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UnrealEngineUWP/Engine/Source/Runtime/Serialization/Private/Tests/StructSerializerTest.cpp

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "Misc/Guid.h"
#include "Serialization/MemoryWriter.h"
#include "Serialization/MemoryReader.h"
#include "Misc/AutomationTest.h"
#include "Templates/SubclassOf.h"
#include "Backends/JsonStructDeserializerBackend.h"
#include "Backends/JsonStructSerializerBackend.h"
-------------------------------------- Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise [at] 4341740) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 4280523 by Patrick.Boutot Add option in AjaCustomTimeStep to wait until the frame to be ready. Previously, the frame was there but not yet processed so it was possible that it was not ready by the time we wanted to read it. It won't work with interlaced because the 2 fields are processed at the same time. In interlaced, will get a 30fps behaviour when we actually want a 60fps. Fix bug that didn't set and reset bIsOwned properly when it was first initialized as not owned. Change 4280526 by Patrick.Boutot Add accessor to get the leaf media source or output. Change 4280624 by Patrick.Boutot Add timecode acessor to media samples Change 4280626 by Patrick.Boutot Rework the timing for AJA Media Player. Previously, we took the timing of the frame. That was a bad idea because if 2 incomings video frames were coming a the same time, you would only show one. Making the buffering system useless. That affects the Custom Time Step since it was waiting for the interrupt signal and in some behavior we would like the frame to be ready to be used by UE. Same the timecode in the MediaSample because we may not used it to stamps the frame. Change 4283022 by Patrick.Boutot [EditorScriptingUtilitites] Check folder names invalid characters separatly from the object's name. #jira UE-59886, UE-62333 Change 4283112 by Patrick.Boutot Remove MediaFrameworkUtilititesModule dependency to the Settings module at runtime. Rename TimemanagemenetEditor module names. Change 4283426 by JeanLuc.Corenthin Fix crash with FBX file #jira UE-62501 Change 4284940 by Patrick.Boutot A widget that let you select a single permutation from a list. It groups the values into categories and removes duplicates inside that category. Change 4285471 by Patrick.Boutot Remove MediaFrameworkUtilititesModule dependency to the Settings module at runtime. Change 4286925 by Patrick.Boutot [AJA] Add support to read LTC from the reference In. Add more detail on video format and the device. MediaSource use the Permutations Selection widget to select his mode and device. Remove debugging option to trigger an AJA custom time step and timecode provider. Remove the UYVY pixel option from AJA. It's better do to the conversion on the AJA card that on the GPU. Change the tooltip and category for some AjaMediaSource properties. Change 4287026 by Julien.StJean Modifed the file STimeCodeProviderTab.cpp to fix the position of a SComboButton that wasn't properly place. Change 4287663 by Jon.Nabozny Add timecode messages into nDisplay, and sync those between Master and Slave Change 4287884 by Jon.Nabozny Create a TimecodeProvider for SystemTime and introduce a notion for DefaultTimecodeProvider in Engine. Change 4288050 by Jon.Nabozny Rework the TimeSynchronization implementation for usability and functionality. Change 4288283 by Jon.Nabozny Fixed swapped MetaClass and DisplayName options on UEngine::DefaultTimecodeProviderClassName; Change 4288352 by Jon.Nabozny Set TimecodeProviderClassName and DefaultTimecodeProviderClassName in BaseEngine.ini Change 4288378 by Jon.Nabozny Fixup some issues in TimecodeSynchronizer where code was reset improperly due to multiple unshelves / resolves. Change 4288394 by Jon.Nabozny Add TimeSync functionality into LiveLink. Also add test cases for this. This should allow us to easily synchronize multiple LiveLink sources together, as well as synchronize those to anything else using the sync system (Relies on CL-4235417) Change 4288899 by Patrick.Boutot Fix initialization order of FMediaIOCorePlayerBase variables Change 4289157 by Patrick.Boutot Allow the user to change the source of a capture without stopping the current capture. [AJA] AjaMediaCapture, add support for UpdateSceneViewport & UpdateRenderTarget [at]made by julien.stjean Change 4291328 by Jon.Nabozny Report the Skeleton Guid with TimeSyncData and track sync state in LiveLinkTimeSynchronizationSource. This prevents a crash that can happen if a source is quickly cleared and reset before the next tick of Time Synchronization. Change 4296294 by Jon.Nabozny Fixup errors when TimecodeProviderClassName is empty. It's valid to leave this empty. Change 4297122 by Patrick.Boutot Media Profile with timecode provider & custom time step Change 4301855 by Austin.Crismore Fix for movment scaling and virtual joystick controls. Movement scaling in for truck and dolly is locked to the world xy plane, and virtual joysticks use their own method for movement scaling now. #jira UE-61762, UE-62187 Change 4301856 by Austin.Crismore Virtual sequence level controller now listens to on object spawned, so that it can intercept the camera actor and disable attatching to HMD to prevent camera movement that isn't from the level sequence #jira UE-61766 Change 4301860 by Austin.Crismore Fix for touch scrubbing. Added default values back in. Added logic to only allow scrubbing when touch focus was off. #jira UE-61865 Change 4302294 by Jamie.Dale Added functions to get your the localized spoken and subtitle text from a dialogue wave Change 4304393 by Jamie.Dale Added support for BlueprintAssignable properties in Python Change 4305852 by Jamie.Dale Removed hard-dependency between EditorScriptingUtilities and PythonScriptPlugin Backed-out changelist 4259264 and query Python availability based on whether anything is available to handle the command #jira UE-62318 Change 4308550 by Jamie.Dale Fixed crash when passing a null world to Python actor iterators Change 4311867 by Homam.Bahnassi Revit master material with exposed parameters matching the API when possible. Change 4314428 by Francis.Hurteau Made the usage of the bBuildDeveloperTools switch independent of the bCompileAgainstEngine switch. Changed bBuildDeveloperTools TargetRule in UnrealBuildTool to a nullable to keep the old behavior in case where bBuildDeveloperTools wasn't explicitly set in TargetRules Change 4315134 by Jamie.Dale Defer editable text focus selection until mouse-up to allow the user to make an initial selection #jira UE-58086 Change 4318615 by Johan.Duparc EditorFactories: consistent return values after asset import. Change 4322459 by Jamie.Dale Made SequencerScripting an Editor plugin as it depends on PythonScriptPlugin which is an Editor plugin This was causing issues at runtime when SequencerScripting was enabled, as it failed to load PythonScriptPlugin (which hadn't been built). Change 4323341 by Francis.Hurteau Implement proper message bus protocol version negociation with static nodes Change 4323733 by Francis.Hurteau Fix VR Pausing Sequence Scrubbing just setting playback speed to 0.0 Change 4324319 by Jamie.Dale Exposed transactions to Blueprints Change 4325847 by Alistair.White Copying //Tasks/UE4/Private-PixelStreaming[at]4325566 to Dev-Enterprise-Minimal (//UE4/Dev-Enterprise-Minimal) This adds the new experimental PixelStreaming plugin to allow streaming of an Unreal client's audio & video stream to a browser through the WebRTC protocol to support new uses for enterprise customers. Change 4326282 by Simon.Tourangeau nDisplay native present handler Change 4326581 by Jamie.Dale Replacing FDateTime with int64 Ticks value to workaround UE-63485 Change 4326599 by Homam.Bahnassi Moving texture coords outside UVEdit function to allow using different UV channels. Change 4333250 by Francis.Hurteau Small TFuture changes: * cleans up TFuture::Then with usage of TUniqueFunction * added TFuture::Reset to invalidate it and remove continuation from a future shared state Change 4333359 by Homam.Bahnassi Support scaling and rotating UVs around arbitrary pivot Change 4333566 by Johan.Duparc Expose ProxyLOD functionalities to Scripting #jira UEENT-1788 Change 4333988 by Jamie.Dale Allow UHT to parse FText default parameter values INVTEXT, NSLOCTEXT, LOCTABLE, and FText::GetEmpty() are supported. LOCTEXT isn't as it relies on an external macro that is known to C++ but not to UHT (NSLOCTEXT can easily be used instead). Change 4335020 by Francis.Hurteau Uncomment MessageBus::Send deprecation notice for 4.21 Update MessageBus Send usage to new API Change 4335195 by JeanMichel.Dignard Add a SetLodFromStaticMesh script utility function #jira UEENT-1789 Change 4335231 by Anousack.Kitisa Added functions to generate planar, cylindrical, box UV mapping. #jira UEENT-1598 Change 4335373 by Jamie.Dale Cleaned up some places creating empty literal texts Change 4335458 by Jamie.Dale Allow UHT to parse FText() as an alias of FText::GetEmpty() when processing default values Change 4335875 by Max.Chen Sequencer: Clear RF_Transient on pasted tracks/sections #jira UE-63537 Change 4336497 by Johan.Duparc ProxyLOD: Fix progress bar issue - removed duplicated code - removed duplicated LongTask object #jira UEENT-1788 Change 4336723 by Jamie.Dale Ensure that Python generated types create their CDO at the correct point #jira UE-62895 Change 4340594 by Ben.Marsh Fix manifest being invalidated when building two enterprise targets in a row. Fixes CIS error. #jira UE-63644 #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4342443 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4342474 by jason bestimt in Dev-VR branch]
