Clamp values after scaling to prevent too large numbers being passed to FMath::RoundToInt which would result in unexpected values being read.
#jira UE-64430
#rb ryan.gerleve
[CL 4400357 by Peter Engstrom in Dev-Networking branch]
Added ability for unit tests to partially rewind/restart execution, at specific stages, to save time.
#rb none
[CL 4134299 by John Barrett in Dev-Networking branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3808185 by Cody.Albert
Added missing calls to FEditorViewportClient::AddReferencedObjects in overrides
Change 3809824 by Michael.Trepka
Improved the way we generate groups in Xcode project's source code navigator. They are now sorted alphabetically and have correct paths so Xcode no longer displays them in red. Also, added __INTELLISENSE__ to preprocessor definitions for indexing to improve indexing without game header files generated.
Change 3810089 by Jamie.Dale
Fixed PO files failing to import translations containing only whitespace
Change 3811281 by Matt.Kuhlenschmidt
PR #4331: Toggle SIE shortcut only in PIE (Contributed by projectgheist)
Change 3813031 by Matt.Kuhlenschmidt
Fix undocked tabs not dropping at users mouse location
#jira UE-53427
Change 3813361 by Brandon.Schaefer
Print what SDL video driver we are using
Change 3818430 by Matt.Kuhlenschmidt
PR #4365: Incorrect font name and forgotten undef (Contributed by projectgheist)
Change 3818432 by Matt.Kuhlenschmidt
PR #4366: Asset Color Strip updates correct on drag and drop (Contributed by projectgheist)
Change 3818436 by Matt.Kuhlenschmidt
PR #4367: Improved logging (Contributed by projectgheist)
Change 3819886 by Matt.Kuhlenschmidt
Add a way to optionally disable the warning about referenced actors being moved to other levels. Useful for bulk actor moves via script
Change 3819888 by Matt.Kuhlenschmidt
Avoid crashing when a window size becomes too large to render. Instead just ensure and clamp to the maximum allowed size. Avoids crashes where the screen dimensions are saved with super large numbers for unknown reasons
Change 3821773 by Brandon.Schaefer
Fix crash when importing to level
#jira UE-31573
Change 3821892 by Jamie.Dale
Improved the localized asset cooking so that it only cooks L10N variants if their source asset is cooked
#jira UE-53010
Change 3823714 by Christina.TempelaarL
#jira UE-52179 added support for grayscale PSD files
Change 3826805 by Christina.TempelaarL
#jira UE-49636 SceneCaptureComponent2D hidden actor and show only actors disabled in blueprints
#jira UE-53445 SceneCaptureComponent2D hidden actors always disabled in details layout
Change 3828444 by Anthony.Bills
Add LXC container script for building third party libraries.
The intention is that this should become the only way to rebuild the third party libraries that require system dependencies not included in the cross-compile toolchain and also to rebuild the toolchains. Other third party libraries without any system dependencies could be rebuilt via the cross-compile toolchains/UBT.
This script has been tested running on CentOS 7 and Ubuntu 17.10.
Buy default the x86 and x86_64 builds will be built against a CentOS 6 container (and targeting glibc 1.12) and the aarch64 and armhf builds will use an Ubuntu Ubuntu Trusty (14.04) but this is not yet complete.
Change 3828754 by Brandon.Schaefer
Linux: Fix gamepad thumbstick clicks not registering (github #4209 thanks J??rn M??ller)
#jira UE-45722
#review-3828733 Arciel.Rekman
Change 3830414 by Brandon.Schaefer
Remove circular referencing to a parent window. Move to use AddSP vs AddRaw as well to be safe manually remove ourselves from the selection event delegate list due to Linux pending deletion of windows.
Looks like this should fix UE-28322 as well which I've removed the work around placed in for that.
#jira UE-53918
#review @michael.trepka, @matt.kuhlenschmidt, @arciel.rekman
Change 3830916 by Brandon.Schaefer
More verbose message about missing VK extensions (from Marcin Undak)
#review-3830710 marcin.undak, arciel.rekman
Change 3831339 by Brandon.Schaefer
Default to as-needed for debug mode
#jira none
#review-3830658 Arciel.Rekman
Change 3833102 by Jamie.Dale
Re-added warning for duplicate package localization IDs when gathering asset localization
Change 3834600 by Jamie.Dale
Optimized asset registry filter intersection
Change 3838024 by Brandon.Schaefer
Remove tracking of CLion/CMake build files (from github #4346 thanks reapazor!)
#jira UE-53551
#review-3835803 arciel.rekman
Change 3839969 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
Change 3840049 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840071 by Matt.Kuhlenschmidt
- Combine some shader params for slate in order to reduce overhead setting uniform buffers
- Added better stats for slate draw call rendering
- cleaned up huge lambda in Slate rendering main function so we can read the main slate rendering function again
Change 3840291 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840840 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3842072 by Michael.Dupuis
#jira UE-50299: Include NumSubsection in calculation of component quad factor
Change 3842487 by Christina.TempelaarL
#jira UE-50573 HighResShot has wrong res in immersive mode
Change 3845702 by Matt.Kuhlenschmidt
PR #4381: DefaultASTCQualityBySpeed too high max value. (Contributed by kallehamalainen)
Change 3845706 by Matt.Kuhlenschmidt
PR #4388: Only restore window if minimized (Contributed by projectgheist)
Change 3845993 by Christina.TempelaarL
#jira UE-41558 crash when selecting PostProcessingVolumes in separate levels
Change 3856395 by Brandon.Schaefer
No longer using ALAudio on Linux
#jira UE-53717
Change 3858324 by Michael.Trepka
Preserve command line arguments in Xcode project when regenerating it
Change 3858365 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858492 by Michael.Trepka
Updated dependencies for Mac dSYM files so that only cross-referenced modules have their dSYMs recreated on subsequent builds instead of all modules.
Change 3859470 by Michael.Trepka
CIS fix. Make sure a scheme file exists before trying to read it when generating Xcode project.
Change 3859900 by Joe.Conley
Fix for "Check Out Assets" window not properly receiving focus.
Change 3865218 by Michael.Dupuis
#jira UE-45784: Exposed the possibility to edit LDMaxDrawDistance
Change 3866957 by Michael.Dupuis
#jira UE-42509: Added BodyInstance to ULandscapeSplineSegment and ULandscapeSplineControlPoint
Deprecated bEnabledCollision and migrate data as it's replaced by BodyInstance
Change 3867220 by Cody.Albert
Fixed Project Launcher scrollbar to properly stay anchored at the bottom of the scroll area.
Change 3869117 by Michael.Dupuis
#jira UE-42509:Fixed compile error when not having editor data
Change 3872478 by Arciel.Rekman
Linux: disable PIE if compiler enables it by default.
Change 3874786 by Michael.Dupuis
#jira UE-46925: Remove the guessing functionality when importing a heightmap, and instead propose to the user valid size that can be used for the import through a combo button.
Improved usability of the UI by disabling size field when no file was specified
Change 3875859 by Jamie.Dale
Implemented our own canonization for culture codes
Change 3877604 by Cody.Albert
We now validate actor names passed to SetActorLabel to ensure None isn't passed in, which can corrupt levels
Change 3877777 by Nick.Shin
PhysX build fix - this came from CL: 3809757
#jira UE-54924 Cannot rebuild Apex/PhysX/NvCloth .emscripten missing
Change 3881693 by Alexis.Matte
Fix local path search to not search in memory only
#jira UE-55018
Change 3882512 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3886926 by Arciel.Rekman
Linux: fixed checking clang settings during the cross-build (UE-55132).
#jira UE-55132
Change 3887080 by Anthony.Bills
Updated SDL2 build script.
- Now allows compiling inside a CentOS 6 or Ubuntu 12.04 container with wayland support when using the ContainerBuildThirdParty.sh.
- Added multiple build arch support to the BuildThirdParty script and pass this down to the SDL2 build script.
Change 3887260 by Arciel.Rekman
Linux: fix leaking process handles in the cross-toolchain.
Change 3889072 by Brandon.Schaefer
Fix RPath workaround, to better handle both cases
#jira UE-55150
#review-3888119 @Arciel.Rekman, @Ben.Marsh
Change 3892546 by Alexis.Matte
Remove fbx exporter welded vertices options
#jira UE-51575
Change 3893516 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
Change 3894365 by Brandon.Schaefer
Pass FileReference over a raw string to the LinkEnvironment
#jira none
#review-3894241 @Ben.Marsh, @Arciel.Rekman
Change 3895251 by Brandon.Schaefer
Use X11 pointer barriers to bound the cursor to a region over warping the pointers. Patch from Cengiz
#jira UE-25615
#jira UE-30714
#review-3894886 @Arciel.Rekman
Change 3897541 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3904143 by Rex.Hill
#jira UE-55366: Fix crash when overwriting existing level during level save as
#jira UE-42426: Map '_BuiltData' can now be deleted when selected at same time as map
- Map '_BuiltData' package is now garbage collected when switching maps in the editor
Change 3906373 by Brandon.Schaefer
Fix splash image. Use alias format for big/little endian machines.
#jira none
Change 3906711 by Rex.Hill
#jira UE-42426: BuiltData now deleted with maps
Change 3907221 by Cody.Albert
Add support for relative asset source paths in content plugins
Change 3911670 by Alexis.Matte
Fix assetimportdata creation owner
#jira UE-55567
Change 3912382 by Anthony.Bills
Linux: Add binaries for GoogleTest and add to BuildThirdParty script.
Change 3914634 by Cody.Albert
Added missing include that could cause compile errors if IWYU was disabled.
Change 3916227 by Cody.Albert
Fixing some cases where we check #ifdef WITH_EDITOR instead of #if WITH_EDITOR
Change 3917245 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsection and material containing grass spawning
Change 3918331 by Anthony.Bills
Linux: Bundled Mono - Explicilty pick libc.so.6 as libc.so is a linker script and store the config file directly.
Change 3920191 by Rex.Hill
#jira UE-44197 Fix saving sub-level level causing MapBuildData to be deleted
Improved MapBuildData rename, move, duplicate, copy
Change 3920333 by Matt.Kuhlenschmidt
Render target clear color property now settable in editor
#jira UE-55347
Change 3926094 by Michael.Dupuis
#jira UE-51502: Added some min/max values to foliage and grass settings to prevent overflow/crash
#coderevew jack.porter
Change 3926243 by Michael.Dupuis
#jira UE-54669: cleaned up invalid/duplicate shader and moved some shaders to appropriate list
Change 3926760 by Jamie.Dale
Added support for TTC/OTC fonts
These can be used via a sub-face index on FFontData, which can be set via a new combo in the font editor. You can also see the cached list of sub-faces within a font file from the UFontFace asset.
Change 3927793 by Anthony.Bills
Mono: Remove SharpZipLib and references from bundled Mono.
#review-3887212 @ben.marsh, @michael.trepka
Change 3928029 by Anthony.Bills
Linux: Add support for UnrealVersionSelector.
- Supports using UVS to launch without a project file. This will then launch the selected engine's project wizard.
- Linux UVS uses Slate for the version selection and error log dialogs.
- Mime-types and desktop file support added to DesktopPlatformLinux to allow associating with UVS as per the Windows binary and git builds.
- Icons added for Linux.
#review-3882197 @arciel.rekman, @brandon.schaefer
Change 3931293 by Alexis.Matte
Add generic Levenshtein edit distance to core algo. This algorithm will help suggesting name matching when users have to resolve material name conflict when re-import fbx meshes.
Add also plenty of automation tests for it.
#jira none
Change 3931436 by Arciel.Rekman
Stop RHI thread before shutting down RHI.
- Prevents crashes for some drivers that create TLS objects with destructors; those destructors will get called after the thread exited, but the library will already be unloaded on RHI shutdown.
Change 3934287 by Alexis.Matte
Fix crash when re-importing skeletal mesh. Skinned component render data resource is now release when re-importing.
#jira none
Change 3937585 by Lauren.Ridge
Added labels to the colors stored in the theme bar.
Change 3937738 by Alexis.Matte
Make sure content browser do not show a preview asset created when we cancel an export animation preview
#jira UE-49743
Change 3941345 by Michael.Dupuis
#jira UE-26959: Prevent reusing multiple type the same grass type into the same material grass output node
Change 3941453 by Michael.Dupuis
#jira UE-47492: Added a guard to validate LayerIndex
Change 3942065 by Jamie.Dale
Fixed crash trying to use FSlateApplication when it wasn't available (eg, in a commandlet)
Change 3942573 by Alexis.Matte
Fix static analysis
Change 3942623 by Michael.Dupuis
#jira 0
Cast to ulong as TaskIndex * NumStripes could exceed an int limit and add an assert if the wraparound is negative
Change 3942993 by Matt.Kuhlenschmidt
PR #4547: Verify the return value of FT_New_Memory_Face (Contributed by jorgenpt)
Change 3942998 by Matt.Kuhlenschmidt
PR #4554: Cleanup log printing (Contributed by projectgheist)
Change 3943003 by Matt.Kuhlenschmidt
PR #4534: Prevent Fatal log when alt tabbing during a level save (Contributed by projectgheist)
Change 3943011 by Matt.Kuhlenschmidt
PR #4518: edit (Contributed by pdlogingithub)
Change 3943027 by Matt.Kuhlenschmidt
PR #4524: Notifications always render on the screen with the main viewport (Contributed by projectgheist)
Change 3943074 by Matt.Kuhlenschmidt
PR #4484: Add group actor to folder (Contributed by ggsharkmob)
Change 3943079 by Matt.Kuhlenschmidt
PR #4431: Git Plugin: replace usage of the 2 cli args "--work-tree" and "--git-dir" by "-C" (Contributed by SRombauts)
Change 3943092 by Matt.Kuhlenschmidt
PR #4434: Git plugin: configure the default remote URL 'origin' (Contributed by SRombauts)
Change 3943132 by Matt.Kuhlenschmidt
PR #4247: Add File picker to Git Path setting on GitSourceControl (Contributed by shiena)
Change 3943141 by Matt.Kuhlenschmidt
PR #4303: Fix ULevelExporterT3D so that it works in a commandlet (Contributed by DSDambuster)
Change 3943349 by Jamie.Dale
Cleaned up PR #4547
Made the assert non-fatal to avoid it being able to take down the editor if you load up a bad font.
Fixed some code that was deleted during the merge.
Change 3943976 by Michael.Trepka
Copy of CL 3940687
Fixed long link times when building for Mac in Debug by passing -no_deduplicate flag to the linker, which is what Xcode does in Debug configs.
#jira none
Change 3944882 by Matt.Kuhlenschmidt
Fix a few regressions with scene viewport activation locking can capturing the cursor in editor
#jira UE-56080, UE-56081
Change 3947339 by Michael.Dupuis
#jira UE-55664: Fixed undo/redo buffer handling so we remove from the beginning of the buffer during undo buffer where buffer is at max memory and from the end during redo operation.
Fixed cancel also to re add removed transaction at the end or the start depending if we're doing a redo or undo operation
Fixed the Undo History UI to listen to an event when the undo buffer changed instead of checking every frame, as when the buffer was full, no changes would occur, thus no UI update.
Change 3948179 by Jamie.Dale
Fixed monochromatic font rendering
- All non-8bpp images are now converted to 8bpp images for processing in Slate.
- We convert the gray color of any images not using 256 grays (eg, monochromatic images that use 2 grays).
- Fixed a case where the temporary bitmap wasn't being deleted.
- Fixed a case where the bitmap could be used after it was deleted.
- Added a CVar (Slate.EnableFontAntiAliasing) to control whether you want anti-aliased (256 grayscale) rendering (default), or monochromatic (2 grayscale) rendering.
Change 3949922 by Alexis.Matte
Ensure fbx node name are not empty when loading a fbx file. I use the same naming convention as Maya
#jira UE-56079
Change 3950202 by Rex.Hill
Fix crash during editor asset automation tests.
Now skips showing modal progress window when opening asset editor window. ActiveTopLevelWindow is not set when modal windows are open.
#jira UE-56112
Change 3950484 by Michael.Dupuis
#jira UE-52176: delete the Cluster tree when the builder is no longer needed
Change 3954628 by Michael.Dupuis
Bring back 4.19/4.19.1 Landscape changes
Change 3957037 by Michael.Dupuis
#jira UE-53343: Add foliage instances back when changing component size
Changed the formulation for the Clip/Expand behavior to make it more explicit on what will happen
Added SlowTask stuff to manage big landscape change
Change 3959020 by Rex.Hill
Rename/move file MallocLeakDetection.h
Change 3960325 by Michael.Dupuis
Fixed static analysis
Change 3961416 by Michael.Dupuis
#jira UE-46100: Exposed UseDynamicInstanceBuffer on Foliage type, so user can decide if they want to update them dynamically
#jira UE-55092: Fixed the warning to appear when having resource array as empty but VB as set up
Added data conssitency that when using Dynamic buffer, Keep CPU Access should also be true, even if implicitly it's already the case, now it's explicit
Change 3962372 by Michael.Trepka
Copy of CL 3884121
Fix for SProgressBar rendering incorreclty on Mac
#jira UE-56241
Change 3964931 by Anthony.Bills
Linux: Add cross-compiled binary of UVS Shipping.
