLighting flag to M_Roughness_0 to fix RectLight test #jira UE-29618 Change 4411692 by tim.gautier Minor adjustment to M_Tree_FallTreeMerged_01 - added a StaticSwitchParam #jira UE-29618 Change 4411522 by Lauren.Ridge PostLoad check and additional GetClampedColorValue BP function for linear color curves #jira UE-64228 Change 4411494 by Francis.Hurteau Copied 4359025 Francis.Hurteau Test if have a valid continuation before running it when setting continuation on a ready future #jira UE-64567 Change 4411151 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4345353 UE-62255 Google 6DOF Motion Controller Support -Added support for 6DOF controller tracking on daydream. -Project Settings->Android->Advanced APK Packaging->Configure GoogleVR to support specific hardware configurations-> Set to Daydream(6.6 DoF) to enable support for two 6dof controllers. A single 3dof controller is also supported by this configuration, as is a single 6dof controller. -Currently the 3dof controller is detected only by noticing that the positions returned for all controllers are exactly 0,0,0 per Google reccomendation. A future API should make it explicit when a controller is 3dof or 6dof. -Currently we arbitrarily make the controller at index 0 the right and the one at 1 the left. A future api should let us query for controller handedness. 4346387 Fixing build break in GoogleVRControllerFunctionLibrary.h 4349142 Fixing GoogleVRController build warning 4349742 Fixing AndroidRuntimeSettings build errors. 4350977 Fix for static analysis warning 4351170 Build fix for bad assert #jira UE-62255 Change 4410947 by Lina.Halper #DUPEMERGE Fixes many reference pose issues, where they want to add node, and how it updates, and how they could move - mainly execution can be disabled by button, and we will mark to compile when it needs recompile due to hierarchy change - added quick warning to log when hierarchy is missing - still lots of things need more iteration - fixed assets #jira: UE-63136 Change 4410550 by Lauren.Ridge Fix for ListView not propagating selection change events #jira UE-64118 Change 4410527 by Lauren.Ridge Adding condition to guard against crash when pasting comments #jira UE-63214 Change 4410512 by Marcin.Undak UAT: Create manifest directory, before writing to it #jira none Change 4410511 by Lauren.Ridge Fix for crash on spamming trigger presses in VR mode #jira UE-63608 Change 4410489 by Lauren.Ridge Fix for disappearing UI handle in VR mode #jira UE-63622 Change 4410364 by Ben.Marsh PR #5138: Fix bForceBuildShaderFormats not being read correctly in TargetRules (Contributed by rlabrecque) #jira UE-64611 Change 4410086 by Ben.Marsh UAT: Show timing/agent info in UAT the same way as in UBT, to make it easier to track down badly configured agents. (Originallly CL 4343393 in Dev-Build) #jira Change 4410018 by Lina.Halper #DUPE MERGe Merging using Dev-Anim<->Release4.21 fix motion blur issue on poseable mesh component #jira: UE-62296 Change 4409981 by Simon.Tourangeau SunPosition plugin #jira UE-64075 Change 4409913 by Michael.Kirzinger Fix FUniqueNetIdRepl serialization for out of engine OSSs. Use FNetBitReader/Writer in the serialization test so it properly tests network replication #jira UE-63326 [at]josh.markiewicz Change 4409838 by Simon.Tourangeau Integrate misc nDisplay fixes from Dev-Enterprise - nDisplayLauncher: Removed useless no-val command line arguments - Fixed Editor crash when translation direction is set in BP_DemoWand_Blueprint - Use quotation marks for paths - A lot of nDisplay warings "wand not found" - nDisplayLauncher passes custom arguments at beginning - Update blueprints (resubmit + comments) - Single view for monoscipic devices - Move swap eye attribute to [cluster_node] - Removed viewport flip feature - Disable input on slave nodes - Fix for GL3/4 monoscopic device. Missed changes for 'Viewport positioning fix'. - Removed custom swap_int - Fixed demo blueprints - Fixed crash in DC components when the DC is not initialized - Fixed visibility of some inherited members - Fixed Editor crash on second PIE session start - Fix for viewport positioning - BP API docs (comments) - Turn off some screen effects in the nDisplay template project #jira UE-64170 Change 4409812 by Simon.Tourangeau USD SDK updated to v18.09 Merged from Dev-Enterprise #author Rex.Hill #jira UE-64140 Change 4409754 by Graeme.Thornton Copy of CL 4385549 from Dev-Core Try and detect a serialize function inside arbitrary preprocessor blocks and throw an error Make a couple of other "can't have things inside preprocessor blocks" messages consistent with this one #jira none Change 4409671 by Jeff.Fisher Merging using Dev-VR_to_Release-4.21 4392743 UE-63646 MagicLeap 4.21 redirects need updating -Made redirectors more specific, found a way to do the updates without the MatchSubstring package update flag, to avoid a warning