2018-09-04 16:42:27 -04:00
#include "Backends/CborStructDeserializerBackend.h"
#include "Backends/CborStructSerializerBackend.h"
#include "StructDeserializer.h"
#include "StructSerializer.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Tests/StructSerializerTestTypes.h"
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771249 on 2015/11/18 by Joe.Tidmarsh Ensure that UCircularThrobber's Radius determines the widget's desired size when a child of UCanvasPanelSlot. #jira UE-23186 Change 2794402 on 2015/12/08 by Joe.Tidmarsh Reverting recent changes to Circular throbber. It's unintuative to enforce Size To Content. Will find some other solution. Change 2803507 on 2015/12/15 by Richard.TalbotWatkin BSP poly extrusion can now only be done in the normal direction of the poly. #jira UE-24168 - BSP face breaks off when extruding on Y or Z axes Change 2803510 on 2015/12/15 by Richard.TalbotWatkin Building new static mesh LODs now initializes override vertex colors based on LOD0. #jira UE-23747 - CLONE - if LODs are generated for meshes with vertex colors in a level the vertex colors dont propagate to the LOD in the level Change 2808877 on 2015/12/18 by Alexis.Matte Make sure the delta scale sign is swap when we have multiple axis with different sign current axis value #jira UE-21574 #codereview nick.darnell Change 2810114 on 2015/12/21 by Alexis.Matte #jira UE-23769 We now expose a message telling the user that we found some mesh that are not reference by any scene node in the fbx file. #codereview nick.darnell Change 2810211 on 2015/12/21 by Richard.TalbotWatkin Fixed issue with Show Only Selected not showing members of actor groups. #jira UE-24453 - CLONE - Show Selected is broken for certain Orion meshes Change 2811035 on 2015/12/22 by Alexis.Matte #jira UE-24671 Polish UI #codereview nick.darnell Change 2811123 on 2015/12/22 by Alexis.Matte #jira UE-21936 We now can decide which fbx sdk compatibility version we can use when exportting to a fbx file. #codereview nick.darnell Change 2812830 on 2015/12/28 by Richard.TalbotWatkin Prevent engine assets' properties from having project assets assigned to them. #jira UE-18215 - Details panel: prevent engine content from referencing game content Change 2812854 on 2015/12/28 by Richard.TalbotWatkin Fixed issue where floating windows were having their border size erroneously added again and again. Allowed PIE windows to not respect work area bounds if they are created centered, so that they can overlap off the edge of the screen. #jira UE-24465 - 10 Pixels Added to Width & Height of Floating Editor Windows Each Time Project is Reopened #jira UE-24364 - "Always Center Window to Screen" No Longer Functioning in New Editor Window (PIE) Change 2812875 on 2015/12/28 by Alexis.Matte #jira ue-22237 first implementation for skeletal mesh scene import and reimport. Small refator to remove duplicate code in different fbx list ui. #codereview nick.darnell Change 2813172 on 2015/12/29 by Alexis.Matte #jira ue-21656 Partial submit, the base code is there to add all light type with there properties. #codereview nick.darnell Change 2813403 on 2015/12/30 by Richard.TalbotWatkin PIE in New Editor Window now respects the Game Gets Mouse Control setting. This provides a workaround for UE-24824 where attempting to drag a PIE window fails due to the viewport capturing and locking the mouse to itself in FSceneViewport::OnFocusReceived. Change 2813429 on 2015/12/30 by Alexis.Matte #jira ue-21656 -spotlight and point light support fbx attenuation -fix the light orientation so now directional and spotlight point to the same direction of the fbx #codereview nick.darnell Change 2813456 on 2015/12/30 by Alexis.Matte #jira ue-21656 -Import the camera from fbx #codereview nick.darnell Change 2813457 on 2015/12/30 by Richard.TalbotWatkin Fixed issues with the code which determines whether the user is attempting to assign a game asset/class to an engine asset's property. #jira UE-18215 - Details panel: prevent engine content from referencing game content Change 2813475 on 2015/12/30 by Richard.TalbotWatkin Removed erroneous debug code. Change 2814451 on 2016/01/04 by Joe.Tidmarsh Fixed Tint colour for circular throbber. #jira UE-24445 Change 2814546 on 2016/01/04 by Richard.TalbotWatkin Force Message Log to update its category list if a new category is added while it is open. #jira UE-24266 - Message Log not updating Categories in Real-Time Change 2814613 on 2016/01/04 by Alexis.Matte [CL 2851481 by Nick Darnell in Main branch]
2016-02-01 14:57:29 -05:00
#if WITH_DEV_AUTOMATION_TESTS
/* Internal helpers
*****************************************************************************/
namespace StructSerializerTest
{
void TestSerialization( FAutomationTestBase& Test, IStructSerializerBackend& SerializerBackend, IStructDeserializerBackend& DeserializerBackend )
{
// serialization
FStructSerializerTestStruct TestStruct;
{
FStructSerializer::Serialize(TestStruct, SerializerBackend);
}
// deserialization
FStructSerializerTestStruct TestStruct2(NoInit);
{
FStructDeserializerPolicies Policies;
Policies.MissingFields = EStructDeserializerErrorPolicies::Warning;
Test.TestTrue(TEXT("Deserialization must succeed"), FStructDeserializer::Deserialize(TestStruct2, DeserializerBackend, Policies));
}
// test numerics
Test.TestEqual<int8>(TEXT("Numerics.Int8 value must be the same before and after de-/serialization"), TestStruct.Numerics.Int8, TestStruct2.Numerics.Int8);
Test.TestEqual<int16>(TEXT("Numerics.Int16 value must be the same before and after de-/serialization"), TestStruct.Numerics.Int16, TestStruct2.Numerics.Int16);
Test.TestEqual<int32>(TEXT("Numerics.Int32 value must be the same before and after de-/serialization"), TestStruct.Numerics.Int32, TestStruct2.Numerics.Int32);
Test.TestEqual<int64>(TEXT("Numerics.Int64 value must be the same before and after de-/serialization"), TestStruct.Numerics.Int64, TestStruct2.Numerics.Int64);
Test.TestEqual<uint8>(TEXT("Numerics.UInt8 value must be the same before and after de-/serialization"), TestStruct.Numerics.UInt8, TestStruct2.Numerics.UInt8);
Test.TestEqual<uint16>(TEXT("Numerics.UInt16 value must be the same before and after de-/serialization"), TestStruct.Numerics.UInt16, TestStruct2.Numerics.UInt16);
Test.TestEqual<uint32>(TEXT("Numerics.UInt32 value must be the same before and after de-/serialization"), TestStruct.Numerics.UInt32, TestStruct2.Numerics.UInt32);
Test.TestEqual<uint64>(TEXT("Numerics.UInt64 value must be the same before and after de-/serialization"), TestStruct.Numerics.UInt64, TestStruct2.Numerics.UInt64);
Test.TestEqual<float>(TEXT("Numerics.Float value must be the same before and after de-/serialization"), TestStruct.Numerics.Float, TestStruct2.Numerics.Float);
Test.TestEqual<double>(TEXT("Numerics.Double value must be the same before and after de-/serialization"), TestStruct.Numerics.Double, TestStruct2.Numerics.Double);
// test booleans
Test.TestEqual<bool>(TEXT("Booleans.BoolFalse must be the same before and after de-/serialization"), TestStruct.Booleans.BoolFalse, TestStruct2.Booleans.BoolFalse);
Test.TestEqual<bool>(TEXT("Booleans.BoolTrue must be the same before and after de-/serialization"), TestStruct.Booleans.BoolTrue, TestStruct2.Booleans.BoolTrue);
Test.TestEqual<uint32>(TEXT("Booleans.Bitfield must be the same before and after de-/serialization"), TestStruct.Booleans.Bitfield, TestStruct2.Booleans.Bitfield);
// test objects
Test.TestEqual<TSubclassOf<class UObject>>(TEXT("Objects.Class must be the same before and after de-/serialization"), TestStruct.Objects.Class, TestStruct2.Objects.Class);
Test.TestEqual<UObject*>(TEXT("Objects.ObjectPtr must be the same before and after de-/serialization"), TestStruct.Objects.ObjectPtr, TestStruct2.Objects.ObjectPtr);
// test built-ins
Test.TestEqual<FGuid>(TEXT("Builtins.Guid must be the same before and after de-/serialization"), TestStruct.Builtins.Guid, TestStruct2.Builtins.Guid);
Test.TestEqual<FName>(TEXT("Builtins.Name must be the same before and after de-/serialization"), TestStruct.Builtins.Name, TestStruct2.Builtins.Name);