Change 3966719 by Matt.Kuhlenschmidt
Fix parameters out of order here
#jira UE-56399
Change 3966724 by Matt.Kuhlenschmidt
PR #4585: Export symbols for the FDragTool (Contributed by Begounet)
Change 3966734 by Matt.Kuhlenschmidt
PR #4596: fix the slider issue of the HighResolutionScreenshot window (Contributed by mamoniem)
Change 3966739 by Matt.Kuhlenschmidt
Removed duplicated code
#jira UE-56369
Change 3966744 by Matt.Kuhlenschmidt
PR #4602: Fixes check for existing extensions when generating "All Extensions". (Contributed by PhilBax)
Change 3966758 by Matt.Kuhlenschmidt
PR #4604: Fixed an issue where the Modules and DebugTools tabs would be unrecognized after startup if docked in the level editor (Contributed by tstaples)
Change 3966780 by Matt.Kuhlenschmidt
Fix crash accessing graph node title widgets when objects have become stale.
#jira UE-56442
Change 3966884 by Alexis.Matte
Fix speedtree uninitialized values
#jira none
Change 3967568 by Alexis.Matte
Do not override the screensize when importing a skeletal mesh, let the value set by the AddLodInfo function
#jira UE-56493
Change 3968333 by Brandon.Schaefer
Fix order of operation
#jira UE-56400
Change 3969070 by Anthony.Bills
Linux: Make sure to set the UE_ENGINE_DIRECTORY
#jira UE-56503
#review-3966609 @arciel.rekman, @brandon.schaefer
Change 3971431 by Michael.Dupuis
#jira UE-56515: Fixed an issue where ForcedLOD > MaxLOD and make sure that LastLOD will at least contain current streamed in LOD.
#jira UE-56517: When using ParallelInitView 1 there was a memory leak related to a reallocate that happen with the TArray of FMemstack
Pass correctly LODDistanceFactor instead of View.LODScale as we do not want StaticMeshScale to affect us.
Change 3971467 by Matt.Kuhlenschmidt
Fixed crash deleting a texture with texture painting on it
#jira UE-56994
Change 3971557 by Matt.Kuhlenschmidt
Fix temporary exporter objects being potentially GC'd and causing crashes during export
#jira UE-56981
Change 3971713 by Cody.Albert
PR #4597: [FPS Template] Small null pointer check fix and cleanup (Contributed by TheCodez)
Change 3971846 by Michael.Dupuis
#jira UE-56517: Properly "round" the count so we have the right amount of memory reserved
#jira UE-56515: Still had a edge case left, so when using forced lod i simply make sure the value is in valid range, and allocate all the required data for this range
Change 3973035 by Nick.Atamas
Line and Spline rendering changes:
* Lines/Splines now use 1 UV channel to anti-alias (this channel can be used for texturing)
* Anti-aliasing filter now adjusted based on resolution
* Modified Line/Spline topology to accomodate new UV requirements
* Disabled vertex snapping for anti-aliased lines/splines; previously vertexes were snapped, but vertex positions did not affect line rendering (behavior effectively unchanged)
* Splines now adaptively subdivided to avoid certain edge-cases
Change 3973345 by Nick.Atamas
- Number tweaks to maintain previously perceived wire thickness in various editors.
Change 3977764 by Rex.Hill
MallocTBB no longer debug fills bytes in development configuration
Change 3978713 by Arciel.Rekman
UVS: Fix stale dependency.
Change 3980520 by Matt.Kuhlenschmidt
Fix typo
#jira UE-57059
Change 3980557 by Matt.Kuhlenschmidt
Fixed negative pie window sizes causing crashes
#jira UE-57100
Change 3980565 by Matt.Kuhlenschmidt
PR #4628: Fixed revert action, now correctly uses CanRevert() condition (Contributed by Kryofenix)
Change 3980568 by Matt.Kuhlenschmidt
PR #4626: UE-57111: Handle CaptureRegion for HighResShot in PIE (Contributed by projectgheist)
Change 3980580 by Matt.Kuhlenschmidt
PR #4567: [Editor UI] Pick Parent Class dialog: set keyboard focus and handle Escape & Enter (Contributed by SRombauts)
Change 3980581 by Matt.Kuhlenschmidt
PR #4565: [Editor UI] Add C++ Class dialog: set keyboard focus and handle Escape & Enter (Contributed by SRombauts)
Change 3981341 by Jamie.Dale
Re-added GIsEditor condition around package namespace access
#jira UE-55816
Change 3981808 by Ryan.Brucks
Added LandscapeProxy functions to push RenderTarget data to Heightmaps and Weightmaps
Change 3983344 by Jack.Porter
#include fixes for CL 3981808
#jira 0
Change 3983391 by Jack.Porter
One for #include fix for CL 3981808
#jira 0
Change 3983562 by Michael.Dupuis
#jira UE-53787: Make sure the material array is valid before trying to generate static mesh batch element
#jira UE-56451: Instead of asserting, simply skip this element as it had invalid custom data anyway, so we can't render it
Change 3983600 by Matt.Kuhlenschmidt
PR #4289: Pragma Once/Include guard cleanup (Contributed by projectgheist)
Change 3983637 by Matt.Kuhlenschmidt
PR #4408: Add a template pregeneration hook (Contributed by mhutch)
Change 3984392 by Michael.Dupuis
#jira UE-56314: Correctly apply LODBias on calculated LOD
Fixed some Landscape popping that could occur when we were forcing a LOD that didn't match the component screen size
Change 3984950 by Rex.Hill
Optimized texture import speed 2-3x depending on number of cpu cores and image size
Change 3985033 by Rex.Hill
File drag and drop is more quick to respond when editor is in background
#jira UE-57192
Change 3986218 by Jack.Porter
Missing template parameter fix for CL 3981808
#jira 0
Change 3986376 by Michael.Dupuis
#jira UE-56453: Do not use the CreateDynamicMaterialInstance as it will change the parenting of the actor used material, instead simply use the function to generate the MID and parent it correctly.
Change 3989391 by Matt.Kuhlenschmidt
Fix constant FName lookup in level editor when checking various states of level editor tabs
Change 3990182 by Rex.Hill
Optimize editor startup time: GetCurrentProjectModules
Change 3990365 by Alexis.Matte
Fix crash with spline mesh when the attach SM get a new imported LOD
#jira UE-57119
Change 3991151 by Rex.Hill
VR Editor module now waits to load images until VR mode activated in editor. Saves 0.4 seconds of editor startup time.
Change 3991164 by Rex.Hill
Optimize editor startup time: FindModulePaths()
- Invalidates cache when search paths added
- Use cache during wildcard searches containing * and ?
Change 3995366 by Anthony.Bills
Update BuildCrossToolchain script to allow a Linux host targeting multiple Linux architectures (including the hosts arch). Added a patch to support a gcc 4.8.5 based toolchain on windows (potentially useful for users crosscompiling using GCC and libstdc++ and targeting CentOS 7).
#review-3848487 @arciel.rekman, @brandon.schaefer
Change 3996109 by Jamie.Dale
Reworked BP error messages to be more localization friendly
#jira UETOOL-1356
Change 3996123 by Michael.Dupuis
#jira UE-57427: Update random color on load of the component
#jira UE-56272:
Change 3996279 by Merritt.Cely
Removed hardware survey from editor
#jira an-2243
#tests launched the editor
Change 3996626 by Alexis.Matte
Fix crash when SkeletalMesh tangent buffer is empty after the build and we serialize the tangent array.
#jira UE-57227
Change 3996663 by Max.Chen
Sequencer: Fix fbx animation export - rotation and scale channels were flipped.
#jira UE-57509
#jira UE-57512
#jira UE-57514
Change 4000331 by Brandon.Schaefer
Add a GFNameTableForDebuggerVisualizers_MT back only for Unix under the Core module
#review-3999426 @Arciel.Rekman
#jira UE-55298
Change 4000450 by Matt.Kuhlenschmidt
Another guard against a factory being destroyed during import
#jira UE-57674
Change 4000459 by Matt.Kuhlenschmidt
Added check for valid game viewport to see if this is the problem in UE-57677
#jira UE-57677
Change 4000493 by Matt.Kuhlenschmidt
Remove stale GC'd components when refreshing paint mode to prevent crashes
#jira UE-52618
Change 4000683 by Jamie.Dale
Fixed target being incorrect when added via the Localization Dashboard
#jira UE-57588
Change 4000738 by Alexis.Matte
Add a section settings to ignore the section when reducing
#jira UE-52580
Change 4000920 by Alexis.Matte
PR #4219: Fix for SColorGradingPicker preventing PIE (Contributed by projectgheist)
author projectgheist projectgheist@gmail.com
Change 4001432 by Alexis.Matte
Add a fbx re-import resolve material windows, user can now help resolving the material in case the importer fail to found a match.
Change 4001447 by Jamie.Dale
Fixed property table not working with multi-line editable text
Change 4001449 by Jamie.Dale
PR #4531: Localization multiline fix (Contributed by Lallapallooza)
Change 4001557 by Alexis.Matte
Fix a check in fbx scene importer, in case the user import a fbx LOD group with no geometry under it
#jira UE-57676
Change 4002539 by Alexis.Matte
Make the fbx importer global transform options persist in the config file
#jira UE-50897
Change 4002562 by Anthony.Bills
Linux: Enable UVS registering for git builds only and remove old Mono and pre-UVS script code.
Change 4003241 by Alexis.Matte
Fix the staticmesh import socket logic, it was duplicating socket when re-importing
#jira UE-53635
Change 4003368 by Michael.Dupuis
#jira UE-57276:
#jira UE-56239:
#jira UE-54547:
Make sure we can't go above MaxLOD even for texture streaming
Change 4003534 by Alexis.Matte
Fix re-import mesh name match
#jira UE-56485
Change 4005069 by Michael.Dupuis
#jira UE-57594: Add a guard to prevent crash if we have an invalid resource for the heightmap texture (happen when component is deleted, for example)
Change 4005468 by Lauren.Ridge
Widgets should not be removed from parent when they are pending GC
#jira UE-52260
Change 4006075 by Michael.Dupuis
Fixed foliage density scaling to be applied even in editor, except in Foliage edit mode.
Change 4006332 by Arciel.Rekman
UBT: Adding support for bundled toolchains on Linux.
- Authored by Anthony Bills, with modifications.
Change 4007528 by Matt.Kuhlenschmidt
PR #4665: Source control History Window: enlarge column Description (Contributed by SRombauts)
Change 4007531 by Matt.Kuhlenschmidt
PR #4656: UE-57200: Ignore reference to actor if same actor (Contributed by projectgheist)
Change 4007548 by Matt.Kuhlenschmidt
PR #4664: Set Password on EditableText (Contributed by projectgheist)
Change 4007730 by Brandon.Schaefer
Add a new way to symbolicate symbols for a crash at runtime
Two new tools are used for this.
1) dump_syms Will generate a symbol file, which is to large to read from at runtime
2) BreakpadSymbolEncoder Takes the dump_syms file and encodes it in such a way we can do
a binary search at runtime to find a Program Counter to a symbol we are looking for
#review @Arciel.Rekman, @Anthony.Bills
#jira UETOOL-1206
Change 4008429 by Lauren.Ridge
Fixing undo bug when deleting user widgets from the widget tree
#jira UE-56394
Change 4008581 by Cody.Albert
Reinitialize needs to set the audio and caption tracks in addition to the video track or the currently selected track will be lost
Change 4009605 by Lauren.Ridge
Added Recently Opened assets filter under Other Filters in the Content Browser
Change 4009797 by Anthony.Bills
Linux: Update MultiArchRoot path to not cache. Move in tree toolchain location to match UBT convention and make sure the MultiArchRoot is checked before the system.
Change 4010266 by Michael.Trepka
Copy of CL 4010052
Moved some key event handling calls to the main thread on Mac to satisfy new macOS requirements
#jira UE-54623
Change 4010838 by Arciel.Rekman
Linux: limit allowed clang versions to 3.8-6.0.
Change 4012160 by Matt.Kuhlenschmidt
Changed the messagiing on the crash reporter dialog to reflect new bug submission process
#jira UE-56475
Change 4013432 by Lauren.Ridge
Fix for non-assets attempting to add to the Content Browser's recent filter
#jira none
Change 4016353 by Cody.Albert
Improved copy/paste behavior for UMG editor:
-Pasting in the designer while a canvas is selected will place the new widget under the cursor
-Pasting multiple times while a canvas panel is selected in the hierarchy view will cascade the widgets starting at 0,0
-Pasting while something that isn't a panel is selected is now allowed, and will cascade the pasted widgets off the position of the selected widget (as siblings)
-Newly pasted widgets will now be selected automatically
-Pasting multiple widgets at once will try and maintain their relative positions if they're being pasted into a canvas panel
Change 4017274 by Matt.Kuhlenschmidt
Added some guards against invalid property handle access
#jira UE-58026
Change 4017295 by Matt.Kuhlenschmidt
Fix trying to apply delta to a mix of scene components and non scene components. Its acceptable to not have scene components in the selected component list
#jira UE-57980
Change 4022021 by Rex.Hill
Fix for audio desync and video fast-forwarding behavior.
There long delay (500ms+) until samples start arriving unless we use RequestedTimeCurrent.
After delay occurs samples begin arriving at accelerated speed until caught up to playback time leading to visual and audio problems.
#jira UE-54592
Change 4023608 by Brandon.Schaefer
Downscale memory if we dont have enough
#jira UE-58073
#review-4023609 @Arciel.Rekman
Change 4025618 by Michael.Dupuis
#jira UE-58036: Apply world position offset correctly
Change 4025661 by Michael.Dupuis
#jira UE-57681: Added guard to prevent possible crash if either we have an invalid material or the material parent is invalid
Change 4025675 by Michael.Dupuis
#jira UE-52919: if no actor was found in the level skip moving the instances
Change 4026336 by Brandon.Schaefer
Manually generate *.sym files for Physx3
This should be done in the BuildPhysx file
Change 4026627 by Rex.Hill
Fix memory leak fix when playing video and main thread blocks
#jira UE-57873
Change 4029635 by Yannick.Lange
Fix VRMode loading assets only when VRMode starts.
#jira UE-57797
Change 4030288 by Jamie.Dale
Null FreeType face on load error to prevent potential crashes
Change 4030782 by Rex.Hill
Fix save BuildData after changing reflection capture in a new level
#jira UE-57949
Change 4033560 by Michael.Dupuis
#jira UE-57710: Added some guard to prevent crash/assert
Change 4034244 by Michael.Trepka
Copy of CL 4034116
Fixed arrow keys handling on Mac
Change 4034708 by Lauren.Ridge
PR #4699: UE-8508: Update config file to keep folder color in sync (Contributed by projectgheist)
#jira UE-58251
Change 4034746 by Lauren.Ridge
PR #4701: Add option to close tabs to the right of the active tab (Contributed by jesseyeh)
#jira UE-58277
Change 4034873 by Lauren.Ridge
Fix for not being able to enter simulate more than once in a row.
#jira UE-58261
Change 4034922 by Lauren.Ridge
PR #4387: Commands mapped in incorrect location (Contributed by projectgheist)
#jira UE-53752
Change 4035484 by Lauren.Ridge
Tentative fix for crash on pasting comment. All other accesses to UMaterialExpressionComment check its validity first
#jira UE-57979
Change 4037111 by Brandon.Schaefer
Try to use absolute path from dladdr if we can to find the sym files
#jira UE-57858
#review-4013964 @Arciel.Rekman
Change 4037366 by Brandon.Schaefer
Dont check the command line before its inited
#review-4037183 @Arciel.Rekman
#jira UE-57947
Change 4037418 by Alexis.Matte
Remove the checkSlow when adding polygon
Change 4037745 by Brandon.Schaefer
Use as much info as we can during ensure
Just as fast as the old way but with more information
#review-4037495 @Arciel.Rekman
#jira UE-47770
Change 4037816 by Rex.Hill
Import mesh optimization, BuildVertexBuffer
Change 4037957 by Arciel.Rekman
UBT: make it easier to try XGE on Linux.
Change 4038401 by Lauren.Ridge
Reordering is now correctly handled by undo. Reordering and then undoing will no longer cause a "ghost" widget to also be part of the tree.
#jira UE-58206
Change 4039612 by Anthony.Bills
Unix: Check for null StdOut and ReturnCode parameters, otherwise the code may dereference a null variable when the process fails to create.
Change 4039754 by Alexis.Matte
Remove the Render meshdescription, no need to carry this temporary data in the staticmesh
Change 4039806 by Anthony.Bills
Linux: UVS fixes
- Update to use new Unix base platform.
- Use bin/bash instead of usr/bin/bash (may need revisiting later).
- Recompile Shipping version with changes.
- Update Setup.sh to run from correct CWD (due to current limitations in the relative directory handling).
Change 4039883 by Lauren.Ridge
PR #4576: Save editor config to file first time a fav folder is added in the co. (Contributed by projectgheist)
#jira UE-56249
Change 4040117 by Lauren.Ridge
Replacing widgets should now also clear out references to the widget
#jira UE-57045
Change 4040790 by Lauren.Ridge
Tentative fix for Project Launcher crash when platform info not found
#jira UE-58371
Change 4042136 by Arciel.Rekman
UBT: refactor of LinuxToolChain to make it leaner and more configurable.
- Made it possible to override SDK passed to the toolchain.