about how it is very slow. #jira UE-63647 Change 4409395 by Ben.Marsh Fix Python.build.cs adding locally generated *.pyc files as runtime dependencies. Since these files are not tracked as build products, they will not exist on other build machines, causing warnings when building DDC. #jira Change 4408881 by Max.Chen Sequencer: Added missing ini change for 4395032 #jira UE-64258 Change 4408670 by Max.Chen Sequencer: Step to next/prev key no longer uses ExclusiveEndFrame - 1. This fixes cases where you want to step to the last key of a section and add another animation clip that doesn't overlap. #jira none Change 4408662 by Max.Chen Sequencer: Removed derived blueprint type for level sequence director blueprints #jira UE-64258 Change 4408661 by Max.Chen Sequencer: When evaluating a range of a sequence, all overlapping segments of that range are now guaranteed to be up-to-date and compiled. This is a newer version of 4280319 which was backed out in 4317353, with the TRange::Overlaps issues addressed. #jira UE-63336 #jira UE-62873 Change 4408660 by Max.Chen Sequencer: Fix crash when converting matinee assets to sequences due to changes in events. Event keys will now have blueprint event endpoints created in the level sequence blueprint when converting. #jira none Change 4408354 by Marc.Audy Fix additional cases where GetBlueprint could get called without a valid blueprint, thus checking #jira UE-62444 Change 4408286 by Joe.Conley #jira UE-64552 [CrashReport] UE4Editor_MagicLeap!UImageTrackerComponent::TickComponent() [imagetrackercomponent.cpp:391] MagicLeap ImageTrackerComponent: Adding check for PLATFORM_LUMIN to prevent PIE crash running code that was designed to only run on device. This had been fixed previously but somehow the fix got lost merging between streams. Change 4408252 by Brandon.Schaefer Doubles in the form of 1e+9999 can be larger then 30 chars, set aside more room #jira UE-64582 Change 4408076 by Mike.Erwin UAT: fix Iterative Deploy leaving behind old files on Android (copy 4369737 from Dev-Build) For iterative deploy on Android, files & directories not in staging will be zapped from the device. The following directories are spared, to maintain config & logs on device: Engine/Saved Engine/Config ProjectName/Saved ProjectName/Config Tested with Samsung Galaxy S6+ (Android 6.0) and Google Pixel 2 (Android 9.0) #android #jira UE-61686 Change 4408070 by Mike.Erwin UAT: iterative deploy no longer prevents cleaning of staging directory (copy 4369732 from Dev-Build) Partial fix for #jira UE-58838 UE-61686 UE-62879 Might need additional work to reduce file copies from Build to Stage. Change 4407741 by Ben.Marsh UBT: Avoid trying to figure out which mobile provision to use for a project when we already know the path to the provision we want. Also fix certificate not being updated if mobile provision changes. #jira Change 4407632 by Jamie.Dale Removed pyc files from Python SDK #jira UE-64531 Change 4407622 by Jamie.Dale Updated Python SDK copy script to exclude pyc files #jira UE-64531 Change 4407431 by Anousack.Kitisa Copied 4392037 Anousack.Kitisa Modified API for UV map generation. #jira UE-63814 Change 4407427 by Ben.Marsh Suppress warning for missing DebugNonUFS files when staging installed build. #jira UE-64579 Change 4407401 by Anousack.Kitisa Copied 4383601 Anousack.Kitisa [StaticMeshEditor]: * Fixed material assignment issue when re-importing Datasmith static mesh after deleting a section from the mesh. * Fixed material issue when deleting a section from a mesh and undoing and chaging material on the mesh. #jira UE-62480 Change 4407274 by Joe.Graf Over merge reverted #jira: fix Change 4407268 by Anousack.Kitisa Copied 4369800 Anousack.Kitisa Import/export FBX metadata on SkeletalMesh and Skeleton assets. #jira UEENT-1881 Change 4407220 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AR samples updated #jira: UE-64673 Change 4407213 by Rolando.Caloca UE4.21 - Copy 4403346 DR - Fix post opaque extension running before lights #jira Change 4407208 by Anousack.Kitisa Copied 4369604 JeanLuc.Corenthin - Fixed indexing issue with FOverlappingCorners object created using a FmeshDescription object: - Changed logic in building of FOverlappingCorners to be based on index of wedge, number of wedges equal 3 times the number of triangles like in FRawMesh, instead of index of vertex instances. - Updated BuildVertexBuffer to take this new logic in account. - Fixed crash in FMeshDescriptionOperations::CreateMikktTangents: - MikkTSpace sdk does not handle properly faces with 0 vertices which occur with mesh description with invalid polygons. #jira UE-62478, UE-63758 Change 4407188 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fixed missing include when not using unity builds #jira: UE-64673 Change 4407179 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a way to see the ARKit