Test.TestEqual<FString>(TEXT("Builtins.String must be the same before and after de-/serialization"), TestStruct.Builtins.String, TestStruct2.Builtins.String);
Test.TestEqual<FRotator>(TEXT("Builtins.Rotator must be the same before and after de-/serialization"), TestStruct.Builtins.Rotator, TestStruct2.Builtins.Rotator);
Test.TestEqual<FString>(TEXT("Builtins.Text must be the same before and after de-/serialization"), TestStruct.Builtins.Text.ToString(), TestStruct2.Builtins.Text.ToString());
Test.TestEqual<FVector>(TEXT("Builtins.Vector must be the same before and after de-/serialization"), TestStruct.Builtins.Vector, TestStruct2.Builtins.Vector);
// test arrays
Test.TestEqual<TArray<int32>>(TEXT("Arrays.Int32Array must be the same before and after de-/serialization"), TestStruct.Arrays.Int32Array, TestStruct2.Arrays.Int32Array);
Test.TestEqual<int32>(TEXT("Arrays.StaticSingleElement[0] must be the same before and after de-/serialization"), TestStruct.Arrays.StaticSingleElement[0], TestStruct2.Arrays.StaticSingleElement[0]);
Test.TestEqual<int32>(TEXT("Arrays.StaticInt32Array[0] must be the same before and after de-/serialization"), TestStruct.Arrays.StaticInt32Array[0], TestStruct2.Arrays.StaticInt32Array[0]);
Test.TestEqual<int32>(TEXT("Arrays.StaticInt32Array[1] must be the same before and after de-/serialization"), TestStruct.Arrays.StaticInt32Array[1], TestStruct2.Arrays.StaticInt32Array[1]);
Test.TestEqual<int32>(TEXT("Arrays.StaticInt32Array[2] must be the same before and after de-/serialization"), TestStruct.Arrays.StaticInt32Array[2], TestStruct2.Arrays.StaticInt32Array[2]);
Test.TestEqual<float>(TEXT("Arrays.StaticFloatArray[0] must be the same before and after de-/serialization"), TestStruct.Arrays.StaticFloatArray[0], TestStruct2.Arrays.StaticFloatArray[0]);
Test.TestEqual<float>(TEXT("Arrays.StaticFloatArray[1] must be the same before and after de-/serialization"), TestStruct.Arrays.StaticFloatArray[1], TestStruct2.Arrays.StaticFloatArray[1]);
Test.TestEqual<float>(TEXT("Arrays.StaticFloatArray[2] must be the same before and after de-/serialization"), TestStruct.Arrays.StaticFloatArray[2], TestStruct2.Arrays.StaticFloatArray[2]);
Test.TestEqual<TArray<FVector>>(TEXT("Arrays.VectorArray must be the same before and after de-/serialization"), TestStruct.Arrays.VectorArray, TestStruct2.Arrays.VectorArray);
// test maps
Test.TestTrue(TEXT("Maps.IntToStr must be the same before and after de-/serialization"), TestStruct.Maps.IntToStr.OrderIndependentCompareEqual(TestStruct2.Maps.IntToStr));
Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3148965) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2883376 on 2016/02/26 by Max.Chen Sequencer: Refactored track instance API to better deal with invalid object bindings (fixes UE-27286) Change 3117044 on 2016/09/07 by Max.Chen Cine Camera: Add GetCineCameraComponent function from Cine Camera Actor. #jira UE-34036 Change 3117127 on 2016/09/07 by Max.Preussner MediaAssets: File media source path improvements Change 3117128 on 2016/09/07 by Max.Preussner PS4Media: Copied memory allocator fixes (CL# 3114158) Change 3117142 on 2016/09/07 by Max.Preussner MediaPlayerEditor: Normalizing paths of drag & drop media files Change 3117143 on 2016/09/07 by Max.Preussner Media: Made media player name accessible via IMediaPlayer Change 3117161 on 2016/09/07 by Max.Preussner PS4Media: Fixed CPU/GPU may crash due to race condition in destructor (UE-35696) Copied from Release-4.13 CL# 3117159 Change 3117184 on 2016/09/08 by Max.Chen Sequencer: Update sequencer selection on undo so that the sequencer selection stays in sync with the scene selection. Clear cached set of spawned objects in the spawn register only for spawned objects, rather than completely. This fixes an issue where deleting a selected spawnable and then undoing doesn't restore the spawnable as selected because the cached spawned objects gets cleared wholesale. #jira UE-27683 Change 3117831 on 2016/09/08 by Max.Chen Sequencer: Add option to create sub sequences for each master sequence shot. #jira UE-35378 Change 3118467 on 2016/09/08 by Max.Preussner Slate: ScrollyZoomy documentation cleanup pass Change 3118468 on 2016/09/08 by Max.Preussner MediaPlayerEditor: Added OriginalSize viewport mode (UE-35560) #jira UE-35560 Change 3118700 on 2016/09/08 by Max.Preussner Media: Removed still image tracks and sinks (UE-35767) #jira UE-35767 Change 3118987 on 2016/09/09 by Max.Chen Sequencer: Initialize player on post initialize components of level sequence actor. This is a speculative fix for GetSequencePlayer not initialized in Actor::BeginPlay before a Begin Play event in a level blueprint is invoked. #jira UE-34439 Change 3119896 on 2016/09/09 by Max.Preussner MediaAssets: Logging URL when failing to validate media source Change 3119921 on 2016/09/09 by Max.Preussner MediaAssets: Verbose logging sink shutdown in media texture Change 3120173 on 2016/09/09 by Max.Preussner WmfMedia: Refactored playback topology handling to support multiple tracks & track switching #jira UE-35383 #jira UE-35385 #jira UE-32582 Change 3120587 on 2016/09/11 by Max.Chen Fbx Export: Fix double transforms on an exported mesh. Added an option to map the skeletal motion to the root bone. In General Settings (Miscellaneous). #jira UE-35174 Change 3120685 on 2016/09/11 by Max.Chen Sequencer: Subtitles #jira UE-35824 Change 3121957 on 2016/09/12 by Max.Preussner MediaAssets: Replaced legacy texture sink shutdown code to fix race condition Change 3122113 on 2016/09/12 by Max.Preussner Media: Renamed Script track type to Text Change 3122386 on 2016/09/13 by Max.Chen Sequencer: Render movies with handles #jira UETOOL-733 Change 3124278 on 2016/09/14 by Max.Chen Sequencer: Add nullptr check for camera anim. #jira UE-35911 Change 3127211 on 2016/09/15 by Max.Preussner MediaAssets: Implemented Per-platform media player overrides in MediaAsset derived classes (UE-35478) #jira UE-35478 Change 3127536 on 2016/09/15 by Max.Preussner MediaAssets: Renamed platform player overrides property #jira UE-35478 Change 3127539 on 2016/09/15 by Max.Preussner MediaPlayerEditor: Implemented platform player overrides details customization for media assets (UE-35478) #jira UE-35478 Change 3127614 on 2016/09/15 by Max.Preussner MediaAssets: Fixed MediaSource serialization (UE-35478) #jira UE-35478 Change 3127617 on 2016/09/15 by Max.Preussner MediaAssets: Implemented PlatformMediaSource (UE-35387) #jira UE-35387 Change 3127626 on 2016/09/15 by Max.Preussner MediaAssets: Started to implement PlatformMediaSource customization (UE-35387) #jira UE-35387 Change 3128686 on 2016/09/16 by Max.Preussner WmfMedia: Added QuickTime to known video sub types Change 3128703 on 2016/09/16 by Max.Preussner WmfMedia: Fixed GuidToString printing incorrect byte sequence Change 3128705 on 2016/09/16 by Max.Preussner Core: Slightly more complicated unit test for TripleBuffer Change 3129281 on 2016/09/16 by Max.Preussner MediaPlayerEditor: Finished customization for PlatformMediaSource (UE-35387) #jira UE-35387 Change 3129291 on 2016/09/16 by Max.Preussner MediaAssets: Added verbose logging for dropped video frames Change 3130495 on 2016/09/19 by Max.Preussner PropertyEditor: Added missing forward declarations; code and documentation cleanup pass. Change 3131531 on 2016/09/19 by Max.Preussner Core: Accepting comma in milliseconds separator when parsing FTimespan Change 3131533 on 2016/09/19 by Max.Preussner Media: Started to implement subtitle support Change 3132468 on 2016/09/20 by Max.Preussner Core: Fixed TMap deserialization in struct serializer & updated unit tests Change 3132846 on 2016/09/20 by Max.Preussner SlateRemoteServer: Fixed Editor freezes and leaks memory when slate remote enabled (UE-35907) #jira UE-35907 Change 3136577 on 2016/09/22 by Frank.Fella Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues. Change 3136661 on 2016/09/22 by Max.Preussner WmfMedia: Fixed memory leak while playing videos (UE-36289) #jira UE-36289 Change 3137035 on 2016/09/22 by Cody.Albert Changed FMovieScene3DTransformTrackInstance::Update to update ComponentVelocity Change 3137155 on 2016/09/22 by Max.Preussner MediaAssets: Added OpenFile method to MediaPlayer. Change 3138413 on 2016/09/23 by Cody.Albert Fixed ComponentVelocity to use UpdateData instead of FApp::GetDeltaTime() Change 3138627 on 2016/09/23 by Max.Preussner WmfMedia: Fixed FourCC types printing in reverse order Change 3139020 on 2016/09/23 by Max.Preussner MediaAssets: Fixed Crash when after playing media that requires a different conversion shader (UE-36393) #jira UE-36393 Change 3139028 on 2016/09/23 by Max.Preussner MediaPlayerEditor: Trimming leading & trailing whitespace in URL text box Change 3139046 on 2016/09/23 by Max.Preussner MediaPlayerEditor: Implemented statistics tab #jira UE-35395 Change 3139072 on 2016/09/23 by Max.Preussner MediaPlayerEditor: Stats and Info tab UI polish Change 3142667 on 2016/09/27 by