- Simplified the code by using the same executable names on Windows and Linux (as .exe is optional), except where File.Exists() is needed (also remove a few)
- Some minor renames to make it clear that SystemSDK means system compiler (which otherwise may be unclear)
- Made changes to accomodate the new debug format.
Change 4042930 by Brandon.Schaefer
GCoreObjectArrayForDebugVisualizers was changed to FChunkedFixedUObjectArray reflect that in the Unix part
Change 4043539 by Brandon.Schaefer
Fix callsite address being used at times for the Program Counter
Fix only reporting the actual callstack and not the crash handling callstacks
#review-4041370 @Arciel.Rekman
#jira UE-58477
Change 4043674 by Arciel.Rekman
Added Linux ARM64 (AArch64) lib for MikkTSpace.
- Now required for standalone games due to EditableMesh runtime plugin.
Change 4043677 by Arciel.Rekman
Linux: updated ARM64 (AArch64) version of SDL2.
Change 4043690 by Arciel.Rekman
Linux: allow compiling VulkanRHI for AArch64 (ARM64).
Change 4045467 by Brandon.Schaefer
Add Anthony Bills SetupToolchain.sh script
Used to download the latest toolchain
Change 4045940 by Michael.Trepka
Return empty list instead of null from Mac GetDebugInfoExtensions() in UBT
#jira UE-58470
Change 4046542 by Alexis.Matte
Fix skeletal re-import material assignation
#jira UE-58551
Change 4048262 by Brandon.Schaefer
Rebuild SDL with pulse audio libs
#jira UE-58577
Change 3887093 by Anthony.Bills
Add bundled mono binary for Linux.
- Unify some of the script structure across Mac and Linux.
- This currently uses the same mono C# assemblies as Mac to keep the additional source size down.
- If the Mac mono version is updated, the Linux version will also need to be updated to match the same mono git revision.
- The system version of mono can still be used by setting the UE_USE_SYSTEM_MONO env var to 1.
Change 4003226 by Michael.Dupuis
Refactored StaticMeshInstancing to now use a command buffer to communicate with the GPU to prevent concurent access issues. It's mostly used in Editor or if runtime changes occur, otherwise the data is built and send to the GPU directly without keeping CPU copy.
Changed how the density scaling was applied to be more optimal
Removed UseDynamicInstanceBuffer as the concept is now irrelevant
Change 3833097 by Jamie.Dale
Localization Pipeline Optimization
Manifest/Archives:
Added FLocKey to keep an immutable string and its hash. This is used in several places within manifests and archives to minimize string hashing. FLocTextHelper also now take these in its API.
This also fixes some places where manifests were being iterated by key rather than source string (as this was causing redundant work).
Portable Object:
Cleaned up a lot of redundant code, changed things to use FLocKey, and simplified a lot of string manipulation to use algorithms instead (which proved to be faster).
Asset Gathering:
Optimized the way garbage collection runs while gathering from assets so that we avoid purging assets that we still need to gather from (or are still active dependencies). This also sorts the assets so that we can try and evict dependencies from memory as soon as possible (in much the same way that the cooker does).
Automation:
The gather commandlet can now take multiple configs to process. This is used by automation to avoid starting the editor several times (which can save a significant amount of start-up overhead).
[CL 4052378 by Lauren Ridge in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3809757 by Jon.Nabozny
Fixup BuildPhysx to only set up HTML5 when needed.
Change 3812325 by Jake.Leonard
Fix keyed debug messages from getting scaled to 0 and thus not appearing at all. This appears to be a bug in main as well. Only -1 keyed messages (which are handled differently) will display anything at all as the scale application was removed.
#Jira UE-53579
Change 3828032 by Jon.Nabozny
Make sure the State is set before triggering delegates in FLwsWebSocket.
Change 3837391 by John.Barrett
NetcodeUnitTest updates for better CIS/automation support.
Change 3837392 by John.Barrett
Fixed performance issue with processing piped output for large numbers of unit tests, and fixed unit test windows overlapping - plus other bugfixes.
Change 3837397 by John.Barrett
Moved a unit test to the 'Obsolete' folder.
Change 3837476 by John.Barrett
Reduced unwanted OSS-null logspam.
Change 3844506 by Jake.Leonard
Implementing missing steam leaderboard implementations. Also streamlines and fixes the friends leaderboard too.
#Jira UE-53474,UE-53475,UE-53476
Change 3844803 by Jake.Leonard
Fixing the Steam Leaderboard to allow for overwrite instead of increment.
Please see Jira for recent comments
#Jira UE-24791
Change 3844829 by Jake.Leonard
Does the following:
* Add message on the screen while the presence test is running to let users know that the test is still running.
* Remove the FUniqueNetIDString dependencies in the test
* Fix the Steam Rich Presence from having to do an unnecessary cast
#Jira UE-53066,UE-54177
Change 3851997 by Jake.Leonard
Remove one of the double steam p2p dump prints. Now the socket subsystem is the only one that prints, which will cover more cases anyways and limits the potential of duplicate prints.
Also changes the dump interval to 10s from 3s.
#Jira: UE-53763
Change 3882307 by John.Barrett
Fixed packet flooding protection, and handling of packets with errors, so that they don't delay further packet processing.
When there's an error receiving a packet, make sure the wrong/previous-packets address isn't used for logging.
Change 3882311 by John.Barrett
Restricted socket recv code from CL 3026398/3209824 to TCP, as with UDP it prevented telling the difference between the socket having no data to receive, and receiving a 0-length UDP packet.
This is important for protecting against DoS attacks.
Change 3894785 by Jake.Leonard
Fix replays not ending properly when the user goes to end their PIE instance.
#Jira UE-54488
Change 3902627 by Jake.Leonard
Fix the demo time values being incorrect if our delta would push us to the end of the replay. Since we're done, we early out of the functions before we have a chance to update the DemoCurrentTime variable. This causes issues with UI elements as it looks like the replay is not over but it actually is.
#Jira UE-54483
Change 3902632 by Jake.Leonard
Fix voice issues on seamless travel for NullOSS
#Jira UE-54899
Change 3904775 by Jake.Leonard
Properly grab the correct world context (we were sometimes grabbing the editor instead, when we wanted the PIE world). These changes will allow us to reliably end the demos. Improves the fix in 3894785.
#Jira UE-54488
Change 3968022 by Ryan.Gerleve
PR #4538: Guarantee Return Value of 0 When GetPortNo() Fails (Contributed by XenonicDev)
Change 3994505 by Jake.Leonard
Fix some shootergame minor bugs:
1. If there's no map selector UI option, just search for all maps. This fixes the only seeing Sanctuary bug (first option in the maplist)
2. Always make the server push gametype (which is just TeamDeathmatch by default)
#Jira none
Change 3999511 by Jake.Leonard
FArchive serializer for FUniqueNetIdSteam
#Jira none
Change 4014550 by Jake.Leonard
Fix Steam Dedicated Server from linking steamclient dlls, which should not be necessary.
This fix introduces a new launch argument (-force_steamclient_link) that can be used to force the steamclient link anyways for licensees who might have required this under extreme circumstances.
#Jira UE-55183
Change 4017165 by Jake.Leonard
Modification of the leaderboard test interface to add more tests as well as arbitrary rank fetches.
Command is "online test leaderboards [optional arbitrary user id for lookup]"
#Jira UE-53533
Change 4017215 by Jake.Leonard
Fix MULTIHOME returning the incorrect ip address on Linux and Android
#Jira UE-57463
Change 4024116 by Ryan.Gerleve
Fix for the transform of spawned rollback actors in replays now that gc is not guaranteed to happen between the destroy and respawn
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3876761 by Brian.Bekich on 2018/02/07 11:06:24.
Change 4024119 by Ryan.Gerleve
Better fix for replay gc changes with rollback actors - rename pending kill copy out of the way first
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3877425 by Brian.Bekich on 2018/02/07 15:14:42.
Change 4024125 by Ryan.Gerleve
Allow replays to ignore rpcs while fast forwarding (demo.FastForwardIgnoreRPCs)
#jira FORT-67138
#AUTOMERGE using branch FNMain->DevNetworking of change#3877483 by Brian.Bekich on 2018/02/07 15:31:41.
Change 4024126 by Ryan.Gerleve
Save additional state of rollback actors in replays to be applied upon respawn (demo.SaveRollbackActorState)
Convert FRepState in object replicator to a shared pointer
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3877681 by Brian.Bekich on 2018/02/07 16:52:11.
Change 4024131 by Ryan.Gerleve
[+] Add -csvdemostarttime and -csvdemoendtime command line arguments to automate CSV profiles when running replays. Since these commands use the playback time of the replay, they are much more reliable than the loading screen method we used previously.
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3879630 by Luke.Thatcher on 2018/02/08 14:26:01.
Change 4024155 by Ryan.Gerleve
Fixed potential null access in DemoNetDriver
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3882753 by Jeff.Farris on 2018/02/09 16:46:43.
Change 4024158 by Ryan.Gerleve
Fixup issues with Demo Recording and Playback when using Streaming Levels.
#jira FORT-65185
#AUTOMERGE using branch FNMain->DevNetworking of change#3889448 by Jon.Nabozny on 2018/02/14 13:09:22.
Change 4024164 by Ryan.Gerleve
Create Burn In for DemoRecording / Replays
#jira NONE
#AUTOMERGE using branch FNMain->DevNetworking of change#3890879 by Jon.Nabozny on 2018/02/15 01:31:47.
Change 4024176 by Ryan.Gerleve
Added DemoNetDriver::IsSavingCheckpoint.
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3897504 by Jeff.Farris on 2018/02/19 12:55:37.
Change 4024178 by Ryan.Gerleve
Fix up edge cases in Replays where Actors were being destroyed inappropriately.
#jira None
#AUTOMERGE using branch FNMain->DevNetworking of change#3903472 by Jon.Nabozny on 2018/02/22 09:40:02.
Change 4024181 by Ryan.Gerleve
Support the notion of Rewindable Actors for replays. These are actors that shouldn't be destroyed during scrubbing.
#jira FORT-71396
#AUTOMERGE using branch FNMain->DevNetworking of change#3908062 by Jon.Nabozny on 2018/02/24 11:59:27.
Change 4024184 by Ryan.Gerleve
Add functions to DemoNetDriver to support testing for changes in replicated state.
Clean up RepLayout DiffProperties, support passing flags in, add a flag to include conditional properties.
#AUTOMERGE using branch FNMain->DevNetworking of change#3908132 by ryan.gerleve on 2018/02/24 16:25:20.
Change 4024194 by Ryan.Gerleve
Change a cvar to GetValueOnAnyThread
#AUTOMERGE using branch FNMain->DevNetworking of change#3910273 by ryan.gerleve on 2018/02/26 16:34:44.
Change 4024197 by Ryan.Gerleve
Replication Graph v1. This is the new system for dedicated server performance in BR. It is currently disabled by default. Other changes to engine should have no practical impact on existing behavior.
#jira nojira
Engine Changes Summary
-------------------------------------------
UNetConnection::>ActorChannels no longer public. This is to prevent code from adding/removing actor channels from underneath the ReplicationDriver.
UActorChannel::Close() returns int64 for num bits written. int64 is used because that is what FBitWriter uses.
UNetconnection::DestroyedStartupOrDormantActorGUIDs now private. Add/Remove/Reset methods are exposed. This is so RepDriver can intercept these calls (when present).
Added USimulatedClientNetConnection. Use net.SimulateConnections command to add them.
New UNetDriver::ForceNetUpdate function. Notifies replication driver that force net update was called.
UNetDriver::DestroyedStartupOrDormantActors now wraps the FActorDestructionInfo in TUniquePtr. This is so pointers to destruct infos are stable within the map and rep driver can keep track of them in its own list.
UNetDriver::GetFunctionRepLayout exposed as ENGINE_API for RepDriver use.
UNetDriver::ProcessRemoteFunction changes a bit.
-Forwards to RepDriver if present. The intention is to give RepDriver the chance to change routing logic and do its own traffic bookkeeping on the RPC.
-A new function, ProcessRemoteFunctionForChannel exists for the meat of the RPC call which RepDriver probably doesn't want to change and is free to call.
-Removed FRepLayout::SendPropertiesForRPC first UObject parameter because it was not used.
New function UNetDriver::NotifyActorDormancyChange for when actor dormancy changes.
New Functions UNetDriver::AddNetworkActor/RemoveNetworkActor. These forward to the rep driver if present.
-Really want to get rid of public access to GetNetworkObjectList() outside of net code. Doesn't seem easy without breaking backcompat.
New Function UNetDriver::NotifyActorTearOff for when tear off happens.
-bTearOff is public though. RepGraph requires the explicit TearOff() call to notify the system about tear off actors. I'm not sure how to fix this with deprecation warnings. (Keep variable public but warn if accessed)
New UNetDriver::RemoveClientConnection function should be the only place that removes ClientConnections. Forwards to RepDriver.
-Again, would like to make ClientConnections private but it is used all over the place. (Thankfully only one place removes from it).
New UNetDriver::NotifyActorFullyDormantForConnection. So RepGraph can intercept and do its book keeping.
Made UNetDriver::IsLevelInitializedForActor public.
Made UNetDriver::FlushActorDormancyInternal to hold common code that happens when Dormancy is flushed or changes.
FNetworkObjectList::FindOrAdd has optional bool parameter for if actor info was actually added.
UWorld has new delegates for when all starting actors are initialized and registered with networking.
-TODO: NavSystem and AI system should make use of this. The currently has direct function calls into them.
Moved checks for bPendingDormancy/Dormant into UActorChannel::StartBecomingDormant rather than at the callsite(s).
Added GReplicationGatherPriortizeTimeSeconds, GServerReplicateActorTimeSeconds, GReplicateActorTimeSeconds, GNumReplicateActorCalls. These are for new Replication CSV stat group (disabled by default).
FObjectReplicator::QueueRemoteFunctionBunch drops MustBeMappedGUIDs if it suppresses the RPC call. This fixes a bug that exists in both systems.
UWorld::SpawnActor now adds network actor after PostSpawnInitialize rather than prior. This is so the initial location of the actor can be used.
-Deferred actor spawning can still make this not the case, but without this change there is no chance of the actor location being correct.
-In this case, I care about this for FN building actors who do not use deferred spawning.
Added STAT_NetServerGatherPrioritizeRepActorsTime which is the total Server Rep Actor time minus the time spent in ReplicateActor.
-Removed STAT_NumRelevantActors because it made no sense (set to whatever connection repped last).
-STAT_NumReplicatedActors now sum of replicated actors on all connections for the frame.
-STAT_NumReplicatedActorBytes now sum of replicated property bytes on all connections per frame. Does not track package map guid bytes.
-FRepLayout BuildSharedSerializationForRPC/ClearSharedSerializationForRPC exposed as ENGINE_API for RepGraph to use.
Non Networking Engine Changes:
Added optional RenderColor parameter to K2_DrawBox.
ULevel::HasVisibilityChangeRequestPending and ULevel::IsNetActor exposed as ENGINE_API so ReplicationGraph module can call it.
Added AHUD::OnHUDPostRender callback for easier debug huds that don't revolve around players or debug actor targets.
#AUTOMERGE using branch FNMain->DevNetworking of change#3914530 by david.ratti on 2018/02/28 10:53:10.
Change 4024210 by Ryan.Gerleve
DemoNetDriver properly unreadies level status in OnLevelRemovedFromWorld.
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3919218 by ryan.gerleve on 2018/03/01 18:50:11.
Change 4024213 by Ryan.Gerleve
UDemoNetDriver now properly associates actor channel close bunches with the actor's level. Fixes ensures & asserts that were occurring during replay playback due to trying to handle these channel closes while the level was streamed out.
Moved the check for IsRecording in the ConditionallyCreatePacketManager functions to an if, since the check can now be triggered while the demo net driver is shutting down.
#jira FORT-71916
#AUTOMERGE using branch FNMain->DevNetworking of change#3919321 by ryan.gerleve on 2018/03/01 19:26:43.
Change 4024217 by Ryan.Gerleve
Fix for placed actors not respawning in some cases when scrubbing in a replay: don't add startup actors that are destroyed due to level streaming out to a replay checkpoint's destroyed actor list. Added some verbose (off by default) logging to help detect these cases.
#jira FORT-73939
#AUTOMERGE using branch FNMain->DevNetworking of change#3923164 by ryan.gerleve on 2018/03/03 11:19:37.
Change 4024310 by Ryan.Gerleve
Replication Graph:
* Fix issue with dormancy node not fully reseting when spatialization grid is rebuilt
* Improved some logging when failures do happen
* Added Net.RepGraph.Spatial.BiasCreep cvar to force spatial rebuild every frame
* Added blacklist of classes that can never cause a spatial rebuild.
* Fixed issue with dynamic actors changing cull distances dynamically.
* Removed unused rep graph node.
#jira none
#AUTOMERGE using branch FNMain->DevNetworking of change#3931497 by david.ratti on 2018/03/07 11:58:14.
Change 4024316 by Ryan.Gerleve
Replication Graph
-Fix issue where dependant actor channels could stay open
-Fix global actor channel timeout property to actually be used
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3933936 by david.ratti on 2018/03/08 08:22:35.
Change 4024365 by Ryan.Gerleve
Added some debug functions: Net.RepGraph.PrintAllActorInfo, FortRepGraph.PrintRouting
Minor cleanup, additional comments
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3936644 by David.Ratti on 2018/03/09 11:13:37.