CPU consumption across all of its threads #jira: UE-64673 Change 4407178 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Bug fix for landscape image detection being at the wrong distance #jira: UE-64673 Change 4407174 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Improved debug rendering of AR tracked images #jira: UE-64673 Change 4407165 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added post edit change to force correct aspect ratios when editing physical size for detected images #jira: UE-64673 Change 4407162 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Reverted premature merge #jira: merge Change 4407156 by Joe.Graf Merging using Dev-VR_to_Release-4.21 #jira: merge Change 4407146 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Point cloud rendering additions #jira: UE-64673 Change 4407134 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added some config properties to box component for debug rendering #jira: UE-64673 Change 4407128 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added missing #ifdef #jira: UE-64673 Change 4407127 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AR point cloud debug rendering support added #jira: UE-64673 Change 4407119 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARVideoSettings sample #jira: UE-64673 Change 4407113 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a device orientation query in addition to the event that is present #jira: UE-64673 Change 4407109 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fixed a missing nullptr check that was causing AR apps to crash #jira: UE-64673 Change 4407105 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added support for rotating an image while generating a jpeg for ARSharedWorld sample #jira: UE-64673 Change 4407101 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added a set of properties to override thread priorities when using ARKit and UE4 is causing ARKit to starve #jira: UE-64673 Change 4407098 by Joe.Graf Merging using Dev-VR_to_Release-4.21 #jira: merge Change 4407093 by Francis.Hurteau Copied 4372687 Francis.Hurteau Fix potential assert when changing ProtocolVersion based on ping messages #jira UE-64035 Change 4407088 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Added scaling to jpeg creation for ARSharedWorld sample #jira: UE-64673 Change 4407082 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407078 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for null session config being passed to AR system #jira: UE-64673 Change 4407074 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407064 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407061 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407052 by JeanLuc.Corenthin Copy CL #4392021 - Fixed crash when importing model thru VRED importer - Includes changes to StaticMeshBuilder.cpp made in CL #4369604 #jira UE-64152 Change 4407051 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407045 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Code suupport for streaming ar shared worlds #jira: UE-64673 Change 4407039 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - ARSharedWorld sample #jira: UE-64673 Change 4407032 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Improved AR template #jira: UE-64673 Change 4407030 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Better BP exposure of GetMappingStatus for AR #jira: UE-64673 Change 4407017 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Better double free fix for ar env probes #jira: UE-64673 Change 4407012 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Double free fix for env probes #jira: UE-64673 Change 4407007 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4407006 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4407003 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - AREnvProbe sample #jira: UE-64673 Change 4406999 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Render doc fix for non-editor builds #jira: merge Change 4406994 by Anousack.Kitisa Copied 4362955 JeanMichel.Dignard Static Mesh Library : SetLodFromStaticMesh - Assign materials to new LOD sections based on source mesh LOD. - Copy LOD build settings from source. #jira UE-63659, UE-64016 Change 4406992 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for CLion IDE usage #jira: merge Change 4406987 by Joe.Graf Merging using Dev-VR_to_Release-4.21 - Fix for missing property decoration for video modes #jira: UE-64673 Change 4406944 by Max.Chen Sequencer: Stop all sounds on tear down #jira UE-63501 Change 4406942 by Mark.Satterthwaite Duplicate CL #4398322: Rebuild mtlpp using Xcode 10 so Metal 2.1 works on iOS. #jira N/A Change 4406880 by Anousack.Kitisa Copied 4356072 Anousack.Kitisa [StaticMeshEditor]: * Moved the UV channel removal functionality from the LOD details panel to the UV drop-down