Max.Preussner MediaAssets: Fixed serialization of older assets Change 3142669 on 2016/09/27 by Max.Preussner Automation: Allowing movie files to be renamed to match platform requirements Merged from Fortnite-Main CL# 3140907 Change 3145836 on 2016/09/29 by andrew.porter Adding and updating media framework test content Change 3145920 on 2016/09/29 by tim.gautier Added Media Audio actor to level QA-Media Change 3145979 on 2016/09/29 by andrew.porter Updating media player test content Change 3146311 on 2016/09/30 by Andrew.Rodham Sequencer: Fixed cursor jumping around inconsistently when ending a drag - The time slider controller was using a mixture of GetScreenSpacePosition and GetLastScreenSpacePosition when calculating times. It now only uses the current screen position. #jira UE-34738 Change 3147838 on 2016/09/30 by Max.Chen Sequencer: Fix crash when rendering with handle frames = 0. #jira UE-36708 Change 3147875 on 2016/10/01 by Max.Chen Sequencer - Don't crash when a bool track or visibility track has a null runtime object. #jira UE-36707 Change 3148176 on 2016/10/01 by Max.Chen Sequencer: When keep playback range in section bounds, infinite sections should be bounded by their keyframe times. #jira UE-36666 Change 3148824 on 2016/10/03 by Max.Preussner Media: Continued to implement subtitle tracks UpgradeNotes: - caption tracks were split into captions, subtitles, and generic text tracks - added IMediaOverlaySink - IMediaOutput::SetCaptionSink renamed to SetOverlaySink [CL 3149180 by Max Chen in Main branch]
2016-10-03 14:40:19 -04:00
Test.TestTrue(TEXT("Maps.StrToStr must be the same before and after de-/serialization"), TestStruct.Maps.StrToStr.OrderIndependentCompareEqual(TestStruct2.Maps.StrToStr));
Test.TestTrue(TEXT("Maps.StrToVec must be the same before and after de-/serialization"), TestStruct.Maps.StrToVec.OrderIndependentCompareEqual(TestStruct2.Maps.StrToVec));
}
}
/* Tests
*****************************************************************************/
-------------------------------------- Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise [at] 4341740) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 4280523 by Patrick.Boutot Add option in AjaCustomTimeStep to wait until the frame to be ready. Previously, the frame was there but not yet processed so it was possible that it was not ready by the time we wanted to read it. It won't work with interlaced because the 2 fields are processed at the same time. In interlaced, will get a 30fps behaviour when we actually want a 60fps. Fix bug that didn't set and reset bIsOwned properly when it was first initialized as not owned. Change 4280526 by Patrick.Boutot Add accessor to get the leaf media source or output. Change 4280624 by Patrick.Boutot Add timecode acessor to media samples Change 4280626 by Patrick.Boutot Rework the timing for AJA Media Player. Previously, we took the timing of the frame. That was a bad idea because if 2 incomings video frames were coming a the same time, you would only show one. Making the buffering system useless. That affects the Custom Time Step since it was waiting for the interrupt signal and in some behavior we would like the frame to be ready to be used by UE. Same the timecode in the MediaSample because we may not used it to stamps the frame. Change 4283022 by Patrick.Boutot [EditorScriptingUtilitites] Check folder names invalid characters separatly from the object's name. #jira UE-59886, UE-62333 Change 4283112 by Patrick.Boutot Remove MediaFrameworkUtilititesModule dependency to the Settings module at runtime. Rename TimemanagemenetEditor module names. Change 4283426 by JeanLuc.Corenthin Fix crash with FBX file #jira UE-62501 Change 4284940 by Patrick.Boutot A widget that let you select a single permutation from a list. It groups the values into categories and removes duplicates inside that category. Change 4285471 by Patrick.Boutot Remove MediaFrameworkUtilititesModule dependency to the Settings module at runtime. Change 4286925 by Patrick.Boutot [AJA] Add support to read LTC from the reference In. Add more detail on video format and the device. MediaSource use the Permutations Selection widget to select his mode and device. Remove debugging option to trigger an AJA custom time step and timecode provider. Remove the UYVY pixel option from AJA. It's better do to the conversion on the AJA card that on the GPU. Change the tooltip and category for some AjaMediaSource properties. Change 4287026 by Julien.StJean Modifed the file STimeCodeProviderTab.cpp to fix the position of a SComboButton that wasn't properly place. Change 4287663 by Jon.Nabozny Add timecode messages into nDisplay, and sync those between Master and Slave Change 4287884 by Jon.Nabozny Create a TimecodeProvider for SystemTime and introduce a notion for DefaultTimecodeProvider in Engine. Change 4288050 by Jon.Nabozny Rework the TimeSynchronization implementation for usability and functionality. Change 4288283 by Jon.Nabozny Fixed swapped MetaClass and DisplayName options on UEngine::DefaultTimecodeProviderClassName; Change 4288352 by Jon.Nabozny Set TimecodeProviderClassName and DefaultTimecodeProviderClassName in BaseEngine.ini Change 4288378 by Jon.Nabozny Fixup some issues in TimecodeSynchronizer where code was reset improperly due to multiple unshelves / resolves. Change 4288394 by Jon.Nabozny Add TimeSync functionality into LiveLink. Also add test cases for this. This should allow us to easily synchronize multiple LiveLink sources together, as well as synchronize those to anything else using the sync system (Relies on CL-4235417) Change 4288899 by Patrick.Boutot Fix initialization order of FMediaIOCorePlayerBase variables Change 4289157 by Patrick.Boutot Allow the user to change the source of a capture without stopping the current capture. [AJA] AjaMediaCapture, add support for UpdateSceneViewport & UpdateRenderTarget [at]made by julien.stjean Change 4291328 by Jon.Nabozny Report the Skeleton Guid with TimeSyncData and track sync state in LiveLinkTimeSynchronizationSource. This prevents a crash that can happen if a source is quickly cleared and reset before the next tick of Time Synchronization. Change 4296294 by Jon.Nabozny Fixup errors when TimecodeProviderClassName is empty. It's valid to leave this empty. Change 4297122 by Patrick.Boutot Media Profile with timecode provider & custom time step Change 4301855 by Austin.Crismore Fix for movment scaling and virtual joystick controls. Movement scaling in for truck and dolly is locked to the world xy plane, and virtual joysticks use their own method for movement scaling now. #jira UE-61762, UE-62187 Change 4301856 by Austin.Crismore Virtual sequence level controller now listens to on object spawned, so that it can intercept the camera actor and disable attatching to HMD to prevent camera movement that isn't from the level sequence #jira UE-61766 Change 4301860 by Austin.Crismore Fix for touch scrubbing. Added default values back in. Added logic to only allow scrubbing when touch focus was off. #jira UE-61865 Change 4302294 by Jamie.Dale Added functions to get your the localized spoken and subtitle text from a dialogue wave Change 4304393 by Jamie.Dale Added support for BlueprintAssignable properties in Python Change 4305852 by Jamie.Dale Removed hard-dependency between EditorScriptingUtilities and PythonScriptPlugin Backed-out changelist 4259264 and query Python availability based on whether anything is available to handle the command #jira UE-62318 Change 4308550 by Jamie.Dale Fixed crash when passing a null world to Python actor iterators Change 4311867 by Homam.Bahnassi Revit master material with exposed parameters matching the API when possible. Change 4314428 by Francis.Hurteau Made the usage of the bBuildDeveloperTools switch independent of the bCompileAgainstEngine switch. Changed bBuildDeveloperTools TargetRule in UnrealBuildTool to a nullable to keep the old behavior in case where bBuildDeveloperTools wasn't explicitly set in TargetRules Change 4315134 by Jamie.Dale Defer editable text focus selection until mouse-up to allow the user to make an initial selection #jira UE-58086 Change 4318615 by Johan.Duparc EditorFactories: consistent return values after asset import. Change 4322459 by Jamie.Dale Made SequencerScripting an Editor plugin as it depends on PythonScriptPlugin which is an Editor plugin This was causing issues at runtime when SequencerScripting was enabled, as it failed to load PythonScriptPlugin (which hadn't been built). Change 4323341 by Francis.Hurteau Implement proper message bus protocol version negociation with static nodes Change 4323733 by Francis.Hurteau Fix VR Pausing Sequence Scrubbing just setting playback speed to 0.0 Change 4324319 by Jamie.Dale Exposed transactions to Blueprints Change 4325847 by Alistair.White Copying //Tasks/UE4/Private-PixelStreaming[at]4325566 to Dev-Enterprise-Minimal (//UE4/Dev-Enterprise-Minimal) This