Change 4024369 by Ryan.Gerleve
Fix repgraph crash with certain spawned actors
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3937302 by David.Ratti on 2018/03/09 15:03:02.
Change 4024382 by Ryan.Gerleve
Initial work for high priority RPCs. This will allow damage RPCs to be sent immediately at the top of a frame rather than at the end. Currently disabled while testing.
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3944887 by David.Ratti on 2018/03/14 10:01:35.
Change 4024384 by Ryan.Gerleve
#UE4 Explicitly discarding the ReplicationDriver in UNetDriver::Shutdown. Fixes a crash when shutting down a net driver when the replication graph object is listening to delegates.
#jira nojira
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3946884 by Bob.Tellez on 2018/03/14 22:03:36.
Change 4024391 by Ryan.Gerleve
GameplayDebugger support for ReplicationGraph. AGameplayDebuggerCategoryReplicator will start replicating once a replication owner is set on it.
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3949584 by David.Ratti on 2018/03/16 08:36:01.
Change 4024394 by Ryan.Gerleve
Fix crash in rep graph when spatialization gets rebuilt while dormancy actors were in a particular state.
Dormancy nodes still had delegates registered for their contained actors. Though they dumped the list of actors, they would still get notification when the actors' dormancy changed which would cause them to readd the actors some times. If these nodes overlapped between rebuilds, actors could get readded to the same node twice which ultimately leads to them not being fully removed when they do get destroyed, and garbage AActor* trying to replicate. Net.RepGraph.Verify can catch these problems.
To fix, we are going to MarkPendingKill the GridCell nodes rather than keeping them around and just reseting their actor lists. They will get recreated as needed.
They could have also manually unregistered each of their delegates but this is more complicated and probably performs worse overall (though spatial rebuild is rare/should never really happen in a real game). Just marking the uobject pending kill will suppress the delegate callbacks to the nodes.
#jira FORT-76555
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3952558 by David.Ratti on 2018/03/19 09:19:09.
Change 4024395 by Ryan.Gerleve
RepGraph was not "undormatizing" actors when streaming levels were reloaded like legacy was.
#jira FORT-76729
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3959632 by david.ratti on 2018/03/22 12:51:19.
Change 4024398 by Ryan.Gerleve
Fix for dormant actors not opening actor channel for multicast rpcs in some cases. Use the global cull distance rather than the per-connection which is cleaered for dormancy trickle.
#jira FORT-76101
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3960888 by david.ratti on 2018/03/22 19:23:00.
Change 4024402 by Ryan.Gerleve
Fix dormant actors being instant destroyed not playing their death gameplay cue
#jira FORT-76101
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3965842 by david.ratti on 2018/03/26 17:23:31.
Change 4024403 by Ryan.Gerleve
More robust fix for rep graph having multiple channels for the same actor open simulataneously. Guarded behind CVar_RepGraph_FixDuplicateChannels.
Add a replication driver hook for UActorChannel::CleanUp.
Don't replicate actors or RPCs if the channel is closing.
Don't clear the channel pointer on FConnectionReplicationActorInfo as soon as the channel closes, but wait until it's cleaned up to either clear the channel if the actor's dormant or remove the actor info from the map completely otherwise.
Fixed missing include in ReplicationGraphDebugging.
#jira FORT-77769
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3975732 by ryan.gerleve on 2018/03/30 16:03:25.
Change 4024415 by Ryan.Gerleve
Fix potential actor channel churning by making sure the close frame num is never lowered. This could happen for short-lived dependant actors.
Removed CVar_RepGraph_FixDuplicateChannels: we definitely need this behavior to always be on.
#jira FORT-79292
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3980479 by david.ratti on 2018/04/03 08:25:53.
Change 4024419 by Ryan.Gerleve
Enable Net.RepGraph.EnableRPCSendPolicy by default. This makes damage/weapon firing RPCs be flushed immediately rather than at the end of the frame, resulting in less latency between clients while shooting.
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3981390 by david.ratti on 2018/04/03 13:24:34.
Change 4024423 by Ryan.Gerleve
enable Replication csv category by default (when CSV profiling is enabled) on server builds
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3981553 by david.ratti on 2018/04/03 14:04:38.
Change 4024424 by Ryan.Gerleve
Replication Graph. These are mostly for engine related purposes/cleanup.
-Don't remove TornOff actors from rep graph when they are destroyed. They are removed when they are torn off already. Fixes benign log warnings.
-When an actor causes spatialization rebuild, set the bias such that the actor is in the middle of new cell. This mitigates the issue where spatialization would be rebuilt every frame once an actor moves "away from the grid".
-When rebuilding spatilization, force garbage collection after tearing down old nodes. This is to mitigate OOMs. You are already going to hitch because of the rebuild anyways.
-Removed some dead/debug code that isnt needed.
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3984296 by David.Ratti on 2018/04/04 12:52:54.
Change 4024427 by Ryan.Gerleve
Allow setting thresholds for actor replication frequency buckets to help balance them out if too many actors end up in one bucket.
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3990318 by david.ratti on 2018/04/06 14:47:58.
Change 4024475 by Ryan.Gerleve
Const-corrected a few parameters
#jira none
#AUTOMERGE using branch FortniteMainEngine_to_DevNetworkingEngine of change#3904240 by Ryan.Gerleve on 2018/02/22 15:18:50.
Change 4030975 by Jake.Leonard
Fixing Linux configs to move the proper configs into the right files.
#Jira none
Change 4031710 by Jake.Leonard
Implementation #3 of Steam Auth:
Features:
----------------
* Most of stuff from Implementation #2
* Blocks users from progressing unless they pass valid keys to the auth system
* Overrides for licensees to change the behavior
* Requires little to no configs
* Has no P2P mesh support
#Jira UE-10686, UE-50441, UE-50444
Change 4034520 by David.Ratti
Spot edit rep graph fixes from FN
-Fix issue where actor channel is created to queue an unreliable rpc, but then times out before actor is returned from rep graph pull. (update time out frame when queueing the rpc)
-Fix issue where we weren't properly handling DORM_Never when trying to detect dormancy changes.
Change 4037513 by Jon.Nabozny
Fixup some misused clamps reported by users.
Change 4042569 by Brian.Bekich
Add sample repgraph implementation to ShooterGame
#jira UENET-879
Change 4046889 by Brian.Bekich
- Rep graph and nodes now share the graph globals
- Fix rep graph world not being updated when using seamless travel
- Set ShooterSpectatorPawn to not replicate by default to fix rep graph spam
- Move ShooterPickup actors to the static spatialized list
#jira UE-58540
Change 4048648 by Ryan.Gerleve
Change replication driver warning to log.
#jira UE-58578
Change 4048939 by Brian.Bekich
Adding null check for game viewport client to OnPreLoadMap
#jira UE-58579
[CL 4051554 by Ryan Gerleve in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
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 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3596568 by Ryan.Gerleve
Restore changelist 3594583
Change 3613386 by John.Barrett
When a NetConnecton rejects a channel, stop processing further bunches from the same ChIndex, within the same packet.
Fixes an edge case triggered by NetcodeUnitTest.
Change 3613422 by John.Barrett
Added net.ForceNetFlush CVar, to force flushing of bunches as soon as they are comitted to the NetConnection buffer.
Helps give more useful stack traces, when tracing packet sends - but should be considered potentially unstable.
Change 3617584 by John.Barrett
Error/warning log tweak, to help with NetcodeUnitTest automation support.
Change 3630704 by Jon.Nabozny
Fix issue where CurrentWorld is null after CancelTravel is called from StartTravel.
Change 3633371 by Ryan.Gerleve
Merged, from Mike.Fricker: send a single RPC for updating level visibility and loaded status when possible
- This is an optimization to avoid RPC spam when there are a large number of players connected
- We now send a single RPC for each local player upon connection or match start to tell the server which levels are visible
- We now send a single RPC from the server to each connected client to tell them which levels they should have loaded
- There are still some cases where we don't batch the RPCs, such as when levels are loaded on the fly in the client.
Change 3639159 by Jon.Nabozny
Fixup code assuming Actor outers were ULevels.
Change 3640190 by Jake.Leonard
First pass Play in Editor replays. Should be backwards compatible with existing replays.
#Jira UENET-659
Change 3643356 by Jake.Leonard
Do not error out if we have a valid pending net game. Current code was erroring and then would attempt to browse again, even though our travel is correct.
#Jira UE-49672
Change 3648785 by Jake.Leonard
Add explicit nullcheck
#Jira UE-49928
Change 3649319 by Jake.Leonard
Fix the double achievement, save and leaderboard write in shooter game if you are a listen server.
All of these functions require a localplayer, which is not true in any case but a listen server.
An RPC that fires off to everyone will end up pushing these stats anyways (since clients write their own stats unless we have server authentication which I don't think UE4 doesn't supports anyways)
#Jira UE-14327
Change 3659736 by Jake.Leonard
Fix steam voice not working after a seemless travel.
#Jira UE-44432
Change 3660990 by John.Barrett
Major NetcodeUnitTest refactor, providing infrastructure for Fortnite MCP support.
Full changes:
- Added UnitTask class, for performing complex game/environment specific setup for UnitTest's, at different stages of execution. Multiple UnitTask's can be assigned to a UnitTest, but they will execute sequentially, and will block UnitTest progression until complete.
- Added FUnitLogInterface, as a generic interface for UNIT_LOG logging, and optionally redirecting logs back to the parent UnitTest for MinimalClient's and UnitTask's - refactored all log related code to be based on this class
- Refactored more ClientUnitTest code into MinimalClient, to reduce co-dependence, and to allow MinimalClient use by UnitTask's - and planned future refactors.
- Added improved tracking/interface, for identifying log events belonging to a particular unit test
- Added ability to specify join URL options, for MinimalClient
- Fixed MinimalClient connections, that were broken by changes to the base control channel messages
- Corrected some relevant logs not getting hooked by the UnitTest log window
- Suppress PackageMap warning/error logs, caused by NetcodeUnitTest hooks, that were triggering automation failures
Change 3660996 by John.Barrett
Added full search highlighting, plus search error tips, to the NetcodeUnitTest log windows.
Full changes:
- Added search highlighting, with checkbox for enabling/disabling highlighting
- Added 'tooltip' notifying when a search failed, and when a search wraps/restarts from the top/bottom
- Focus the search edit box, when the search tab is opened
Change 3660997 by John.Barrett
Added support for reflection with USoftObjectProperty, plus other reflection tweaks.
Full changes:
- Now support reflection with USoftObjectProperty, with cast to FSoftObjectPtr, and can assign soft object properties using strings
- Added support for UStruct-casting with compile-time checks, using GetStructRef (NOTE: Alters the state of the reflection object)
- Adjusted FFuncReflection, to allow modification (rather than just reading) of UFunction parameters
- Added casting of UEnum values to/from strings, and verified proper enum support
- Fixed conversion of UFunction parameter values to strings, due to transient variables not getting exported
- Tightened const-correctness in the internal code
Change 3660999 by John.Barrett
Added simple 'Process Log Watches', to allow use of quick inline delegates/lambda's, to monitor the log output of any process run by a unit test.
Change 3661001 by John.Barrett
Added '-DumpRPCs' commandline parameter in NetcodeUnitTest, which will dump all received RPC calls (plus full parameters) to the log.
Has a bug (feature) where it will also dump all sent RPC's as well - distinguish based on Server/Client prefix.
Other changes:
- Adjusted FProcessEventHook to support global/process-wide hooks for UE4 VM events (particularly RPC's)
Change 3661003 by John.Barrett
Added 'FScopedLogSuppress' to NetcodeUnitTest, for suppressing logs within a certain scope - and fixed a bug with the LogTrace command spamming the log.
Change 3661007 by John.Barrett
Minor NetcodeUnitTest tweaks/fixes.
Change 3661338 by John.Barrett
Fixed Linux compile warning.
Change 3663237 by John.Barrett
Attempted static analysis fixes.
Change 3664787 by John.Barrett
Reduced logspam from scoped logging - and more attempted static analysis fixes.
Change 3674073 by John.Barrett
Another static analysis fix.
Change 3677370 by John.Barrett
Static analysis fixes...
Change 3678820 by John.Barrett
Added '-NetDriverOverrides' commandline parameter, to allow overriding of multiple named net driver definitions, without modifying the config file. See code for documentation.
Change 3679833 by John.Barrett
Added comment to clarify ambiguous code.
Change 3683251 by John.Barrett
Improved 'wrong network actors list' error log.
Change 3683252 by John.Barrett
Added CVars to Steam online subsystem: "OSS.SteamInitServerOnClient" for disabling server API init on clients (to allow running Steam server + client on same computer), and "OSS.SteamUnitTest" to force-enable Steam for unit testing.
Change 3683253 by John.Barrett
Updated NetcodeUnitTest to work with arbitrary net drivers, plus minor refactoring/fixes.
Change 3683254 by John.Barrett
Added unit tests for testing basic net driver functionality, for the IP, HTML5 and Steam net drivers.
Change 3683599 by John.Barrett
Fixed missing includes.
Change 3705189 by Ryan.Gerleve
Changing filetype in attempt to fix a merge issue
Change 3705219 by Ryan.Gerleve
Just delete the file, it's not needed anyway.
Change 3719300 by John.Barrett
Restricted NUTActor spawning on servers, to only happen as part of unit tests.
Change 3719305 by John.Barrett
Made NetcodeUnitTest plugins Developer-only, and enabled them all by default, for automation tests.
Change 3719943 by Jake.Leonard
Test harness for Online Presence Interface.
This does require the testing user to have friends and be connected to the platform.
Usage is "online test presence [OPTIONAL ID]". The id passed should be an arbitrary non-friend. If no id is passed, the arbitrary lookup test is skipped.
This test does wait for presence updates for about two minutes, after this time if no updates are recieved, the harness will mark the test as a failure.
#Jira UE-41232
Change 3720402 by Jake.Leonard
Steam Rich Presence
* Adds a new Steam Presence interface
* Auto-updates presence/status information
* Fixes up some of the rich presence issues in addition to pushing advertisements of users joining game servers reliably (which should also bandaid UE-10686 until secure sessions are implemented, I was not able to fully test this).
#Jira UE-41232
Change 3720467 by Jake.Leonard
Fixing warnings with test interface.
Change 3720533 by Jake.Leonard
Fix ordering warnings
Change 3723717 by Brian.Bekich
change package flag check to account for objects being PIE packages
#jira UE-51513, UE-51601
Change 3723982 by Ryan.Gerleve
PR #4098: Delete ensure for not found nefield during replay (Contributed by ymartel06)
Change 3724030 by John.Barrett
Minor NetcodeUnitTest refactor - implemented a tweaked version of GitHub pull #4097 (by GeorgeR).
Have left out server parms change, as intentionally don't use full project path.
Change 3724047 by Ryan.Gerleve
PR #4096: Fix ENetDormancy enum states to be exposed properly and fix typo in DORN_MAX (Contributed by konflictue)
Updated from original PR to fix spelling and add enum redirect for DORN_MAX.
Change 3724845 by John.Barrett
#PR 4097: Specify full project path for client/server executable (contributed by GeorgeR).
Change 3725519 by Brian.Bekich
Adding local file replay from single file, supports playback/recording and live playback, compression, and recording/updating of events
#jira UENET-847
Change 3726561 by Jake.Leonard
Limit demos to a single active playback in editor.
Also prevent errors from causing crashes in shootergame because it forces global world destruction.
#Jira UE-51582
Change 3728494 by Brian.Bekich
Fix for pvs studio
Change 3730150 by Brian.Bekich
Handle replication of startup actors that get renamed
#jira UE-51387
#jira UE-46951
Change 3730230 by Brian.Bekich
- Prevent warnings from Start/EndSession when no session exists in ShooterGame
- Changed warnings to logs in connection status events
- Disable "Paused" presence key in ShooterGame, it is trivial to spam it in offline games and hit rate limit errors on console
#jira UE-51252
Change 3734054 by John.Barrett
Added support for partial packets to NetcodeUnitTest, to support unusually large connect URL's used by Fortnite.
Fixed a bug where the full connect URL was not passed to NMT_Login.
Added FScopedNetNameReplace class, for replacing FName's serialized during replication.
Change 3734056 by John.Barrett
Adjusted -DumpRPCs commandline parameter, to allow filtering for specific RPC's (with partial string matches), in the format:
-DumpRPCs="RPC1,RPC2"
Change 3734180 by Brian.Bekich
Fix for single process PIE dedicated server ticking objects it should not
#jira UE-15947
Change 3744491 by John.Barrett
Fixed FName crash/exploit while accessing invalid hardcoded names.
#JIRA UENET-787
Change 3750058 by Ryan.Gerleve
Disable net.UseAdaptiveNetUpdateFrequency by default. This causes too many regressions for users who are not using ForceNetUpdate() aggressively.
#jira UE-45681
Change 3750650 by John.Barrett
Added "-MaxAlloc=x" commandline parameter, for limiting the maximum size of any single memory (re)allocation, for debugging.
Change 3750651 by John.Barrett
Adjusted ClientUnitTest to allow overriding of the MinimalClient class.
Fixed AssertDisable command.
Change 3751738 by John.Barrett
Fixed missed non-shipping check.