menu. #jira UEENT-1827 Change 4406826 by Francis.Hurteau Copied 4366928 Jeremie.Roy Fix crashes related to the UndoHistory. Add missing UndoBufferChangedDelegate broadcasts in EditorTransaction #jira UE-64096 Change 4406820 by Anousack.Kitisa Copied 4350474 Johan.Duparc Fix UEditorAssetLibrary::DoesAssetExist to handle sub object name #jira UE-62333 Change 4406783 by Anousack.Kitisa Copied 4348861 Anousack.Kitisa [StaticMeshEditor]: * Fixed vertices being merged even though they don't share mergeable attributes. #jira UE-62980 Change 4406752 by Anousack.Kitisa Copied 4348838 Anousack.Kitisa Fixed ConvertAnyPathToObjectPath returning wrong path for objects that are named differently than their package. #jira UE-62333 Change 4406721 by Brandon.Schaefer Linux: Set FORCE_ANSI_ALLOCATOR when using -EnableTSan to avoid multiple definitions #jira UE-62804 Change 4406461 by Francis.Hurteau Copied 4382276 Francis.Hurteau Fix syncing streaming level visibility state with undo/redo #jira UE-64315 Change 4406459 by Ben.Marsh Fix temporary files containing dependency lists being created in Engine directory. Move them under Engine/Intermediate instead. #jira Change 4406451 by Brandon.Schaefer Linux: Dont try to make current if our current window was the SplashScreen window we just destroyed #jira UE-64211 Change 4406440 by Chris.Babcock Remove AKEYCODE_BACK from valid gamepad keycodes to allow it when controllers are disabled #jira UE-64350 #ue4 #android Change 4406382 by Anousack.Kitisa Copied 4393087 Patrick.Boutot Add a shader source directory for the OpenCVLensDistortion plugin. #jira UE-64568 Change 4406345 by Joe.Graf Merge Xcode project generation fix to defaul to Legacy build mode using Dev-VR->Release-4.21 #jira: merge Change 4405792 by JeanMichel.Dignard Copied 4393315 JeanMichel.Dignard Better telemetry for plugin warden - Added more event attributes to track potential issues. #jira UE-64280 Change 4405776 by JeanMichel.Dignard Copied 4392578 JeanMichel.Dignard Fixed actors not saving properly on a reimport when moved to a sublevel. The issue is that they were being parented to actors from another level which isn't supported. Also, the scene component template should refer to the parent component through a TSoftObjectPtr in case it's in another package. #jira UE-62070 Change 4405738 by Mark.Satterthwaite Duplicate CL #4396224: Remove another broken bit of legacy Metal code. #jira UE-64128 Change 4405733 by Mark.Satterthwaite Duplicate CL #4399472: Handle all Metal formats in ShaderPlatformToPlatformName - I have not made this handle all formats or platforms so this function is *wrong* for a number of others and should *assert* on failure to identify a platform. This fixes incorrect shader compilation for Forward rendering on iOS. #jira UE-64355 Change 4405630 by JeanMichel.Dignard Copied 43737703 Johan.Duparc Prevent crash for old datasmith assets Clear transactional flag in user asset data that could cause a crash for Blueprint assets. #jira UE-63349 Change 4405481 by Sorin.Gradinaru UE-61699 Kindle Fire 5th Gen crashes rotating Remote Session #jira UE-61699 #Android #4.21 From //UE4/Dev-Mobile CL4360704 Disabling threaded rendering for Kindle Fire HD 7 5th gen in DefaultDeviceProfiles.ini Change 4405276 by Frankie.DiPietro Adding test content for Volume Textures, Iris Normals, and Subsurface Boundary Bleed Color coverage #jira UE-29618 Change 4405138 by JeanMichel.Dignard Copied 4350470 Johan.Duparc Fix crash on property edition for blueprint actors with templated asset user data #jira UE-63349 Change 4404967 by Mikey.Boyd Making content change to M_Translucent_PanNrm for UEQATC-244. Added a Texture Sample node to be used to test Platform Stats. #jira UE-29618 Change 4404909 by Robert.Manuszewski When enabling cooked assets in the editor, the engine will now use FArchiveAsync2 in the editor to be able to open them. (re-implemented CL #4400327 from Dev-Core) #jira UE-64389 Change 4404901 by Robert.Manuszewski Fixed a hang when entering PIE when Background Streaming is disabled #jira UE-63320 Change 4404816 by Ben.Marsh Fix "Non-void function should return a value" warning in CIS. #jira Change 4404621 by Stefan.Boberg Re-enabled LLM on Editor builds since the performance issue has been addressed #jira UE-60020 Change 4404491 by Max.Chen Sequencer: Use cached object bindings when drawing motion trails. FindObjectId can be slow because it clears the cached bindings. Added FindCachedObjectId which retrieves the binding without clearing the cache. #jira UE-63347 Change 4404490 by Max.Chen Sequencer: Fix key reduction not working on imported fbx channel. Implement channel Optimize() so that it follows the curve editor's SimplifySelection by evaluating whether a key is needed (rather than removing the key and checking whether the value has changed). The main fix is that the tangents need to be