adds the new experimental PixelStreaming plugin to allow streaming of an Unreal client's audio & video stream to a browser through the WebRTC protocol to support new uses for enterprise customers. Change 4326282 by Simon.Tourangeau nDisplay native present handler Change 4326581 by Jamie.Dale Replacing FDateTime with int64 Ticks value to workaround UE-63485 Change 4326599 by Homam.Bahnassi Moving texture coords outside UVEdit function to allow using different UV channels. Change 4333250 by Francis.Hurteau Small TFuture changes: * cleans up TFuture::Then with usage of TUniqueFunction * added TFuture::Reset to invalidate it and remove continuation from a future shared state Change 4333359 by Homam.Bahnassi Support scaling and rotating UVs around arbitrary pivot Change 4333566 by Johan.Duparc Expose ProxyLOD functionalities to Scripting #jira UEENT-1788 Change 4333988 by Jamie.Dale Allow UHT to parse FText default parameter values INVTEXT, NSLOCTEXT, LOCTABLE, and FText::GetEmpty() are supported. LOCTEXT isn't as it relies on an external macro that is known to C++ but not to UHT (NSLOCTEXT can easily be used instead). Change 4335020 by Francis.Hurteau Uncomment MessageBus::Send deprecation notice for 4.21 Update MessageBus Send usage to new API Change 4335195 by JeanMichel.Dignard Add a SetLodFromStaticMesh script utility function #jira UEENT-1789 Change 4335231 by Anousack.Kitisa Added functions to generate planar, cylindrical, box UV mapping. #jira UEENT-1598 Change 4335373 by Jamie.Dale Cleaned up some places creating empty literal texts Change 4335458 by Jamie.Dale Allow UHT to parse FText() as an alias of FText::GetEmpty() when processing default values Change 4335875 by Max.Chen Sequencer: Clear RF_Transient on pasted tracks/sections #jira UE-63537 Change 4336497 by Johan.Duparc ProxyLOD: Fix progress bar issue - removed duplicated code - removed duplicated LongTask object #jira UEENT-1788 Change 4336723 by Jamie.Dale Ensure that Python generated types create their CDO at the correct point #jira UE-62895 Change 4340594 by Ben.Marsh Fix manifest being invalidated when building two enterprise targets in a row. Fixes CIS error. #jira UE-63644 #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4342443 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4342474 by jason bestimt in Dev-VR branch]
2018-09-04 16:42:27 -04:00
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FStructSerializerTest, "System.Core.Serialization.StructSerializer", EAutomationTestFlags::EditorContext | EAutomationTestFlags::EngineFilter)
-------------------------------------- Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise [at] 4341740) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 4280523 by Patrick.Boutot Add option in AjaCustomTimeStep to wait until the frame to be ready. Previously, the frame was there but not yet processed so it was possible that it was not ready by the time we wanted to read it. It won't work with interlaced because the 2 fields are processed at the same time. In interlaced, will get a 30fps behaviour when we actually want a 60fps. Fix bug that didn't set and reset bIsOwned properly when it was first initialized as not owned. Change 4280526 by Patrick.Boutot Add accessor to get the leaf media source or output. Change 4280624 by Patrick.Boutot Add timecode acessor to media samples Change 4280626 by Patrick.Boutot Rework the timing for AJA Media Player. Previously, we took the timing of the frame. That was a bad idea because if 2 incomings video frames were coming a the same time, you would only show one. Making the buffering system useless. That affects the Custom Time Step since it was waiting for the interrupt signal and in some behavior we would like the frame to be ready to be used by UE. Same the timecode in the MediaSample because we may not used it to stamps the frame. Change 4283022 by Patrick.Boutot [EditorScriptingUtilitites] Check folder names invalid characters separatly from the object's name. #jira UE-59886, UE-62333 Change 4283112 by Patrick.Boutot Remove MediaFrameworkUtilititesModule dependency to the Settings module at runtime. Rename TimemanagemenetEditor module names. Change 4283426 by JeanLuc.Corenthin Fix crash with FBX file #jira UE-62501 Change 4284940 by Patrick.Boutot A widget that let you select a single permutation from a list. It groups the values into categories and removes duplicates inside that category. Change 4285471 by Patrick.Boutot Remove MediaFrameworkUtilititesModule dependency to the Settings module at runtime. Change 4286925 by Patrick.Boutot [AJA] Add support to read LTC from the reference In. Add more detail on video format and the device. MediaSource use the Permutations Selection widget to select his mode and device. Remove debugging option to trigger an AJA custom time step and timecode provider. Remove the UYVY pixel option from AJA. It's better do to the conversion on the AJA card that on the GPU. Change the tooltip and category for some AjaMediaSource properties. Change 4287026 by Julien.StJean Modifed the file STimeCodeProviderTab.cpp to fix the position of a SComboButton that wasn't properly place. Change 4287663 by Jon.Nabozny Add timecode messages into nDisplay, and sync those between Master and Slave Change 4287884 by Jon.Nabozny Create a TimecodeProvider for SystemTime and introduce a notion for DefaultTimecodeProvider in Engine. Change 4288050 by Jon.Nabozny Rework the TimeSynchronization implementation for usability and functionality. Change 4288283 by Jon.Nabozny Fixed swapped MetaClass and DisplayName options on UEngine::DefaultTimecodeProviderClassName; Change 4288352 by Jon.Nabozny Set TimecodeProviderClassName and DefaultTimecodeProviderClassName in BaseEngine.ini Change 4288378 by Jon.Nabozny Fixup some issues in TimecodeSynchronizer where code was reset improperly due to multiple unshelves / resolves. Change 4288394 by Jon.Nabozny Add TimeSync functionality into LiveLink. Also add test cases for this. This should allow us to easily synchronize multiple LiveLink sources together, as well as synchronize those to anything else using the sync system (Relies on CL-4235417) Change 4288899 by Patrick.Boutot Fix initialization order of FMediaIOCorePlayerBase variables Change 4289157 by Patrick.Boutot Allow the user to change the source of a capture without stopping the current capture. [AJA] AjaMediaCapture, add support for UpdateSceneViewport & UpdateRenderTarget [at]made by julien.stjean Change 4291328 by Jon.Nabozny Report the Skeleton Guid with TimeSyncData and track sync state in LiveLinkTimeSynchronizationSource. This prevents a crash that can happen if a source is quickly cleared and reset before the next tick of Time Synchronization. Change 4296294 by Jon.Nabozny Fixup errors when TimecodeProviderClassName is empty. It's valid to leave this empty. Change 4297122 by Patrick.Boutot Media Profile with timecode provider & custom time step Change 4301855 by Austin.Crismore Fix for movment scaling and virtual joystick controls. Movement scaling in for truck and dolly is locked to the world xy plane, and virtual joysticks use their own method for movement scaling now. #jira UE-61762, UE-62187 Change 4301856 by Austin.Crismore Virtual sequence level controller now listens to on object spawned, so that it can intercept the camera actor and disable attatching to HMD to prevent camera movement that isn't from the level sequence #jira UE-61766 Change 4301860 by Austin.Crismore Fix for touch scrubbing. Added default values back in. Added logic to only allow scrubbing when touch focus was off. #jira UE-61865 Change 4302294 by Jamie.Dale Added functions to get your the localized spoken and subtitle text from a dialogue wave Change 4304393 by Jamie.Dale Added support for BlueprintAssignable properties in Python Change 4305852 by Jamie.Dale Removed hard-dependency between EditorScriptingUtilities and PythonScriptPlugin Backed-out changelist 4259264 and query Python availability based on whether anything is available to handle the command #jira UE-62318 Change 4308550 by Jamie.Dale Fixed crash when passing a null world to Python actor iterators Change 4311867 by Homam.Bahnassi Revit master material with exposed parameters matching the API when possible. Change 4314428 by Francis.Hurteau Made the usage of the bBuildDeveloperTools switch independent of the bCompileAgainstEngine switch. Changed bBuildDeveloperTools TargetRule in UnrealBuildTool to a nullable to keep the old behavior in case where bBuildDeveloperTools wasn't explicitly set in TargetRules Change 4315134 by Jamie.Dale Defer editable text focus selection until mouse-up to allow the user to make an initial selection #jira UE-58086 Change 4318615 by Johan.Duparc EditorFactories: consistent return values after asset import. Change 4322459 by Jamie.Dale Made SequencerScripting an Editor plugin as it depends on PythonScriptPlugin which is an Editor plugin