Change 3752561 by John.Barrett
Made NMT_Login serialize RequestURL as a string again, instead of a TArray - as the latter had no checks for strings with invalid data, which allowed reading past the end of the raw array data.
Also increased the maximum string serialize size, while processing NMT_Login, to allow Fortnite's enormous join URL's - this removes the need to use TArray for the join URL.
#JIRA UENET-850
Change 3752562 by John.Barrett
Made the MinimalClient use a string for the NMT_Login URL again.
Change 3758533 by John.Barrett
Moved NetcodeUnitTest CIS/Automation commandline to file - to help with future tweaks.
Change 3758901 by Brian.Bekich
Modify FSimpleAbstractSocket_FSocket::Send to handle partial sends
#jira UE-52393
Change 3761445 by Brian.Bekich
Fix for temporary scopelocks in steam user cloud interface
Change 3761503 by John.Barrett
Adjusted serialization of TArray's to FArchive's, to properly handle serialization of invalid/negative ArrayNum values, and to limit maximum serialization for archives used by the netcode.
#JIRA UENET-850
Change 3764345 by Ryan.Gerleve
PR #4225: Allow dedicated servers to use voice subsystem override (Contributed by sswires)
Change 3772444 by John.Barrett
Adjusted control channel message defines, to require checking that received parameters were serialized successfully, before executing the message.
Change 3772445 by John.Barrett
Updated control channel messages, to check that parameters were serialized properly.
Change 3773647 by John.Barrett
Fixed a crash/exploit with the lobby ServerKickPlayer function.
#JIRA UENET-732
Change 3775618 by John.Barrett
Made array serialization security fix, more limited in scope, to fix issue with ArrayNum serialization.
Change 3788035 by Jake.Leonard
Fix the test presence harness crashing because the subsystem doesn't have a presence interface hooked up. Also prevent crashes due to already being in a session when the command runs.
#Jira UE-52806, UE-52810
Change 3790676 by Jake.Leonard
Add a world destruction watch to make sure that nothing crashes during the presence test incorrectly due to dangling deleted pointers.
#Jira UE-52961
Change 3792485 by Ryan.Gerleve
Fix merge issues
Change 3793285 by Jake.Leonard
Check to see if the perf counter module is loaded before trying to write stats. This causes perfcounters module to not be loaded during garbage collection.
See comments in JIRA ticket.
#Jira UE-51619
Change 3793402 by Jake.Leonard
Fix the timer that did not clean up properly in a very specific case, thus causing the timer to fire after a test has completed. This now will end the timers correctly.
#Jira UE-52961
Change 3793517 by Jake.Leonard
Fix randrange going out of bounds during a presence test.
#Jira UE-52961
Change 3793563 by Jake.Leonard
Fix yet another crash in the presence test where the world is null while spamming the test command several times in rapid succession.
#Jira UE-52961
Change 3797866 by Bart.Hawthorne
Remove check that would get hit if the player tries to server travel to a world that has the same name as a uasset. Instead, log the failure. The player can then travel using the full path of the umap.
#jira UE-51605
Change 3801245 by Bart.Hawthorne
Fix oodle2.h include directive
[CL 3802705 by Bart Hawthorne in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix#2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
Change 3720210 on 2017/10/25 by Olaf.Piesche
Fixing dynamic material params for ribbons
#!codereview scott.kennedy
#!rb none
#!tests scott's test ribbon
Change 3720073 on 2017/10/25 by robomerge
#!ROBOMERGE-AUTHOR: frank.fella
Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it.
#!Tests Minion automated tests no longer crash randomly.
#!rb SimonT
#!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3719233 on 2017/10/25 by robomerge
#!ROBOMERGE-AUTHOR: philip.buuck
[OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead).
#!rb Matt.Schembari
#!tests PIE
[QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death
#!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3718474 on 2017/10/25 by Yannick.Lange
Niagara: Only show isolate menu items on track context menu if it is a system.
Rename "Isolate toggle" to "Isolated".
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3718095 on 2017/10/25 by Yannick.Lange
Niagara: Fix crash when not having dynamic parameter in material.
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3718069 on 2017/10/25 by Yannick.Lange
Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression.
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3717545 on 2017/10/24 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Removed read / write locks from PipelineStateCache.
#!rb Andrew.Grant, Gil.Gribb
#!test paragon ps4.
#!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3716928 on 2017/10/24 by Shaun.Kime
The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime.
#!rb olaf.piesche, simon.tovey
#!fyi olaf.piesche, simon.tovey, frank.fella
#!tests am now able to run Test_minionWave on PS4
Change 3715712 on 2017/10/24 by Yannick.Lange
Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf".
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3715430 on 2017/10/23 by Shaun.Kime
Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it.
#!rb none
#!fyi simon.tovey
#!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime
Change 3715368 on 2017/10/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main)
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3715226 on 2017/10/23 by Shaun.Kime
Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's.
#!rb none
#!fyi simon.tovey, olaf.piesche, frank.fella
#!tests ran in PIE
Change 3714645 on 2017/10/23 by Yannick.Lange
Niagara: Add ability to create particle system from this emitter in content browser.
#!rb Shaun.Kime
#!tests n/a
Change 3714200 on 2017/10/23 by Olaf.Piesche
Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target
#!codereview simon
#!rb none
#!tests Orion Niagara assets
Change 3713341 on 2017/10/23 by Yannick.Lange
Niagara: Fix NiagaraNodeIF output pins cannot be deleted.
Fix NiagaraNodeIF output pins cannot be renamed.
#!jira UE-50193
#!jira UE-50193
#!rb Shaun.Kime
#!tests n/a
Change 3713133 on 2017/10/23 by Yannick.Lange
Niagara: Isolate emitters in sequencer UI.
- Added being able to extend the sequencer track context menu with a delegate.
- Added entry in track context menu to toggle the selected emitters isolation state.
- Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters.
#!rb Shaun.Kime
#!tests n/a
Change 3712445 on 2017/10/22 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
UVScale, UniformAorBFloat, and LinearColorAlongVector added.
#!rb none
#!tests new autotest added
#!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3712420 on 2017/10/21 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1.
#!rb none
[CODEREVIEW] frank.fella
[FYI] simon.tovey, olaf.piesche, wyeth.johnson
#!tests created an emitter, disabled Acceleration Force.. still compiled.
#!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711602 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like:
LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData
#!jira UE-51511
#!rb Simon.Tovey
#!tests n/a
#!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711288 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: eric.ketchum
[Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work
#!rb: None
#!tests: PIE
[CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime
#!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711197 on 2017/10/20 by Olaf.Piesche
Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly
#!rb none
#!tests minion projectile ribbon trail
Change 3710634 on 2017/10/20 by Mic.Rooney
Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing.
#!RB: none
#!Test: tested/built locally ran preflight Editor/Monolithics build.
#!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen
Change 3709686 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Added some more timerguards for slow timer manager tick objects.
Commented out for now.
#!rb Trivial
#!test Paragon Cooked ps4.
#!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3708958 on 2017/10/19 by Shaun.Kime
Back out changelist 3708456 .. this was an unintentional change
#!rb none
#!tests n/a
Change 3708839 on 2017/10/19 by Shaun.Kime
Merging CL 3708835
Fixing Scott's common crash with adding an emitter with autocompile off
#!rb frank.fella
#!tests n/a
Change 3708784 on 2017/10/19 by Shaun.Kime
Merging CL 3708782
//Orion/Main/... to //Orion/DevGeneral/...
#!rb none
#!tests n/a
Change 3708600 on 2017/10/19 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion
#!rb none
#!test golden path
#!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3708473 on 2017/10/19 by Shaun.Kime
Merging Frank's changes for team color support from Main to Dev-General
#!rb Frank.Fella
#!tests test_minionwave worked
Change 3708456 on 2017/10/19 by Shaun.Kime
Particles.Random set to 0.0
#!rb none
#!tests n/a
Change 3708455 on 2017/10/19 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests passed minion fx autotest
Change 3707648 on 2017/10/19 by Shaun.Kime
Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made.
Defer deletion of dataset to RT.
Ensure resets don't mess with data inflight RT commands are using.
Checkin on behalf of Simon Tovey
#!jira OR-45423
#!rb Simon.Tovey
#!tests ran through the LaneMinionFXTests successfully on PC
Change 3707096 on 2017/10/19 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago.
#!rb none
#!tests automated tests pass
#!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3706726 on 2017/10/19 by Rob.Cannaday
Merge XMPP resource version to use version 2 instead of version 3
#!rb trivial
#!tests compile
#!ROBOMERGE: Main, 44, Tencent
Change 3706349 on 2017/10/19 by Josh.Markiewicz
#!UE4 - Cross Voice code review feedback
- fixed up broken stack vs queue
- fixed GetRoomId returning int32 instead of uint64
- fixed switch room logic
- more/better logging
- more comments
#!jira TEN-301
#!review-3681404 @sam.zamani, @rob.cannaday
#!rb none
#!tests local cheat codes
Change 3705453 on 2017/10/18 by robomerge
#!ROBOMERGE-AUTHOR: arne.schober
Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array)
#!RB Daniel.Wright
#!Tests LaunchOnPs4
#!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3705399 on 2017/10/18 by robomerge
#!ROBOMERGE-AUTHOR: scott.kennedy
Default Niagara emitter changed color property to better default value.
Updated basic glow emitter
Added energy bubble base emitter
put a little more polish into siege minion impact FX.
#!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3704426 on 2017/10/18 by Shaun.Kime
Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423
#!rb simon.tovey
#!fyi hunter.kent
#!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure
Change 3703288 on 2017/10/18 by Olaf.Piesche
Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash
#!rb olaf.piesche, simon.tovey
#!tests minion test map PC and PS4
Change 3701373 on 2017/10/17 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader.
#!rb Olaf.Piesche
#!tests test_minionwave runs
#!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3701108 on 2017/10/17 by Hunter.Kent
Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily.
#!RNX
#!Test PS4
#!rb @tim.elek
#!review-3701110 @andrew.grant, @daniel.lamb
Change 3701044 on 2017/10/17 by robomerge
#!ROBOMERGE-AUTHOR: jon.lietz
- white space fixes
- added in more detail to logging
- fixed dragon GC to not hide when the mesh is hidden
#!rb none
#!tests complies and logging is updated
[FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen
#!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3700900 on 2017/10/17 by Shaun.Kime
Integrating possible crash fix from Dev-Niagara to Dev-Gen
#!rb none
#!tests n/a
#!fyi Olaf.Piesche
Change 3700492 on 2017/10/17 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests done in branch
Change 3700217 on 2017/10/17 by Olaf.Piesche
Fix for potential crash in sprite renderer
#!rb none
#!tests minion test map
Change 3700216 on 2017/10/17 by Benn.Gallagher
Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master.
#!rb Lina.Halper
#!jira OR-45226
#!tests PIE + Standalone games hitting Rampage with Ghosts E
Change 3699660 on 2017/10/17 by Jason.Bestimt
#!ORION_DG - Fixes to UnrealHitchParser edge cases
#!RB:none
#!Tests: Ran on Logs from QA
#!CodeReview: ben.salem
Change 3699462 on 2017/10/17 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!tests preflight ok
#!rb none
Change 3699010 on 2017/10/17 by Jeff.Williams
Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920
#!rb none
#!tests none
Change 3698519 on 2017/10/16 by Olaf.Piesche
Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts
#!rb none
#!tests minion wave test map
Change 3698380 on 2017/10/16 by Shaun.Kime
Updating logic to now support the autoattachment
#!rb none
#!tests autotests pass..
Change 3698263 on 2017/10/16 by Olaf.Piesche
Assume degrees for sprite rotation
#!rb none
#!codereview shaun.kime
#!tests test sprite emitter
Change 3697652 on 2017/10/16 by Olaf.Piesche
Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion
#!rb none
#!tests minion test map
Change 3696906 on 2017/10/15 by Shaun.Kime
Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers.
#!rb none
#!tests now no longer generates invalid errors
#!fyi frank.fella, olaf.piesche, simon.tovey
Change 3695456 on 2017/10/13 by Olaf.Piesche
Fix for potential ribbon crash and end-of-ribbon rendering artifacts
#!rb none
#!codereview scott.kennedy
#!tests minion wave test map
Change 3694545 on 2017/10/13 by Andrew.Grant
Fix for low frequency async loading crash (OR-42535)
#!rb gil.gribb
#!tests comppiled
Change 3694176 on 2017/10/13 by Jeff.Williams
Plugin manifest name changed to DLCFile name
#!rb none
#!tests compile, stage
Change 3693582 on 2017/10/12 by Don.Eubanks
Fixing PS4 Compile warning (constructor init order not matching member define order)
#!rb none
#!tests Compile Shipping Client PS4
#!fyi olaf.piesche
Change 3693516 on 2017/10/12 by Olaf.Piesche
Niagara: Remove mesh renderer assert, replace with early out
#!rb none
#!tests niagara mesh test asset
Merging
//Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp
to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp
Change 3693051 on 2017/10/12 by Ben.Salem
Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log.
#!rb Clayton.Langford
#!tests Parsed a 5mb log with dumphitches down to 23k of hitch data.
Change 3692912 on 2017/10/12 by Olaf.Piesche
Merging: Niagara ribbon tiling distance
#!rb none
#!tests ribbon test asset
Change 3692835 on 2017/10/12 by Shaun.Kime
Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags.
#!rb none
#!fyi scott.kennedy, wyeth.johnson
#!tests n/a
Change 3692751 on 2017/10/12 by Shaun.Kime
Removing script that shouldn't have come over.
#!rb none
#!tests n/a
Change 3692746 on 2017/10/12 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests opened test level and created new emitter/system
Change 3692616 on 2017/10/12 by Don.Eubanks
OR-45131
Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking.
#!rb dan.hertzka
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
#!codereview nick.darnell
Change 3691912 on 2017/10/12 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none
#!tests compile, editor
#!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3690944 on 2017/10/11 by Jeff.Williams
Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC.
#!rb Daniel.Lamb
#!tests Compile, build
Change 3688989 on 2017/10/10 by Lina.Halper
LOD sync of attached/parent
#!rb: Laurent.Delayen
#!tests: price with shotgun skin/PIE/editor
Change 3687592 on 2017/10/09 by Ben.Salem
Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test.
#!rb clayton.langford
#!tests Ran sparrow shallow tests.
Change 3686560 on 2017/10/09 by Shaun.Kime
Flipping the min/max values to be standard
#!rb none
#!tests n/a
Change 3686046 on 2017/10/09 by Shaun.Kime
Merging latest from Dev-Niagara in preparation for Effects team work on Monday
#!rb none
#!tests successful preflight
#!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek
Change 3685613 on 2017/10/07 by robomerge
#!ROBOMERGE-AUTHOR: simon.tovey
Implementing vector field matrix inverse fix from CL3675167 to 43.3.
#!rb none
#!tests none
#!lockdown andrew.grant
#!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685603 on 2017/10/07 by robomerge
#!ROBOMERGE-AUTHOR: thomas.ross
RotationalContent Improvements
- Fixed potential bug where tags could be updated when not intended on RotationalContentManager
- Fix for PIE assert
- Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option.
- Removing config tag from RotationalContentOverrides in OrionGlobals.
New Halloween Gauntlet Test
- Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box.
#!rb none
#!tests local builds / editor / PIE
#!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685408 on 2017/10/07 by ben.salem
Fixing robomerge error in DevGen
#!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams
Unresolved conflicts. ben.salem, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml
--------------------------------------
Merging using DevGen->Release43.3
Repairing mailer for nightly Perf tests, fixing email headers.
#!tests run in devgen
#!rb none
#!lockdown andrew.grant
#!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685073 on 2017/10/06 by Andrew.Grant
Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3684717 on 2017/10/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where GT & RT times in profile info were reversed :(
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3684512 on 2017/10/06 by Laurent.Delayen
Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code.
#!rb lina.halper
#!tests minion AnimBP nativization
Change 3684059 on 2017/10/06 by Max.Preussner
Orion: Fixed ability videos not loading on PS4 and/or not looping
#!fyi stephan.jiang
#!jira OR-44682
#!rb none
#!rnx
#!tests none
Change 3683538 on 2017/10/06 by David.Ratti
batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions.
-Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players.
-Fixes case where killing minions with badass was not displaying pops (prediction key issue)
#!rb none
#!tests editor, pie
#!review-3683539 @Matt.Schembari
Change 3683364 on 2017/10/06 by Andrew.Grant
Changed warning to info
#!tests #!rb na
Change 3681999 on 2017/10/05 by Bart.Hawthorne
Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion.
#!rb cody.haskell
#!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore
#!jira OR-44111
#!tests Golden path, live spectated numerous matches.
Change 3681403 on 2017/10/04 by Josh.Markiewicz
#!UE4 - base pass for Tencent Cross SDK
- basic testing done with enter/exit/switch room
- basic testing of ShowUI
- checked in disabled
#!rb duck
#!tests see above
#!jira TEN-301
#!review-3681404 @sam.zamani, @rob.cannaday
Change 3680623 on 2017/10/04 by David.Ratti
Rework for how max movement speed is calculated.
The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow.
Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored.
Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow.
GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc).
Suggested methods for inspection:
AbilitySystem debug hud (Home/End)
p.VisualizeMovement (displays final calculated movement speed)
Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar)
Technical information:
1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool.
2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows.
3. Added a notification for attribute sets when an aggregator is created for one of their attributes.
4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod)
5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension.