calculated as non-normalized (ie. with the DisplayRate) #jira UE-62353 Change 4404488 by Max.Chen Sequencer: Changed HandleSingleNode fallback check for collapsed parents. #jira UE-64394 Change 4404486 by Max.Chen Sequencer: Remove restriction on hidden mobility. It's too wide to restrict transform tracks. #jira UE-63415 Change 4404472 by Max.Chen Sequencer: Restore drawing paths for selected nodes and channels #jira UE-64204 Change 4404468 by Max.Chen Sequencer: Check for property type in evaluation. This fixes an issue where the property type is changed after the track has been created. #jira UE-64278 Change 4404439 by Keli.Hlodversson Merging critical SteamVR fixes from Dev-VR #jira UE-63198 #jira UE-64098 #jira UEVR-1250 Change 4403717 by Marc.Audy Inline templated version of GetGameInstance #jira UE-62591 Change 4403702 by Marc.Audy PR #4944: Added template cast versions of multiple methods. (Contributed by francoap) #jira UE-62591 Change 4403699 by Marc.Audy Make reregistering an object in the significance manager an ensure not a check #jira Change 4403697 by Marc.Audy PR #5074: Fixed minor bugs in GameUserSettings. (Contributed by phoenxin) #jira UE-63893 Change 4403695 by Marc.Audy Fix crash pasting timeline with external curve that has been force deleted #jira UE-64504 Change 4403693 by Marc.Audy PR #5077: Prevent TimelineComponent Update delegate from being executed 3 times when looping (Contributed by nedwardsnae) #jira UE-63927 Change 4403691 by Marc.Audy PR #5076: Correct icon when dragging an event dispatcher variable (Contributed by projectgheist) #jira UE-63895 Change 4403689 by Marc.Audy PR #5075: Mouse decorator when dragging a category from My Blueprint panel (Contributed by projectgheist) #jira UE-63894 Change 4403686 by Marc.Audy PR #5096: UE-64019: Use compare function for tooltip FText instead of != operator (Contributed by projectgheist) #jira UE-64109 #jira UE-64019 Change 4403662 by Marc.Audy Ensure that objects created via duplication in PIE are correctly constructed #jira UE-63505 Change 4403462 by tim.gautier Cleaned up M_Tree_FallTreeMerged_01, added comment blocks for UEQATC-212 #jira UE-29618 Change 4403308 by Michael.Trepka Update mouse position on NSDraggingUpdate event on Mac #jira UE-60800 Change 4403290 by Michael.Trepka Fixed issues with window position and size when toggling between fullscreen and windowed modes #jira UE-63212 Change 4403270 by Michael.Trepka Fixed a problem with mouse click/drag events being received by incorrect window/widget in certain conditions while dragging windows on Mac #jira UE-57506 Change 4403216 by Ben.Marsh Fix null reference exception when resolving paths. #jira Change 4403213 by Ben.Marsh Revert change to use FileReference for executable to use in the <Spawn> task, to ensure we can use programs in the PATH. #jira Change 4403209 by Ben.Marsh Prevent null dereference when tagging a set of files. #jira Change 4403200 by Ben.Marsh BuildGraph: Add support for automatic parsing of collection types in BuildGraph parameters. #jira Change 4403188 by Mikey.Boyd Adding content for Data Table test coverage. #jira UE-29618 Change 4403163 by Ben.Marsh Sanitize the contents of all the receipts in the installed engine build, to make sure they don't reference any files we don't distribute. #jira UE-56424 Change 4403151 by Ben.Marsh UBT: Don't assume that console encoding is UTF-8 when using ParallelExecutor. #jira UE-64248 Change 4403136 by Ben.Marsh Fix IWYU issues with SQLite support. #jira UE-64523 Change 4403116 by Ben.Marsh UBT: Fix project files being generated for VS2017 if the user only has AutoSDKs, and does not have the IDE installed. #jira UE-62726 Change 4403074 by Ben.Marsh UBT: Fix a couple of edge cases when parsing output from child processes. * If a single line was larger than 32kb, the process would be treated as having terminated. * If the last output line did not have a trailing newline, the line would be dropped. #jira UE-64234 Change 4403066 by Ben.Marsh Fix project browser reopening when creating a new project, if other command line arguments are present. Missing a space between the project file and previous argument list. #jira UE-63724 #lockdown Nick.Penwarden #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 4447546 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4452228 by jason bestimt in Dev-VR branch]
2018-10-11 11:48:32 -04:00
OutputLines.Add(Console.OutputEncoding.GetString(Buffer, LastStartIdx, Idx - LastStartIdx));
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
}
LastStartIdx = Idx + 1;
}
LastCharacter = Buffer[Idx];
}
// Shuffle everything back to the start of the buffer
Array.Copy(Buffer, LastStartIdx, Buffer, 0, Buffer.Length - LastStartIdx);
NumBytesInBuffer -= LastStartIdx;
}
return OutputLines;
}
/// <summary>
/// Block until the process outputs a line of text, or terminates.