This was causing issues at runtime when SequencerScripting was enabled, as it failed to load PythonScriptPlugin (which hadn't been built). Change 4323341 by Francis.Hurteau Implement proper message bus protocol version negociation with static nodes Change 4323733 by Francis.Hurteau Fix VR Pausing Sequence Scrubbing just setting playback speed to 0.0 Change 4324319 by Jamie.Dale Exposed transactions to Blueprints Change 4325847 by Alistair.White Copying //Tasks/UE4/Private-PixelStreaming[at]4325566 to Dev-Enterprise-Minimal (//UE4/Dev-Enterprise-Minimal) This adds the new experimental PixelStreaming plugin to allow streaming of an Unreal client's audio & video stream to a browser through the WebRTC protocol to support new uses for enterprise customers. Change 4326282 by Simon.Tourangeau nDisplay native present handler Change 4326581 by Jamie.Dale Replacing FDateTime with int64 Ticks value to workaround UE-63485 Change 4326599 by Homam.Bahnassi Moving texture coords outside UVEdit function to allow using different UV channels. Change 4333250 by Francis.Hurteau Small TFuture changes: * cleans up TFuture::Then with usage of TUniqueFunction * added TFuture::Reset to invalidate it and remove continuation from a future shared state Change 4333359 by Homam.Bahnassi Support scaling and rotating UVs around arbitrary pivot Change 4333566 by Johan.Duparc Expose ProxyLOD functionalities to Scripting #jira UEENT-1788 Change 4333988 by Jamie.Dale Allow UHT to parse FText default parameter values INVTEXT, NSLOCTEXT, LOCTABLE, and FText::GetEmpty() are supported. LOCTEXT isn't as it relies on an external macro that is known to C++ but not to UHT (NSLOCTEXT can easily be used instead). Change 4335020 by Francis.Hurteau Uncomment MessageBus::Send deprecation notice for 4.21 Update MessageBus Send usage to new API Change 4335195 by JeanMichel.Dignard Add a SetLodFromStaticMesh script utility function #jira UEENT-1789 Change 4335231 by Anousack.Kitisa Added functions to generate planar, cylindrical, box UV mapping. #jira UEENT-1598 Change 4335373 by Jamie.Dale Cleaned up some places creating empty literal texts Change 4335458 by Jamie.Dale Allow UHT to parse FText() as an alias of FText::GetEmpty() when processing default values Change 4335875 by Max.Chen Sequencer: Clear RF_Transient on pasted tracks/sections #jira UE-63537 Change 4336497 by Johan.Duparc ProxyLOD: Fix progress bar issue - removed duplicated code - removed duplicated LongTask object #jira UEENT-1788 Change 4336723 by Jamie.Dale Ensure that Python generated types create their CDO at the correct point #jira UE-62895 Change 4340594 by Ben.Marsh Fix manifest being invalidated when building two enterprise targets in a row. Fixes CIS error. #jira UE-63644 #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4342443 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4342474 by jason bestimt in Dev-VR branch]
2018-09-04 16:42:27 -04:00
bool FStructSerializerTest::RunTest( const FString& Parameters )
{
const EStructSerializerBackendFlags TestFlags = EStructSerializerBackendFlags::Default;
// json
{
TArray<uint8> Buffer;
FMemoryReader Reader(Buffer);
FMemoryWriter Writer(Buffer);
FJsonStructSerializerBackend SerializerBackend(Writer, TestFlags);
FJsonStructDeserializerBackend DeserializerBackend(Reader);
StructSerializerTest::TestSerialization(*this, SerializerBackend, DeserializerBackend);
// uncomment this to look at the serialized data
// GLog->Logf(TEXT("%s"), (TCHAR*)Buffer.GetData());
}
-------------------------------------- Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise [at] 4341740) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 4280523 by Patrick.Boutot Add option in AjaCustomTimeStep to wait until the frame to be ready. Previously, the frame was there but not yet processed so it was possible that it was not ready by the time we wanted to read it. It won't work with interlaced because the 2 fields are processed at the same time. In interlaced, will get a 30fps behaviour when we actually want a 60fps. Fix bug that didn't set and reset bIsOwned properly when it was first initialized as not owned. Change 4280526 by Patrick.Boutot Add accessor to get the leaf media source or output. Change 4280624 by Patrick.Boutot Add timecode acessor to media samples Change 4280626 by Patrick.Boutot Rework the timing for AJA Media Player. Previously, we took the timing of the frame. That was a bad idea because if 2 incomings video frames were coming a the same time, you would only show one. Making the buffering system useless. That affects the Custom Time Step since it was waiting for the interrupt signal and in some behavior we would like the frame to be ready to be used by UE. Same the timecode in the MediaSample because we may not used it to stamps the frame. Change 4283022 by Patrick.Boutot [EditorScriptingUtilitites] Check folder names invalid characters separatly from the object's name. #jira UE-59886, UE-62333 Change 4283112 by Patrick.Boutot Remove MediaFrameworkUtilititesModule dependency to the Settings module at runtime. Rename TimemanagemenetEditor module names. Change 4283426 by JeanLuc.Corenthin Fix crash with FBX file #jira UE-62501 Change 4284940 by Patrick.Boutot A widget that let you select a single permutation from a list. It groups the values into categories and removes duplicates inside that category. Change 4285471 by Patrick.Boutot Remove MediaFrameworkUtilititesModule dependency to the Settings module at runtime. Change 4286925 by Patrick.Boutot [AJA] Add support to read LTC from the reference In. Add more detail on video format and the device. MediaSource use the Permutations Selection widget to select his mode and device. Remove debugging option to trigger an AJA custom time step and timecode provider. Remove the UYVY pixel option from AJA. It's better do to the conversion on the AJA card that on the GPU. Change the tooltip and category for some AjaMediaSource properties. Change 4287026 by Julien.StJean Modifed the file STimeCodeProviderTab.cpp to fix the position of a SComboButton that wasn't properly place. Change 4287663 by Jon.Nabozny Add timecode messages into nDisplay, and sync those between Master and Slave Change 4287884 by Jon.Nabozny Create a TimecodeProvider for SystemTime and introduce a notion for DefaultTimecodeProvider in Engine. Change 4288050 by Jon.Nabozny Rework the TimeSynchronization implementation for usability and functionality. Change 4288283 by Jon.Nabozny Fixed swapped MetaClass and DisplayName options on UEngine::DefaultTimecodeProviderClassName; Change 4288352 by Jon.Nabozny Set TimecodeProviderClassName and DefaultTimecodeProviderClassName in BaseEngine.ini Change 4288378 by Jon.Nabozny Fixup some issues in TimecodeSynchronizer where code was reset improperly due to multiple unshelves / resolves. Change 4288394 by Jon.Nabozny Add TimeSync functionality into LiveLink. Also add test cases for this. This should allow us to easily synchronize multiple LiveLink sources together, as well as synchronize those to anything else using the sync system (Relies on CL-4235417) Change 4288899 by Patrick.Boutot Fix initialization order of FMediaIOCorePlayerBase variables Change 4289157 by Patrick.Boutot Allow the user to change the source of a capture without stopping the current capture. [AJA] AjaMediaCapture, add support for UpdateSceneViewport & UpdateRenderTarget [at]made by julien.stjean Change 4291328 by Jon.Nabozny Report the Skeleton Guid with TimeSyncData and track sync state in LiveLinkTimeSynchronizationSource. This prevents a crash that can happen if a source is quickly cleared and reset before the next tick of Time Synchronization. Change 4296294 by Jon.Nabozny Fixup errors when TimecodeProviderClassName is empty. It's valid to leave this empty. Change 4297122 by Patrick.Boutot Media Profile with timecode provider & custom time step Change 4301855 by Austin.Crismore Fix for movment scaling and virtual joystick controls. Movement scaling in for truck and dolly is locked to the world xy plane, and virtual joysticks use their own method for movement scaling now. #jira UE-61762, UE-62187 Change 4301856 by Austin.Crismore Virtual sequence level controller now listens to on object spawned, so that it can intercept the camera actor and disable attatching to HMD to prevent camera movement that isn't from the level sequence #jira UE-61766 Change 4301860 by Austin.Crismore Fix for touch scrubbing. Added default values back in. Added logic to only allow scrubbing when touch focus was off. #jira UE-61865 Change 4302294 by Jamie.Dale Added functions to get your the localized spoken and subtitle text from a dialogue wave Change 4304393 by Jamie.Dale Added support for BlueprintAssignable properties in Python Change 4305852 by Jamie.Dale Removed hard-dependency between EditorScriptingUtilities and PythonScriptPlugin Backed-out changelist 4259264 and query Python availability based on