#!tests pie
#!rb FrankG
#!codereview Fred.Kimberley, Billy.Bramer
#!fyi colin.fogle
#!QAReview
#!RN
#!designchange
Change 3680580 on 2017/10/04 by Ben.Salem
Repair email titles for various reports.
#!rb none
#!tests Reran tests.
Change 3680438 on 2017/10/04 by Dan.Hertzka
GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect
- Fixes the HUD status effect feed not showing sources for a lot of itemization abilities
Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip
#!rb Dave.Ratti
#!tests OrionEntry PIE - equipped Sand Speeder
#!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on
Change 3680344 on 2017/10/04 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Speculative disable of defragging on volumetric lightmap textures.
#!rb andrew.grant
#!test monolith2 ps4
#!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3680302 on 2017/10/04 by Shaun.Kime
Integration from DevNiagara.
Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array.
#!rb none
#!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek
#!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass.
Change 3679946 on 2017/10/04 by Laurent.Delayen
Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches.
#!rb lina.halper
#!FYI andrew.grant
#!tests monolith2 old minions
Change 3679938 on 2017/10/04 by Daniel.Lamb
Allowed foliage cullall option to be modified by scalability options.
#!rb Trivial
#!test Compile paragon editor
Change 3679563 on 2017/10/04 by Jon.Lietz
OR-43599
- added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it.
#!rb Dave.Ratti
#!review-3679564 @John.Nielson
#!tests added these waits to hot pursuit and they worked as expected
Change 3679006 on 2017/10/03 by Ben.Salem
Try to fix broken nightly mailer issues for FX tests.
#!rb none
#!tests Preflighted a shallow fx pass successfully in EC.
Change 3677845 on 2017/10/03 by Andrew.Grant
Added an ensure to guard against OR-44826 while further investigations occur
#!tests compiled
#!rb none
Change 3677443 on 2017/10/03 by John.Nielson
Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase.
Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify).
#!RB: None
#!Test: Pie, Uncooked
#!review-3677445: @David.Ratti
Change 3676748 on 2017/10/02 by Laurent.Delayen
Minions: split body layer is now done in mesh space, to maintain upper body orientation.
#!FYI ray.arnett, lina.halper
#!rb none
#!test lane minion test map
Change 3675950 on 2017/10/02 by Don.Eubanks
Added several new supported tags / status effects to the Floating Status Effect Text system.
Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player.
Added ScaleOverDistance curve support for floating numbers / text.
Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out.
#!rb matt.schembari
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4
Change 3675186 on 2017/10/02 by Mic.Rooney
Support for other anim curve driving audio types (right now specifically DialogueWave)
#!RB: none
#!Test: compiled editor/monolithics/withoutunity and tested locally.
#!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen
Change 3675167 on 2017/10/02 by Shaun.Kime
Changed unsafe InverseFast() to an Inverse()
#!jira OR-44671
#!rb Simon.Tovey
#!tests n/a
Change 3674888 on 2017/10/02 by David.Ratti
GGP V2
* Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration.
Item System:
* Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords.
* Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup).
Ability System:
* SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE)
#!rb none
#!tests editor pie cooked
#!review-3674889 @Jon.Lietz
Change 3674170 on 2017/09/30 by Mieszko.Zielinski
Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion
Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load.
#!rb none
#!test golden path
#!OR-44738
Change 3672937 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files
#!tests 3compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672867 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Restored previous behaviour of integer numbers being formatted as "1" and not "1.00"
#!tests ran game, checked playlist analytic
#!rb nikdel
#!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672575 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Remove warning that can happens normally with backwards compat replays
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672548 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned.
#!rb Andrew.Grant
#!test Editor building hlods
#!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672542 on 2017/09/29 by Andrew.Grant
Merging
#!rb #!tests na
Change 3672390 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed memreport settings for frontend tests
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672385 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Reworked and pretty much final PipelineState cache code
- various comments incorporated
- namespaced functions
- removed redundant class and replaced with ref pointer
#!tests soaked a lot
[at daniel.lamb,] [at arne.schober] #!rb none
#!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672281 on 2017/09/29 by Rob.Cannaday
Add user ID to OnNetworkCheatDetected
#!jira TEN-272
#!jira TEN-273
#!jira TEN-274
#!rb rob.cannaday
#!tests Win64 AI match, simulate cheat detected by cheat command
#!review-3672282 @ian.fox @sam.zamani
Change 3671688 on 2017/09/29 by Frank.Gigliotti
Added ability to set developer comment when adding native tags.
#!RB David.Ratti
#!Tests None
Change 3670409 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for dump type made while doing cleanup
#!tests compiled Win64, PS4, ran PS4
#!rb none
#!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3670399 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed race condition in pipeline state cache
Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon
(Couple of extra tweaks planned, but this should be GTG for a v43 release)
#!rb codereviewed
#!tests soaked locally, lots
#!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669802 on 2017/09/28 by Andrew.Grant
From Dev-Framework
#!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed
#!rb michael.noland
#!codereview andrew.grant
#!tests na
Change 3669709 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669177 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
#!rb Marcus.Wassmer
#!TESTS Paragon editor Monolith02
#!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669124 on 2017/09/28 by Daniel.Lamb
Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush
to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush
Fix cook in devgeneral
Bumped shader version to invalidate stale uniform buffer name.
#!rb none
#!TESTS none
#!fyi Daniel.Wright
Change 3667906 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
#!rb none
#!TESTS QAGame
#!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667899 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Remove unused SM4 reflection capture cubemap
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667894 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy from Brian] SM4 fallback for reflection captures.
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667859 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy from Brian] Removed old rasterized deferred reflection env path.
Removed reflection compute shader. Replaced with PS. Small perf gain.
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667852 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Fixed missing include
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667807 on 2017/09/27 by Daniel.Lamb
Tencent DLC can now remap the plugin content to the game root directory.
#!rb Ben.Marsh
#!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test
Change 3667753 on 2017/09/27 by Clayton.Langford
Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer.
#!RB Ben.Salem, Adric.Worley
#!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat
Change 3667408 on 2017/09/27 by Jordan.Walker
Optimization to bakedNormal layer blend on Low end material quality
-uses simple multiply and add normal map blend
Change 3667388 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
#!rb none
#!TESTS QAGame on console
#!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667383 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame.
#!rb none
#!TESTS QAGame
#!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667265 on 2017/09/27 by Daniel.Lamb
Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned.
#!rb Uriel.Doyon
#!test Editor building hlods
Change 3667159 on 2017/09/27 by Mieszko.Zielinski
Added simple logging to BT loading allowing us to identify missing BB keys #!Orion
#!test golden path
#!rb Lukasz.Furman
Change 3665944 on 2017/09/26 by Dan.Hertzka
Fix PS4 compile
#!rb none
#!tests compile PS4
Change 3665590 on 2017/09/26 by Daniel.Lamb
Fix for DLC cooking everything when it should only cook the DLC.
#!rb None
#!test None
Change 3665569 on 2017/09/26 by Dan.Hertzka
New status effect feed for the new HUD:
- Now placed in the mid-upper-left side of the HUD
- Biggest difference from before is that there are now names associated with each effect
- If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet.
Cleaning:
- Deleted all of the old buff widget classes & codepaths
- Removed redundant properties from StatusEffectDisplayInfo
- Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData
Also:
- Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events
- Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed)
@todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.)
#!rb Don.Eubanks
#!tests OrionEntry PIE with some cards and hero abilities
#!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial.
#!lockdown Billy.Rivers
Change 3665555 on 2017/09/26 by Daniel.Lamb
AudioStreaming mpsc queue fix up.
#!rb Andrew.Grant
#!test Compile paragon client / editor.
Change 3665517 on 2017/09/26 by Daniel.Lamb
Suspect fix for OR-44619
#!jira OR-44619
#!test Paragon editor compile
#!rb Trivial
Change 3664346 on 2017/09/26 by Jon.Lietz
- making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out.
- Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired.
- Updated all GC's data to use the new decal class
- removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent
#!rb Dave.Ratti
#!reivew Dave.Ratti
#!tests used characters that had decal comps in the GC and they recylce as expected.
#!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed.
Change 3664099 on 2017/09/26 by Jon.Lietz
OR-44510
- bringing over engine fixes for the Enum Redirector from Dev-Framework
#!rb none
#!tests compiles and warnings are gone
Change 3663019 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Gil: fixed race condition in the PipelineStateCache
#!rb Daniel.Lamb
#!test paragon ps4 with higher repro modified build
#!lockdown Andrew.Grant
#!jira OR-44441
#!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3663014 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready.
#!tests ran locally
#!rb [at daniel.lamb] [at arne.schober]
#!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3663004 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed dev check for extra commandline args from /data to /temp0
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3662999 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - Fixed DateTime used for folders not being set
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3662255 on 2017/09/25 by Sam.Zamani
#!tencent
- fix for link error due to missing define of static OnNetworkCheatDetected delegate
#!rb none
#!tests none
Change 3662073 on 2017/09/25 by Sam.Zamani
#!tencent
Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server
Possible options
#!jira TEN-275 TSS detect and expose punish user callbacks
KickClient - User should be booted from the current game session via disconnect
KickMatch - User received info about being punished (eg. ban type etc)
PunishInfo - User received info about being punished (eg. ban type etc)
#!rb rob.cannaday
#!tests none
Change 3659487 on 2017/09/22 by Josh.Markiewicz
#!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin
#!review-3659190 john.barrett, ryan.gerleve
Change 3659485 on 2017/09/22 by Josh.Markiewicz
#!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins
#!fyi john.barrett, ryan.gerleve
Change 3659184 on 2017/09/22 by Josh.Markiewicz
#!UE4 - delete EpicSurvey module
#!fyi justin.sargent, nick.darnell
#!rb none
Change 3658697 on 2017/09/22 by Ryan.Gerleve
Fixes for server-side Tencent anti-cheat library integration:
-Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows
-Add getter for the TssSdkAntiInterf object
-Enable server anti-cheat in editor builds
#!codereview sam.zamani
#!rb none
#!tests enabled Tencent OSS, built & ran server
Change 3658200 on 2017/09/22 by Graeme.Thornton
Manual copy of CL 3587584 from Dev-Core
Logging improvements for pak signature check failures
- Added "PakCorrupt" console command which corrupts the master signature table
- Added some extra log information about which block failed
- Re-hash the master signature table and to make sure that it hasn't changed since startup
- Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
- Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again
#!rb none
#!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General
Change 3657970 on 2017/09/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition.
We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game,
[at marcus.wassmer,] [at arne.schober] #!rb none
#!tests cycled 6-7 levels of Paragon
#!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657914 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing...
#!tests stepped through in non-pkg build
#!rb none
#!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657906 on 2017/09/21 by Andrew.Grant
Improved some logging
#!tests used locally
#!rb none
Change 3657891 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing
Fixed issue with -dev mode on PS4 not updating symbols
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657867 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Re-locked network CL to 3652780
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657857 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444
#!RB:arciel.rekman
#!Tests:Compiled
[CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf
#!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657852 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for case-insensitivity causing title.json not to be staged
#!rb daniel.lamb, bob.tellez
#!tests ran packaging script, verified contents match v42
#!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657831 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors
We can worry about a more permanent solution after we get this live.
#!RB:none
#!Tests: Compiled
[CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer
#!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657824 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe
//ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb
--------------------------------------
Built new UnrealCEFSubprocess client
Changed OrionBuild.xml to build the shipping version of the above.
The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this.
[at justin.sargent,[at benjamin.crocker,[at wes.fudala]]]
#!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657488 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: anton.migulko
LIGHTING AND assets update
#!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3656388 on 2017/09/21 by Laurent.Delayen
Added default GetAxisVector static function to EAxisOption
#!rb none
#!FYI thomas.sarkanen
#!tests lane minions test map
Change 3656387 on 2017/09/21 by Laurent.Delayen
Initialize FAnimInstanceProxy with default constructor.
#!rb none
#!fyi lina.halper, thomas.sarkanen
#!tests lane minion test map
Change 3656003 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked net version to 3650578 for patching
benjamin.crocker
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3654403 on 2017/09/20 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Merge DevCore -> Orion Release-43 CL 3641450
UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers.
#!rb Daniel.Lamb
#!test Compile
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3654356 on 2017/09/20 by Andrew.Grant
Merging 3653658 from Dev-Rendering
#!tests compiled, ran editor
#!rb marcus.wassmer
Change 3653914 on 2017/09/20 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access).
#!rb none
#!tests ran locally
#!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3652495 on 2017/09/19 by Andrew.Grant
Editgration of VR fix in 3643776 from Release-4.17
#!tests #!rb na
Change 3652244 on 2017/09/19 by Sam.Zamani
#!tencent
Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher
Added "-q" to whitelist of command line params for shipping builds
Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher
#!rb rob.cannaday
#!tests none
Change 3651493 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651490 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651489 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651445 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag
#!RB:none
#!Tests:none
[CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant
#!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3651059 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed code to archive load-order during tests
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3651043 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed error parsing from tests to put cause ahead of file info
#!tests ran self-test
#!rb none
#!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649683 on 2017/09/18 by Andrew.Grant
Bulk-merge of oustanding changes in Main to DG
#!tests #!rb na
Change 3649345 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Integrate fix for eidtor crash when switching between low and high scaleability options.
#!rb Olaf.Piesche
#!test Paragon editor
#!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649335 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - OR-44257 - Fix for hair not working
It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion.
#!RB:daniel.lamb
#!Tests:Re-tested in cooked build
[CODEREVIEW] daniel.lamb
#!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649231 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM
#!RB:none
#!Tests:none
[CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy
#!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649211 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix 'lowest' shadow settings (simple forward rendering)
#!rb arne.schober
[FYI] Daniel.Wright
#!tests monolith
#!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649141 on 2017/09/18 by Stephan.Jiang
Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source.
-- These are hacks for ability videos to work before we have the new Sequencer updates
-- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748
#!fyi Andrew.Grant, Max.Preussner
#!rb none
#!test compile
Change 3649087 on 2017/09/18 by Thomas.Ross
Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General
#!rb none
#!tests none
#!fyi Andrew.Grant,Jeff.Williams,dan.oconnor
Change 3649066 on 2017/09/18 by Max.Preussner
WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources
#!rb stephan.jiang
#!rnx
#!tests none
Change 3649049 on 2017/09/18 by Max.Preussner
Media: Changed audio sample rate warning to verbose log
#!fyi stephan.jiang
#!rb none
#!rnx
#!tests none
Change 3648752 on 2017/09/18 by Max.Preussner
WmfMedia: Fixed race condition in media sound wave
#!rb none
#!rnx
#!tests none
Change 3648748 on 2017/09/18 by Max.Preussner
WmfMedia: Hack for preventing flicker between media source switching
Do not merge to Dev-Main!
#!rb stephan.jiang
#!rnx
#!tests none
Change 3648596 on 2017/09/18 by Bart.Hawthorne
More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough.
Change 3648575 on 2017/09/18 by Sam.Zamani
#!tencent
Fix for missing library calls when initializing TSS anti cheat SDK
#!rb none
#!tests compiles win64 server
Change 3648556 on 2017/09/18 by Jeff.Williams
Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084
Clearing up robomerge
#!rb none
#!tests none
Change 3648533 on 2017/09/18 by clayton.langford
Unblocking RM.
#!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams
Unresolved conflicts. clayton.langford, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly.
#!RB Adric.Worley
#!tests none
#!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3648219 on 2017/09/18 by Sam.Zamani
#!tencent
fixed Tencent module thirdparty dll runtime dependency paths
fixed DLLHandle not being set
#!rb none
#!tests none
Change 3647998 on 2017/09/18 by Clayton.Langford
Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763.
#!tests compiled
#!rb Adric.Worley
Change 3647817 on 2017/09/18 by James.Golding
Mirror fix from 4.18 release stream (CL 3647799) to Dev-General
Fix out-of-bounds access of cloth mapping data during CPU skinning
#!rb benn.gallagher
#!jira UE-49628
#!fyi benn.gallagher
#!tests convert RiftMage to static mesh
Change 3647749 on 2017/09/18 by Benn.Gallagher
Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope.
This caused matrix transposition to fail after the data was copied in using memcpy
BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
#!rb none
#!tests Editor reimport of clothing assets
Change 3646242 on 2017/09/15 by Tyler.Cole
Revert shared engine LocalMCP scripts.
Change 3646153 on 2017/09/15 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds
#!RB:daniel.lamb
#!Tests: Ran cooked Client
[CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy
#!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3646125 on 2017/09/15 by robomerge
#!ROBOMERGE-AUTHOR: arne.schober
OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews.
#!RB Marcus.Wassmer
#!tests automated performance tests
#!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3645861 on 2017/09/15 by clayton.langford
#!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams
Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW.
Unresolved conflicts. clayton.langford, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added.
To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards
Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated.
#!tests ran local client/server, preflighted
#!rb Ben.Salem
#!rnx
[FYI] Sean.Tobin, Hunter.Kent, Edward.King
#!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3644062 on 2017/09/14 by Aaron.McLeran
#!jira OR-44171 Some looping sounds are extremely loud
#!rb Ethan.Geller
#!tests run paragon, run near water river, don't observe looping sound being very loud
Change 3643901 on 2017/09/14 by Laurent.Delayen
Integrated CL #!3604725 to fix bug with opening state machines from anim graph.