/// </summary>
/// <param name="Line">Variable to receive the output line</param>
/// <param name="Token">Cancellation token which can be used to abort the read operation.</param>
/// <returns>True if a line was read, false if the process terminated without writing another line, or the cancellation token was signaled.</returns>
public bool TryReadLine(out string Line, CancellationToken? Token = null)
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
{
try
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
{
// Busy wait for the ReadLine call to finish, so we can get interrupted by thread abort exceptions
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
Task<string> ReadLineTask;
if(FrameworkProcess == null)
{
ReadLineTask = ReadStream.ReadLineAsync();
}
else
{
ReadLineTask = FrameworkProcess.StandardOutput.ReadLineAsync();
}
for (;;)
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
{
const int MillisecondsTimeout = 20;
if (Token.HasValue
? ReadLineTask.Wait(MillisecondsTimeout, Token.Value)
: ReadLineTask.Wait(MillisecondsTimeout))
{
Line = ReadLineTask.IsCompleted ? ReadLineTask.Result : null;
return Line != null;
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
}
}
catch (OperationCanceledException)
{
// If the cancel token is signalled, just return false.
Line = null;
return false;
}
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
}
/// <summary>
/// The exit code of the process. Throws an exception if the process has not terminated.
/// </summary>
public int ExitCode
{
get
{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
2018-08-15 11:23:10 -04:00
if(FrameworkProcess == null)
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
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{
#CodeReview: jason.bestimt,nick.whiting,mike.beach -------------------------------------- Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core [at] 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4285673 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4287799 by jason bestimt in Dev-VR branch]
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int Value;
if(GetExitCodeProcess(ProcessHandle, out Value) == 0)
{
throw new Win32Exception();
}
return Value;
}
else
{
return FrameworkProcess.ExitCode;
Copying //UE4/Dev-Build to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2790858 on 2015/12/04 by Ben.Marsh Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio. #codereview Wes.Hunt Change 2792683 on 2015/12/07 by Matthew.Griffin Removed some usages of RunningRocket() function Checks for whether engine tools need rebuilding should be ignored in all installed engine builds. New Intermediate folders should be within project directory and engine's should not be removed when engine installed. Change 2794194 on 2015/12/08 by Matthew.Griffin Removed IsRocket function. Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior. Change 2801483 on 2015/12/14 by Matthew.Griffin Removed uses of UnrealBuildTool.RunningRocket() Mac Tool chain test was down to Engine libraries being pre-compiled Allow Third Party dependencies in any monolithic target, not just games All installed engine builds should use shared build environment Removed test no longer needed now that projects from installed builds have game targets Include engine source if it exists in any installed build to improve intellisense in VCProjects Change 2803276 on 2015/12/15 by Matthew.Griffin Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket() Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket() Changed a few usages to IsEngineInstalled where obvious Change 2814190 on 2016/01/03 by Ben.Marsh Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point. Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT. Change 2822503 on 2016/01/10 by Wes.Hunt AnalyticsET now uses the Data Router protocol. * Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs. * There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning. * Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values. * Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly). Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it. #jira UE-21755 #lockdown nick.penwarden [CL 2822983 by Wes Hunt in Main branch]
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}
}
}
}
}