whether anything is available to handle the command #jira UE-62318 Change 4308550 by Jamie.Dale Fixed crash when passing a null world to Python actor iterators Change 4311867 by Homam.Bahnassi Revit master material with exposed parameters matching the API when possible. Change 4314428 by Francis.Hurteau Made the usage of the bBuildDeveloperTools switch independent of the bCompileAgainstEngine switch. Changed bBuildDeveloperTools TargetRule in UnrealBuildTool to a nullable to keep the old behavior in case where bBuildDeveloperTools wasn't explicitly set in TargetRules Change 4315134 by Jamie.Dale Defer editable text focus selection until mouse-up to allow the user to make an initial selection #jira UE-58086 Change 4318615 by Johan.Duparc EditorFactories: consistent return values after asset import. Change 4322459 by Jamie.Dale Made SequencerScripting an Editor plugin as it depends on PythonScriptPlugin which is an Editor plugin This was causing issues at runtime when SequencerScripting was enabled, as it failed to load PythonScriptPlugin (which hadn't been built). Change 4323341 by Francis.Hurteau Implement proper message bus protocol version negociation with static nodes Change 4323733 by Francis.Hurteau Fix VR Pausing Sequence Scrubbing just setting playback speed to 0.0 Change 4324319 by Jamie.Dale Exposed transactions to Blueprints Change 4325847 by Alistair.White Copying //Tasks/UE4/Private-PixelStreaming[at]4325566 to Dev-Enterprise-Minimal (//UE4/Dev-Enterprise-Minimal) This adds the new experimental PixelStreaming plugin to allow streaming of an Unreal client's audio & video stream to a browser through the WebRTC protocol to support new uses for enterprise customers. Change 4326282 by Simon.Tourangeau nDisplay native present handler Change 4326581 by Jamie.Dale Replacing FDateTime with int64 Ticks value to workaround UE-63485 Change 4326599 by Homam.Bahnassi Moving texture coords outside UVEdit function to allow using different UV channels. Change 4333250 by Francis.Hurteau Small TFuture changes: * cleans up TFuture::Then with usage of TUniqueFunction * added TFuture::Reset to invalidate it and remove continuation from a future shared state Change 4333359 by Homam.Bahnassi Support scaling and rotating UVs around arbitrary pivot Change 4333566 by Johan.Duparc Expose ProxyLOD functionalities to Scripting #jira UEENT-1788 Change 4333988 by Jamie.Dale Allow UHT to parse FText default parameter values INVTEXT, NSLOCTEXT, LOCTABLE, and FText::GetEmpty() are supported. LOCTEXT isn't as it relies on an external macro that is known to C++ but not to UHT (NSLOCTEXT can easily be used instead). Change 4335020 by Francis.Hurteau Uncomment MessageBus::Send deprecation notice for 4.21 Update MessageBus Send usage to new API Change 4335195 by JeanMichel.Dignard Add a SetLodFromStaticMesh script utility function #jira UEENT-1789 Change 4335231 by Anousack.Kitisa Added functions to generate planar, cylindrical, box UV mapping. #jira UEENT-1598 Change 4335373 by Jamie.Dale Cleaned up some places creating empty literal texts Change 4335458 by Jamie.Dale Allow UHT to parse FText() as an alias of FText::GetEmpty() when processing default values Change 4335875 by Max.Chen Sequencer: Clear RF_Transient on pasted tracks/sections #jira UE-63537 Change 4336497 by Johan.Duparc ProxyLOD: Fix progress bar issue - removed duplicated code - removed duplicated LongTask object #jira UEENT-1788 Change 4336723 by Jamie.Dale Ensure that Python generated types create their CDO at the correct point #jira UE-62895 Change 4340594 by Ben.Marsh Fix manifest being invalidated when building two enterprise targets in a row. Fixes CIS error. #jira UE-63644 #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4342443 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4342474 by jason bestimt in Dev-VR branch]
2018-09-04 16:42:27 -04:00
// cbor
{
TArray<uint8> Buffer;
FMemoryReader Reader(Buffer);
FMemoryWriter Writer(Buffer);
FCborStructSerializerBackend SerializerBackend(Writer, TestFlags);
-------------------------------------- Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise [at] 4341740) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 4280523 by Patrick.Boutot Add option in AjaCustomTimeStep to wait until the frame to be ready. Previously, the frame was there but not yet processed so it was possible that it was not ready by the time we wanted to read it. It won't work with interlaced because the 2 fields are processed at the same time. In interlaced, will get a 30fps behaviour when we actually want a 60fps. Fix bug that didn't set and reset bIsOwned properly when it was first initialized as not owned. Change 4280526 by Patrick.Boutot Add accessor to get the leaf media source or output. Change 4280624 by Patrick.Boutot Add timecode acessor to media samples Change 4280626 by Patrick.Boutot Rework the timing for AJA Media Player. Previously, we took the timing of the frame. That was a bad idea because if 2 incomings video frames were coming a the same time, you would only show one. Making the buffering system useless. That affects the Custom Time Step since it was waiting for the interrupt signal and in some behavior we would like the frame to be ready to be used by UE. Same the timecode in the MediaSample because we may not used it to stamps the frame. Change 4283022 by Patrick.Boutot [EditorScriptingUtilitites] Check folder names invalid characters separatly from the object's name. #jira UE-59886, UE-62333 Change 4283112 by Patrick.Boutot Remove MediaFrameworkUtilititesModule dependency to the Settings module at runtime. Rename TimemanagemenetEditor module names. Change 4283426 by JeanLuc.Corenthin Fix crash with FBX file #jira UE-62501 Change 4284940 by Patrick.Boutot A widget that let you select a single permutation from a list. It groups the values into categories and removes duplicates inside that category. Change 4285471 by Patrick.Boutot Remove MediaFrameworkUtilititesModule dependency to the Settings module at runtime. Change 4286925 by Patrick.Boutot [AJA] Add support to read LTC from the reference In. Add more detail on video format and the device. MediaSource use the Permutations Selection widget to select his mode and device. Remove debugging option to trigger an AJA custom time step and timecode provider. Remove the UYVY pixel option from AJA. It's better do to the conversion on the AJA card that on the GPU. Change the tooltip and category for some AjaMediaSource properties. Change 4287026 by Julien.StJean Modifed the file STimeCodeProviderTab.cpp to fix the position of a SComboButton that wasn't properly place. Change 4287663 by Jon.Nabozny Add timecode messages into nDisplay, and sync those between Master and Slave Change 4287884 by Jon.Nabozny Create a TimecodeProvider for SystemTime and introduce a notion for DefaultTimecodeProvider in Engine. Change 4288050 by Jon.Nabozny Rework the TimeSynchronization implementation for usability and functionality. Change 4288283 by Jon.Nabozny Fixed swapped MetaClass and DisplayName options on UEngine::DefaultTimecodeProviderClassName; Change 4288352 by Jon.Nabozny Set TimecodeProviderClassName and DefaultTimecodeProviderClassName in BaseEngine.ini Change 4288378 by Jon.Nabozny Fixup some issues in TimecodeSynchronizer where code was reset improperly due to multiple unshelves / resolves. Change 4288394 by Jon.Nabozny Add TimeSync functionality into LiveLink. Also add test cases for this. This should allow us to easily synchronize multiple LiveLink sources together, as well as synchronize those to anything else using the sync system (Relies on CL-4235417) Change 4288899 by Patrick.Boutot Fix initialization order of FMediaIOCorePlayerBase variables Change 4289157 by Patrick.Boutot Allow the user to change the source of a capture without stopping the current capture. [AJA] AjaMediaCapture, add support for UpdateSceneViewport & UpdateRenderTarget [at]made by julien.stjean Change 4291328 by Jon.Nabozny Report the Skeleton Guid with TimeSyncData and track sync state in LiveLinkTimeSynchronizationSource. This prevents a crash that can happen if a source is quickly cleared and reset before the next tick of Time Synchronization. Change 4296294 by Jon.Nabozny Fixup errors when TimecodeProviderClassName is empty. It's valid to leave this empty. Change 4297122 by Patrick.Boutot Media Profile with timecode provider & custom time step Change 4301855 by Austin.Crismore Fix for movment scaling and virtual joystick controls. Movement scaling in for truck and dolly is locked to the world xy plane, and virtual joysticks use their own method for movement scaling now. #jira UE-61762, UE-62187 Change 4301856 by Austin.Crismore Virtual sequence level controller now listens to on object spawned, so that it can intercept the camera actor and disable attatching to HMD to prevent camera movement that isn't from the level sequence #jira UE-61766 Change 4301860 by