#!rb none
#!tests fixes bug
#!FYI lina.halper
Change 3643641 on 2017/09/14 by Rob.Cannaday
Fix unreachable code detected
#!rb rob.cannaday
#!tests Win64 compile
Change 3643326 on 2017/09/14 by Sam.Zamani
#!tencent
- temp disabled TerSafe.dll loading until staging issues can be resolved
#!rb none
#!tests none
Change 3643039 on 2017/09/14 by Sam.Zamani
#!tencent
- temp disabled TSS on servers due to linux build issues
#!rb none
#!tests none
Change 3642438 on 2017/09/13 by Rob.Cannaday
Handle new analytics param types (number, string, etc)
Stub implementation of FAnalyticsProviderETTencent DefaultAttrs
#!rb rob.cannaday
#!tests Win64 vs AI match
Change 3641655 on 2017/09/13 by Sam.Zamani
#!tencent
WIP added tss_sdk.dll (server) and TerSafe.dll (client)
JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client
JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers
#!rb none
#!tests PC run with RegionCN.pak enabling tencent mode
Change 3641559 on 2017/09/13 by Bart.Hawthorne
Fix up oodle dictionary generation scripts
#!rb none
#!jira none
Change 3641550 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43
#!rb: none
#!test: Pie
#!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3641393 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev.
Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled
- Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false)
- Added PGOInput option to TargetRules and passed through to compile environment
- Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for
- Updated PS4 toolchain to use both LTO and PGO depending on what was set
#!tests soaked locally, preflighted
#!rb codereviewed
FWIW here are before/after results for LTCG.
Orion Performance report from 3 games and 1441.51 seconds
MVP: 2.83 (Min: 2.05, Max: 3.22)
HPM: 4.29 (Min: 4.24, Max: 4.37)
AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms)
GT: 12.88ms (Min: 12.68ms, Max: 13.25ms)
RT: 13.71ms (Min: 13.48ms, Max: 14.08ms)
GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms)
Orion Performance report from 3 games and 1440.49 seconds
MVP: 1.42 (Min: 1.02, Max: 1.94)
HPM: 3.25 (Min: 2.75, Max: 3.62)
AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms)
GT: 11.93ms (Min: 11.64ms, Max: 12.47ms)
RT: 12.80ms (Min: 12.54ms, Max: 13.24ms)
GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms)
#!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640885 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Limited warning to once every 10 secs.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640875 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed shipping config issue
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640870 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Fixing CIS builds #!Orion
The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors.
[CODEREVIEW] John.Nielson
#!rb none
#!test compilation
#!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640783 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
More temporary logging for finding the missing FX issue.
#!rb: none
#!Test: Pie
#!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639910 on 2017/09/12 by Rob.Cannaday
Build fix for AnalyticsETTencent
#!rb rob.cannaday
#!tests compile Win64 DebugGame Editor
Change 3639565 on 2017/09/12 by Laurent.Delayen
SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0.
#!rb lina.halper
#!FYI lina.halper
#!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime.
Change 3639228 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Tools - Added ability to postmortem a PS4 devkit for last crash
#!rb run locally
#!tests none
#!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639075 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Specifically requesting 'all' configuration, to avoid missing manifest in jar.
#!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639022 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Remove dependency on the editor style set in the WidgetReflector
- Fixes a crash when trying to use the reflector in a client cooked build
- Also updated Focusable column name to shared var
#!rb none
#!tests Widget Reflected in a cooked build
#!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638984 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43
#!rb: none
#!test: Pie
#!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638696 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Swapped problematic ensure to LogError, made draft obey notimeouts.
#!tests compiled
#!rb none
[at daniel.lamb]
#!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638644 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Third time's the charm
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638628 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed ensure in a PS4 friendly way
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638583 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed ensure to get a cook
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638545 on 2017/09/12 by Bart.Hawthorne
Add analytics for oodle compression percentages
#!rb ryan.gerleve, wes.hunt
#!tests ran a 2 person game with dedicated server and verified analytics were reported
#!jira OR-26386
Change 3638172 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Duplicate 3620803
Partial Fix for Dither Opacity Mask
#!rb none
#!tests PC monolith
#!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637643 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Fixing version stream to Main
#!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637524 on 2017/09/11 by Andrew.Grant
Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating
#!tests build Win64 editor, ran tests locally
#!rb none
Change 3637402 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - Restored logging of runoptions when not verbose
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637357 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made 'none' test specify Attended
#!rb Daniel.Lamb
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637305 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added temporary debug logging cmd line option for finding Jira OrionOR-43600
#!RB: none
#!Test: Pie
[at David.Ratti]
#!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636549 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues
#!RB:none
#!Tests:none
[CODEREVIEW] uriel.doyon
#!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636507 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
[OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG.
Also:
- Added distance formatting type for simple ability description values (will automatically append u to the value)
- SimpleAbility description values can now go up to two decimal places
Engine:
- Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName
#!rb Matt.Schembari
#!tests PIE OrionEntry & FrontEndScene - various bug repros
#!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636372 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Implement fast particle pool memory.
Default is 2mb, automatically cleans up oldest used pool slots.
Estimated 1/4 time for STAT_PARTALLOC.
#!rb Jason.Bestimt
#!test paragon ps4 cooked
#!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636319 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue with fatal error message not being shown in reports.
Fixed issue where some cancelled tests reported as succeeded
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636264 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance
#!RB:none
#!Tests: Ran client cooked build
[CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon
[QAREVIEW]
#!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635288 on 2017/09/10 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices
Fixed missing - in SoloSmoke args that were causing trailing params to be lost
#!tests preflighted, ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635145 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to pick up SDK change for patch packages
#!rb none
#!tests none
#!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635097 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added cleardevices option to Gauntlet that removes all devices after running.
Added to Orion build scripts
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634985 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Cleaned up some logging around device failures
Attempt to handle "Too Many Connections" error at a lower level
Added removeall command to PS4DevkitUtil (not yet used)
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634897 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Checking in change to timeouts to test theory
#!tests ran test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634765 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Scrape another .05ms out of GPU particle simulation.
#!rb none
#!tests ps4 monolith
#!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634422 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for Gauntlet shutdown issue on builders
Fix for BP editing crash from Dev-Framework
#!tests ran locally
#!rb none!
#!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634139 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running
#!tests ran locally with single and file-based devices
#!rb none
#!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633799 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only.
#!rb none
#!tests monolith02 turrets
[CODEREVIEW] lina.halper
#!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633647 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Possible fix for OR-43926 from Arne
#!tests ran locally, observed no ensures or negative side-effects in UI or HUD
#!rb none
#!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633637 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Upped timeout for editorbased tests
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632565 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed some test code...
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632385 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
More improvements to device handling.
Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems.
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632177 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: thomas.ross
Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43
#!rb none
#!test local commandlet
#!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632131 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix a bug with new local vector-field only project setting
#!rb none
#!tests ps4 monolith
#!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632034 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where problem devices were reset each attempt
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631812 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
More improvements to device management in Gauntlet
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631787 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes.
#!rb none
[CODEREVIEW] martin.wilson
#!test bot game
#!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631251 on 2017/09/07 by Andrew.Grant
Additional device selection improvements
#!tests #!rb na
Change 3630861 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3630620 on 2017/09/07 by Laurent.Delayen
RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions.
#!rb Ori.Cohen
#!codereview benn.gallagher
#!tests lane minions test map
Change 3629990 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fix for gpu hang on ps4.
#!rb Marcus.Wassmer
#!test Paragon cooked ps4
#!jira OR-43835
#!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629980 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Moved some missed code to FDebug::HasAsserted()
#!tests na
#!rb none
#!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629975 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Project optimization to only support local vector fields.
separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost.
#!rb olaf.piesche
#!tests monolith ps4/pc
#!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629917 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix for sizebyspeed on ps4
#!rb Simon.Tovey
#!tests pc
#!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629620 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629554 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Restored screenshot support to gauntlet (now driven externally)
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629495 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: don.eubanks
Stat panel will only show stat changes or improvements that come from Item sources (cards / gems)
#!rb dan.hertzka
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
[RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base!
#!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629468 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring()
Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread.
#!tests ran locally
#!rb none
[at marcus.wassmer]
#!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629410 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs
--------------------------------------
Fix for generating project files
#!tests GPF
#!rb none
#!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629369 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests)
#!rb none
#!tests verified signing is disabled and game gets to main menu with -fileopenlog
[at graeme.thornton]
#!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629254 on 2017/09/06 by Laurent.Delayen
URO: ensure we don't skip more frames than desired when switching LODs.
#!rb lina.halper
#!codereview martin.wilson, benn.gallagher
#!test lane minions test map
Change 3629191 on 2017/09/06 by Laurent.Delayen
Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions.
#!rb lina.halper
#!codereview martin.wilson
#!test lane minions test map
Change 3629130 on 2017/09/06 by Laurent.Delayen
AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug.
#!rb none
#!tests lane minion test map
Change 3628300 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed exception that could occur during tests if all devices were in use
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627915 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Undoing Oodle check for the time being
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627875 on 2017/09/06 by Jason.Bestimt
#!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables)
#!RB:none
#!Tests:none
#!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker
#!ROBOMERGE: MAIN, 43
Change 3627694 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Improved warnings
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627642 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
More logging for OR-43892 and OR-43779
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627247 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed check that turns out to be bogus
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627240 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures
#!tests compiled OrionClient
[at daniel.lamb] #!rb none
#!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627211 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added ensure for OR-43777
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626839 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added wait to PS4DevkitUtil before trying to postmortem crashdump
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626755 on 2017/09/05 by Rob.Cannaday
Merge //Orion/Release-Tencent to //Orion/Dev-General
Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT
TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded
#!rb sam.zamani
#!lockdown andrew.grant
#!tests Win64 vs AI match, QA smoke test
#!fyi sam.zamani
Change 3626285 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed BaseDir argument not being correctly applied in tests
Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626221 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame.
Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement
#!rb none
#!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz
[at Laurent.Delayen] [FYI] [at Andrew.Grant]
#!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3625925 on 2017/09/05 by Laurent.Delayen
If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want.
#!rb benn.gallagher
#!codereview martin.wilson, lina.halper
#!tests lane minion map
Change 3624051 on 2017/09/02 by Andrew.Grant
Fixed issue with test params not being set.
Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability.
#!tests preflighted
#!rb none
#!review-3624052 @ben.salem
Change 3623907 on 2017/09/02 by Andrew.Grant
Fixed usesyncedbuild option being broken in Gauntlet
#!codereview @daniel.lamb
#!tests compiled
#!rb none
Change 3623906 on 2017/09/02 by David.Ratti
Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides
#!rb none
#!test future wukong pie
Change 3623766 on 2017/09/01 by Daniel.Wright
[Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box
#!rb none
#!Tests PC QAGame
Change 3623518 on 2017/09/01 by Don.Eubanks
Fix for Shipping Client PS4
#!rb none
#!tests Compile Shipping Client PS4
#!fyi daniel.lamb andrew.grant
Change 3623515 on 2017/09/01 by Daniel.Wright
[Copy] Volume materials applied to static meshes operate on the object's bounding sphere
#!rb none
#!TESTS QAGame PC
Change 3623503 on 2017/09/01 by Daniel.Wright
[Copy] Fixed ObjectRadius in Volume domain materials
#!rb none
#!TESTS none
Change 3623102 on 2017/09/01 by Marcus.Wassmer
Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand
#!rb none
#!tests monolith on PS4
#!fyi olaf.piesche,tim.elek
Change 3623096 on 2017/09/01 by Marcus.Wassmer
checkslow -> check to find issues with ILC
#!rb none
#!tests ran monolith on ps4
Change 3622744 on 2017/09/01 by Laurent.Delayen
RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now).
Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies.
Take gravity from movement component if present, to inherit custom gravity scaling.
Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used.
If LOD enables new bodies, they are now initialized during simulation.
Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default.
Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change.
Added AnimStats for PreUpdate, Update and Eval.
#!rb ori.cohen
#!codereview ori.cohen, lina.halper, benn.ghallager
#!tests lane minion test map
Change 3622743 on 2017/09/01 by Laurent.Delayen
Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes.
#!rb lina.halper
#!tests lane minion test map
Change 3622742 on 2017/09/01 by Laurent.Delayen
'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings.
Renamed DisplayDebugCustom to DisplayDebugInstance.
#!rb lina.halper
#!tests lane minion test map
Change 3622738 on 2017/09/01 by Laurent.Delayen
Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams
#!rb lina.halper
#!tests lane minion test map
Change 3622666 on 2017/09/01 by Jian.Ru
Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements
#!jira UE-48972, OR-43455
#!rb Chris.Bunner
#!tests editor
Change 3622579 on 2017/09/01 by Andrew.Grant
Fixed shutdown issues with some tests being detected as errors
Simplied and cleanup some things in state management of tests.
#!tests ShortSOloGame test locally
#!rb none
Change 3622322 on 2017/09/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-40366 from v43
#!tests compiled
#!rb Aaron.McLeran
#!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3621054 on 2017/08/31 by Andrew.Grant
Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating
#!tests preflighted
#!rb none
Change 3620755 on 2017/08/31 by Daniel.Lamb
Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations.
#!rb Jason.Bestimt
#!test Cooked paragon ps4
Change 3620541 on 2017/08/31 by Ben.Salem
Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting.
#!rb none
#!tests compiled.
Change 3620443 on 2017/08/31 by Mieszko.Zielinski
Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4
#!rb none
#!test golden path
Change 3620428 on 2017/08/31 by Aaron.McLeran
#!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General
#!rb Ethan.Geller
#!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports.
Change 3620411 on 2017/08/31 by Mieszko.Zielinski
Fix to removal of simuli sources from the AISense_Sight #!UE4
Made sure given source gets removed from ObservedTargets.
#!rb none
#!test golden path
Change 3620343 on 2017/08/31 by Ben.Salem
Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on.
#!rb clayton.langford
#!tests ran shallow and normal FX tests, generated hitches to display.
Change 3620050 on 2017/08/31 by Luke.Thatcher
[ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/...
- USE_DEFRAG_ALLOCATOR was not always defined in all cases.
#!rb Daniel.Lamb
#!tests none
Change 3619836 on 2017/08/31 by Andrew.Grant
Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team)
#!tests preflighted, ran locally
#!rb none
Change 3618597 on 2017/08/30 by Dan.Hertzka
Fixed Additive UI materials not being affected by the widget opacity
- We needed to multiply the sampled color by the alpha of the vertex color
Also added fade in anim for scoreboard when showing after the endgame cinematic
#!rb Nick.Darnell
#!tests Widget alpha affects additive materials
Change 3618441 on 2017/08/30 by Laurent.Delayen
Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display.
#!rb lina.halper
#!tests lane minions
Change 3618404 on 2017/08/30 by Paul.Moore
- Update to new MMS client API from Fortnite.
- Add MMS API plugin.
#!rb none
#!tests matchmaking, v2 MMS matchmaking, draft lobby.
#!lockdown andrew.grant
Change 3618167 on 2017/08/30 by Marcus.Wassmer
Fix fog on PS4, also volume texture clears.
#!rb luke.thatcher
#!fyi Jordan.Walker
#!tests ran monolith on ps4
Change 3617911 on 2017/08/30 by Andrew.Grant
Fix for OR-43401, lighting remaining unbuilt
#!tests ran cook, verified that lighting for bp components is now correctly found.
#!rb marc.audy
Change 3617765 on 2017/08/30 by Andrew.Grant
Fix for lighting always being unbuilt on some blueprints
#!tests cooked data and verified BP components have the correct transform and receive cached lighting data
#!rb marc.audy, bp-team
Change 3617757 on 2017/08/30 by Laurent.Delayen
clang fix
#!rb none
#!tests none
Change 3617700 on 2017/08/30 by Laurent.Delayen
Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated.
#!rb lina.halper
#!tests lane minions map
Change 3617695 on 2017/08/30 by Laurent.Delayen
Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays.
#!rb lina.halper
#!tests test lane minions map
Change 3616757 on 2017/08/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-43459 from Laurent
#!tests na
#!rb Lina.Halper, Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3616745 on 2017/08/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked net version to 3609966 in anticipation of patch
#!rb #!tests na
#!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3616551 on 2017/08/29 by Daniel.Lamb
Fix memory leak in paragon.
#!rb Andrew.Grant
#!test Paragon ps4
Change 3613700 on 2017/08/28 by Andrew.Grant
Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion
Renabled r.Cache.UpdatePrimsTaskEnabled
#!tests ran locally
#!rb none
Change 3613694 on 2017/08/28 by Andrew.Grant
Added -teamsize argument to Orion none test.
#!tests ran None test :)
#!rb none
Change 3613638 on 2017/08/28 by Ben.Salem
Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created.
#!rb clayton.langford
#!tests Ran shallow and deep test for multiple characters.
Change 3612731 on 2017/08/28 by Chris.Bunner
[DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook.
#!rb
#!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb
#!tests Cooking/running simple scene with grass foliage
#!jira UE-48698, OR-42612
Change 3612695 on 2017/08/28 by Andrew.Grant
Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading
Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things.