Austin.Crismore Fix for touch scrubbing. Added default values back in. Added logic to only allow scrubbing when touch focus was off. #jira UE-61865 Change 4302294 by Jamie.Dale Added functions to get your the localized spoken and subtitle text from a dialogue wave Change 4304393 by Jamie.Dale Added support for BlueprintAssignable properties in Python Change 4305852 by Jamie.Dale Removed hard-dependency between EditorScriptingUtilities and PythonScriptPlugin Backed-out changelist 4259264 and query Python availability based on whether anything is available to handle the command #jira UE-62318 Change 4308550 by Jamie.Dale Fixed crash when passing a null world to Python actor iterators Change 4311867 by Homam.Bahnassi Revit master material with exposed parameters matching the API when possible. Change 4314428 by Francis.Hurteau Made the usage of the bBuildDeveloperTools switch independent of the bCompileAgainstEngine switch. Changed bBuildDeveloperTools TargetRule in UnrealBuildTool to a nullable to keep the old behavior in case where bBuildDeveloperTools wasn't explicitly set in TargetRules Change 4315134 by Jamie.Dale Defer editable text focus selection until mouse-up to allow the user to make an initial selection #jira UE-58086 Change 4318615 by Johan.Duparc EditorFactories: consistent return values after asset import. Change 4322459 by Jamie.Dale Made SequencerScripting an Editor plugin as it depends on PythonScriptPlugin which is an Editor plugin This was causing issues at runtime when SequencerScripting was enabled, as it failed to load PythonScriptPlugin (which hadn't been built). Change 4323341 by Francis.Hurteau Implement proper message bus protocol version negociation with static nodes Change 4323733 by Francis.Hurteau Fix VR Pausing Sequence Scrubbing just setting playback speed to 0.0 Change 4324319 by Jamie.Dale Exposed transactions to Blueprints Change 4325847 by Alistair.White Copying //Tasks/UE4/Private-PixelStreaming[at]4325566 to Dev-Enterprise-Minimal (//UE4/Dev-Enterprise-Minimal) This adds the new experimental PixelStreaming plugin to allow streaming of an Unreal client's audio & video stream to a browser through the WebRTC protocol to support new uses for enterprise customers. Change 4326282 by Simon.Tourangeau nDisplay native present handler Change 4326581 by Jamie.Dale Replacing FDateTime with int64 Ticks value to workaround UE-63485 Change 4326599 by Homam.Bahnassi Moving texture coords outside UVEdit function to allow using different UV channels. Change 4333250 by Francis.Hurteau Small TFuture changes: * cleans up TFuture::Then with usage of TUniqueFunction * added TFuture::Reset to invalidate it and remove continuation from a future shared state Change 4333359 by Homam.Bahnassi Support scaling and rotating UVs around arbitrary pivot Change 4333566 by Johan.Duparc Expose ProxyLOD functionalities to Scripting #jira UEENT-1788 Change 4333988 by Jamie.Dale Allow UHT to parse FText default parameter values INVTEXT, NSLOCTEXT, LOCTABLE, and FText::GetEmpty() are supported. LOCTEXT isn't as it relies on an external macro that is known to C++ but not to UHT (NSLOCTEXT can easily be used instead). Change 4335020 by Francis.Hurteau Uncomment MessageBus::Send deprecation notice for 4.21 Update MessageBus Send usage to new API Change 4335195 by JeanMichel.Dignard Add a SetLodFromStaticMesh script utility function #jira UEENT-1789 Change 4335231 by Anousack.Kitisa Added functions to generate planar, cylindrical, box UV mapping. #jira UEENT-1598 Change 4335373 by Jamie.Dale Cleaned up some places creating empty literal texts Change 4335458 by Jamie.Dale Allow UHT to parse FText() as an alias of FText::GetEmpty() when processing default values Change 4335875 by Max.Chen Sequencer: Clear RF_Transient on pasted tracks/sections #jira UE-63537 Change 4336497 by Johan.Duparc ProxyLOD: Fix progress bar issue - removed duplicated code - removed duplicated LongTask object #jira UEENT-1788 Change 4336723 by Jamie.Dale Ensure that Python generated types create their CDO at the correct point #jira UE-62895 Change 4340594 by Ben.Marsh Fix manifest being invalidated when building two enterprise targets in a row. Fixes CIS error. #jira UE-63644 #ROBOMERGE-OWNER: jason.bestimt #ROBOMERGE-SOURCE: CL 4342443 in //UE4/Main/... #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 4342474 by jason bestimt in Dev-VR branch]
2018-09-04 16:42:27 -04:00
FCborStructDeserializerBackend DeserializerBackend(Reader);
StructSerializerTest::TestSerialization(*this, SerializerBackend, DeserializerBackend);
}
return true;
}
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771249 on 2015/11/18 by Joe.Tidmarsh Ensure that UCircularThrobber's Radius determines the widget's desired size when a child of UCanvasPanelSlot. #jira UE-23186 Change 2794402 on 2015/12/08 by Joe.Tidmarsh Reverting recent changes to Circular throbber. It's unintuative to enforce Size To Content. Will find some other solution. Change 2803507 on 2015/12/15 by Richard.TalbotWatkin BSP poly extrusion can now only be done in the normal direction of the poly. #jira UE-24168 - BSP face breaks off when extruding on Y or Z axes Change 2803510 on 2015/12/15 by Richard.TalbotWatkin Building new static mesh LODs now initializes override vertex colors based on LOD0. #jira UE-23747 - CLONE - if LODs are generated for meshes with vertex colors in a level the vertex colors dont propagate to the LOD in the level Change 2808877 on 2015/12/18 by Alexis.Matte Make sure the delta scale sign is swap when we have multiple axis with different sign current axis value #jira UE-21574 #codereview nick.darnell Change 2810114 on 2015/12/21 by Alexis.Matte #jira UE-23769 We now expose a message telling the user that we found some mesh that are not reference by any scene node in the fbx file. #codereview nick.darnell Change 2810211 on 2015/12/21 by Richard.TalbotWatkin Fixed issue with Show Only Selected not showing members of actor groups. #jira UE-24453 - CLONE - Show Selected is broken for certain Orion meshes Change 2811035 on 2015/12/22 by Alexis.Matte #jira UE-24671 Polish UI #codereview nick.darnell Change 2811123 on 2015/12/22 by Alexis.Matte #jira UE-21936 We now can decide which fbx sdk compatibility version we can use when exportting to a fbx file. #codereview nick.darnell Change 2812830 on 2015/12/28 by Richard.TalbotWatkin Prevent engine assets' properties from having project assets assigned to them. #jira UE-18215 - Details panel: prevent engine content from referencing game content Change 2812854 on 2015/12/28 by Richard.TalbotWatkin Fixed issue where floating windows were having their border size erroneously added again and again. Allowed PIE windows to not respect work area bounds if they are created centered, so that they can overlap off the edge of the screen. #jira UE-24465 - 10 Pixels Added to Width & Height of Floating Editor Windows Each Time Project is Reopened #jira UE-24364 - "Always Center Window to Screen" No Longer Functioning in New Editor Window (PIE) Change 2812875 on 2015/12/28 by Alexis.Matte #jira ue-22237 first implementation for skeletal mesh scene import and reimport. Small refator to remove duplicate code in different fbx list ui. #codereview nick.darnell Change 2813172 on 2015/12/29 by Alexis.Matte #jira ue-21656 Partial submit, the base code is there to add all light type with there properties. #codereview nick.darnell Change 2813403 on 2015/12/30 by Richard.TalbotWatkin PIE in New Editor Window now respects the Game Gets Mouse Control setting. This provides a workaround for UE-24824 where attempting to drag a PIE window fails due to the viewport capturing and locking the mouse to itself in FSceneViewport::OnFocusReceived. Change 2813429 on 2015/12/30 by Alexis.Matte #jira ue-21656 -spotlight and point light support fbx attenuation -fix the light orientation so now directional and spotlight point to the same direction of the fbx #codereview nick.darnell Change 2813456 on 2015/12/30 by Alexis.Matte #jira ue-21656 -Import the camera from fbx #codereview nick.darnell Change 2813457 on 2015/12/30 by Richard.TalbotWatkin Fixed issues with the code which determines whether the user is attempting to assign a game asset/class to an engine asset's property. #jira UE-18215 - Details panel: prevent engine content from referencing game content Change 2813475 on 2015/12/30 by Richard.TalbotWatkin Removed erroneous debug code. Change 2814451 on 2016/01/04 by Joe.Tidmarsh Fixed Tint colour for circular throbber. #jira UE-24445 Change 2814546 on 2016/01/04 by Richard.TalbotWatkin Force Message Log to update its category list if a new category is added while it is open. #jira UE-24266 - Message Log not updating Categories in Real-Time Change 2814613 on 2016/01/04 by Alexis.Matte [CL 2851481 by Nick Darnell in Main branch]
2016-02-01 14:57:29 -05:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#endif //WITH_DEV_AUTOMATION_TESTS