#!tests ran NoneTest with -nomcp
#!rb none
Change 3612002 on 2017/08/27 by Andrew.Grant
Fix for crash seen during nightly tests
#!tests baseline perf didn't crast 3/3
#!rb none
Change 3611980 on 2017/08/27 by Andrew.Grant
PS4DevkitUtil post-mortem improvements to logging
#!tests run ShortSoloGame
#!rb none
Change 3611758 on 2017/08/26 by Andrew.Grant
Fix for warning
#!tests #!rb na
Change 3611737 on 2017/08/26 by Andrew.Grant
Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering
3517039 -
GitHub #!2655: Optimization for shadow map resolution selection for spot lights
* Use the radius of the inscribed sphere at the cone end as the spot light's screen radius
Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly
3545241 -
Fixed spotlight whole scene shadows using a radius 2x too long
3545347 -
Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame.
#!rb none
#!tests compiled
Change 3611718 on 2017/08/26 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs
--------------------------------------
Improved parsing of callstacks and errors in test logs
Added unit test for error parsing
#!tests ran locally, unit tests
#!rb none
#!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3611704 on 2017/08/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Test fixes - addresses issue with memory report failing
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3611683 on 2017/08/26 by Andrew.Grant
Upgraded PS4 SDK to 4.508.111
#!tests SoloGames locally
#!rb none
Change 3611466 on 2017/08/25 by Andrew.Grant
Changed none test to use monolith02 by default
#!tests compiled
#!rb none
Change 3611167 on 2017/08/25 by Laurent.Delayen
Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated.
#!rb none
#!tests lane minions
#!codereview martin.wilson
Change 3610850 on 2017/08/25 by dan.hertzka
Unclog Robomerge
#!rb none
#!tests none
Change 3610325 on 2017/08/25 by Andrew.Grant
Compile fix for PS4
#!tests compiled
#!rb none
Change 3610018 on 2017/08/25 by Laurent.Delayen
UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later.
#!rb lina.halper
#!tests venus ult on minion lane test map
Change 3609967 on 2017/08/25 by Daniel.Lamb
Merging using //Fortnite/Main/->//Orion/Dev-General/
Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4.
CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping.
- The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out.
- Added an extra flag to reset mip bias values when texture memory budget is increased.
#!rb Uriel.Doyon
#!jira FORT-45385
#!jira FORT-47739
CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4.
- Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled.
- Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted.
- Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps.
#!jira FORT-45229
#!rb Ben.Woodhouse
CL 3564368
LLM Changes
Summary:
LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead.
Changes where LLM hooks into the various allocation functions and pools.
Added more LLM tracking scopes.
Changed the way LLM gets its internal memory.
Writing stats out to csv
Fixed a few bugs with the tracker code
Details:
* re-enabled LLM by default in Dev builds for XB1 and PS4
* Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update)
* track allocations made from the defrag pool (PS4)
* track non-drfrag pool garlic allocations (PS4)
* track allocations made from PS4 malloc
* combined the RHI and Malloc trackers into the Default tracker
* changed stat groups to LLM, LLMPlatform and LLMOverhead
* OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set
* XMemAlloc now uses AllocationType if no LLM scope has been set
* renamed VirtualMap to LLMMap
* added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled.
* support for tracking allocations that move in memory (for the PS4 defrag allocator)
* support for tracking explicit memory without pausing the tracker
* LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg
* fixed check in FNameToTag. It was checking the wrong value when verifying the name index
* show a warning on screen if LLM has been enabled without debug memory enabled (on consoles)
* fixed program size tracking
* fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope.
* optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times)
* fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them.
* fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled
* changed default alloc size for LLMMap to 16K
* Added lots more LLM scopes renamed some of the existing ones
* made FMemBlock::Allocators private and added accessor functions, which include LLM tracking.
* fixed LLM alignment tracking in CustomVirtualAlloc
* implemented LLM on XB1 so that it properly tracks D3D12Allocations
* added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator
* tracking of render targets
* fixed LLM pool total column value.
#!rb luke.thatcher
CL 3565905
[ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/...
3458941 - Initial submission of new PS4 memory allocator.
3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible.
3498440 - Flexible and framebuffer memory fallbacks
3515704 - Add stats to new PS4 memory system.
UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly.
#!rb Ben.Woodhouse
CL 3580934
[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
- Neo has 512 MB more direct memory than a base kit.
- Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.
#!rb Marcus.Wassmer
#!jira FORT-50206
CL 3590180
[FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted.
- Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB.
- Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool.
- Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails.
#!jira FORT-49700
#!rb Aaron.McLeran
CL 3593920
[FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system.
- Incorrect bitmask usage was truncating the available memory value to 32 bits.
- Also includes some minor refactoring to make parts more readable.
- Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile.
#!rb Jonathan.Fitzpatrick
#!jira FORT-50918
CL 3597577
[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
- Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
- With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.
#!rb Stewart.Lynch
#!jira FORT-50825
#!jira FORT-49688
#!jira FORT-49695
#!jira FORT-50054
CL 3601951
[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
- Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
- Added garlic, onion and defrag stats to the platform memory stats struct.
- Added fixed pool sizes to platform memory stats.
- Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.
#!rb Stewart.Lynch
#!jira FORT-52910
#!test preflight with baseline performance memory report tests, local tests on neo
#!rb Luke.Thatcher
Change 3608480 on 2017/08/24 by Uriel.Doyon
Instanced static mesh lightmaps are now updated correctly after lighting scenario changes
#!jira UE-48522
#!tests Build lighting, loaded maps
#!rb michel.dupuis
Change 3608407 on 2017/08/24 by Andrew.Grant
Reintegrated ROlando's cloth optimizations
#!tests #!rb none
Change 3608349 on 2017/08/24 by Rolando.Caloca
O - Cloth vertex buffers no longer generate dummy vertices
#!rb Lina.Halper
#!fyi James.Golding
#!tests Check obj list memory with multiple characters, tested animations
Change 3607815 on 2017/08/24 by Laurent.Delayen
Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha.
https://jira.it.epicgames.net/browse/OR-43186
#!rb none
#!tests Price hand two bone IK
#!codereview lina.halper, thomas.sarkanen
Change 3607770 on 2017/08/24 by Andrew.Grant
Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong
#!tests ran locally, updated parser test
#!rb none
Change 3607546 on 2017/08/24 by Jian.Ru
Add more control to chromatic aberration effect
#!jira UE-47138
#!rb Brian.Karis
#!tests editor
Change 3607270 on 2017/08/24 by Andrew.Grant
Mirroring 3605735 from FN to address bug with MIC deduplication
#!tests compiled
#!rb none
Change 3607082 on 2017/08/24 by Laurent.Delayen
Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands.
List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph).
Current debug Target is highlighted in a green bounding box.
Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player.
Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors.
Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation.
#!rb dave.ratti
#!tests lane minion test map, debugging individual minions
#!codereview jon.lietz
Change 3606772 on 2017/08/24 by David.Ratti
Spot edigrate CL 3606417 for accurate CurveTable memory tracking
#!rb none
#!tests none
[CL 3748735 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3550452 by Ben.Marsh
UAT: Improve readability of error message when an editor commandlet fails with an error code.
Change 3551179 by Ben.Marsh
Add methods for reading text files into an array of strings.
Change 3551260 by Ben.Marsh
Core: Change FFileHelper routines to use enum classes for flags.
Change 3555697 by Gil.Gribb
Fixed a rare crash when the asset registry scanner found old cooked files with package level compression.
#jira UE-47668
Change 3556464 by Ben.Marsh
UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files.
Change 3557630 by Ben.Marsh
Allow the network version to be set via Build.version if it's not overriden from Version.h.
Change 3561357 by Gil.Gribb
Fixed crashes related to loading old unversioned files in the editor.
#jira UE-47806
Change 3565711 by Graeme.Thornton
PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx)
Change 3565864 by Robert.Manuszewski
Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object.
Change 3569022 by Ben.Marsh
PR #3849: Update gitignore (Contributed by mhutch)
Change 3569113 by Ben.Marsh
Fix Japanese errors not displaying correctly in the cook output log.
#jira UE-47746
Change 3569486 by Ben.Marsh
UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set.
Change 3570483 by Graeme.Thornton
Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors
Change 3570513 by Robert.Manuszewski
Fix for a race condition with async loading thread enabled.
Change 3570664 by Ben.Marsh
UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core.
Change 3570708 by Robert.Manuszewski
Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running.
Change 3571592 by Ben.Marsh
UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available.
Change 3572215 by Graeme.Thornton
UBT
- Remove some unnecessary using directives
- Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself
Change 3572437 by Robert.Manuszewski
Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects.
#jira UE-44996
Change 3572480 by Robert.Manuszewski
MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long
Change 3573547 by Ben.Marsh
Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line.
Change 3574562 by Robert.Manuszewski
PR #3847: Add GC callbacks for script integrations (Contributed by mhutch)
Change 3575017 by Ben.Marsh
Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core.
Change 3575689 by Ben.Marsh
Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds.
Change 3575934 by Steve.Robb
Fix for nested preprocessor definitions.
Change 3575961 by Steve.Robb
Fix for nested zeros.
Change 3576297 by Robert.Manuszewski
Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread.
#jira FORT-38977
Change 3576366 by Ben.Marsh
Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated.
Change 3578290 by Graeme.Thornton
Changes to Ionic zip library to allow building on dot net core
Change 3578291 by Graeme.Thornton
Ionic zip library binaries built for .NET Core
Change 3578354 by Graeme.Thornton
Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string
Change 3578674 by Robert.Manuszewski
After loading packages flush linker cache on uncooked platforms to free precache memory
Change 3579068 by Steve.Robb
Fix for CLASS_Intrinsic getting stomped.
Fix to EClassFlags so that they are visible in the debugger.
Re-added mysteriously-removed comments.
Change 3579228 by Steve.Robb
BOM removed.
Change 3579297 by Ben.Marsh
Fix exception if a plugin lists the same module twice.
#jira UE-48232
Change 3579898 by Robert.Manuszewski
When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert.
Change 3579983 by Robert.Manuszewski
More fixes for freeing linker cache memory in the editor.
Change 3580012 by Graeme.Thornton
Remove redundant copy of FileReference.cs
Change 3580408 by Ben.Marsh
Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect.
Change 3582104 by Graeme.Thornton
Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path.
Change 3582131 by Graeme.Thornton
#define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway.
Change 3582645 by Ben.Marsh
PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola)
#jira UE-48192
Change 3583955 by Robert.Manuszewski
Support for EDL cooked packages in the editor
Change 3584035 by Graeme.Thornton
Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly.
Change 3584177 by Robert.Manuszewski
Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached)
Change 3584315 by Ben.Marsh
Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class.
Change 3584370 by Ben.Marsh
Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes.
Change 3584498 by Ben.Marsh
Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes.
Change 3585003 by Steve.Robb
Fix for TChunkedArray ranged-for iteration.
#jira UE-48297
Change 3585235 by Ben.Marsh
Remove LogEngine extern from Core; use the platform log channels instead.
Change 3585942 by Ben.Marsh
Move MessageBoxExt() implementation into application layer for platforms that require it.
Change 3587071 by Ben.Marsh
Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL.
Change 3587161 by Ben.Marsh
Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h.
Change 3587579 by Steve.Robb
Fix for Children list not being rebuilt after hot reload.
Change 3587584 by Graeme.Thornton
Logging improvements for pak signature check failures
- Added "PakCorrupt" console command which corrupts the master signature table
- Added some extra log information about which block failed
- Re-hash the master signature table and to make sure that it hasn't changed since startup
- Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
- Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again
Change 3587586 by Graeme.Thornton
Changes to make UBT build and run on .NET Core
- Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups
- VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use
- After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects
Change 3587953 by Steve.Robb
Allow arbitrary UENUM initializers for enumerators.
Editor-only data UENUM support.
Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated.
#jira UE-46274
Change 3589827 by Graeme.Thornton
More fixes for VSCode project generation and for UBT running on .NET Core
- Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts
- UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel
- Added documentation for UEConsoleTraceListener
- All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files
- Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose"
- Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff
Change 3589868 by Graeme.Thornton
Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures.
UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases
Change 3589919 by Robert.Manuszewski
Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor)
Change 3589940 by Graeme.Thornton
Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths.
Change 3590078 by Graeme.Thornton
Fully disable automatic assembly info generation in .NET Core projects
Change 3590534 by Robert.Manuszewski
Marking UObject as intrinsic clas to fix a crash on UFE startup.
Change 3591498 by Gil.Gribb
UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading.
Change 3591605 by Gil.Gribb
UE4 - Follow up to fixing several edge cases in the low level async loading code.
Change 3592577 by Graeme.Thornton
.NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates
Change 3592684 by Steve.Robb
Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush.
Change 3592710 by Steve.Robb
Fix for invalid casts in ListProps command.
Some name changes in command output.
Change 3592715 by Ben.Marsh
Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default.
Change 3592767 by Gil.Gribb
UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules.
Change 3592770 by Gil.Gribb
UE4 - Fixed a race condition with async read completion in the prescence of cancels.
Change 3593090 by Steve.Robb
Better error message when there two clashing type names are found.
Change 3593697 by Steve.Robb
VisitTupleElements function, which calls a functor for each element in the tuple.
Change 3595206 by Ben.Marsh
Include additional diagnostics for missing imports when a module load fails.
Change 3596140 by Graeme.Thornton
Batch file for running MSBuild
Change 3596267 by Steve.Robb
Thread safety fix to FPaths::GetProjectFilePath().
Change 3596271 by Robert.Manuszewski
Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor
#jira UE-47535
Change 3596283 by Steve.Robb
Redundant casts removed from UHT.
Change 3596303 by Ben.Marsh
EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window.
Change 3596337 by Ben.Marsh
UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio.
Change 3596367 by Steve.Robb
Iterator checks in ranged-for on TMap, TSet and TSparseArray.
Change 3596410 by Gil.Gribb
UE4 - Improved some error messages on runtime failures in the EDL.
Change 3596532 by Ben.Marsh
UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013.
#jira UE-48119
Change 3596631 by Steve.Robb
Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder.
Change 3596807 by Ben.Marsh
Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense.
* UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables.
* Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration.
Change 3596957 by Steve.Robb
UBT can be used to write out an .objsrcmap file for use with the MapFileParser.
Renaming of ObjMap to ObjSrcMap in MapFileParser.
Change 3597213 by Ben.Marsh
Remove AutoReporter. We don't support this any more.
Change 3597558 by Ben.Marsh
UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax:
+ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar")
The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable.
Change 3597982 by Ben.Marsh
Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache).
#jira UE-47173
Change 3598045 by Ben.Marsh
UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI).
Change 3599214 by Ben.Marsh
Avoid string duplication when comparing extensions.
Change 3600038 by Steve.Robb
Fix for maps being modified during iteration in cache compaction.
Change 3600136 by Steve.Robb
GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool
Change 3600214 by Steve.Robb
More accurate error message when unsupported template parameters are provided in a TSet property.
Change 3600232 by Ben.Marsh
UBT: Force UHT to run again if the .build.cs file for a module has changed.
#jira UE-46119
Change 3600246 by Steve.Robb
GitHub #3045 : allow multiple interface definition in a file
Change 3600645 by Ben.Marsh
Convert QAGame to Include-What-You-Use.
Change 3600897 by Ben.Marsh
Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes.
Change 3601558 by Graeme.Thornton
Simple first pass VSCode editor integration plugin
Change 3601658 by Graeme.Thornton
Enable intellisense generation for VS Code project files and setup include paths properly
Change 3601762 by Ben.Marsh
UBT: Add support for adaptive non-unity builds when working from a Git repository.
The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged.
Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior:
<SourceFileWorkingSet>
<Provider>Default</Provider> <!-- May be None, Default, Git or Perforce -->
<RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. -->
<GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH -->
</SourceFileWorkingSet>
Change 3604032 by Graeme.Thornton
First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows.
Change 3604038 by Graeme.Thornton
Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor.
Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code.
Change 3604106 by Steve.Robb
GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro
Change 3604192 by Steve.Robb
GitHub #3911 : Improving ToUpper/ToLower efficiency
Change 3604273 by Graeme.Thornton
IWYU build fixes when malloc profiler is enabled
Change 3605457 by Ben.Marsh
Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it.
Change 3606720 by James.Hopkin
Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn.
Change 3606807 by Graeme.Thornton
Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741.
Change 3607026 by James.Hopkin
Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed
Change 3607142 by Graeme.Thornton
UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose.
Change 3607146 by Ben.Marsh
UGS: Fix exception due to formatting string when Perforce throws an error.
Change 3607147 by Steve.Robb
Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time.
Float and double conversion support added to int properties.
NAME_DoubleProperty added.
Fix for converting enum class enumerators > 255 to int properties.
Change 3607516 by Ben.Marsh
PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames)
Change 3610421 by Ben.Marsh
UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help.
Change 3610657 by Ben.Marsh
UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables.
Change 3611000 by Ben.Marsh
UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument.
Change 3612471 by Ben.Marsh
UBT: Move FastJSON into DotNETUtilities.
Change 3613479 by Ben.Marsh
UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator.
Change 3613910 by Ben.Marsh
UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later.
Change 3614075 by Ben.Marsh
UBT: Remove hacks for testing project file attributes by name.
Change 3614090 by Ben.Marsh
UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary.
Change 3614488 by Ben.Marsh
UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled.
Change 3614490 by Ben.Marsh
UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself.
Change 3614962 by Ben.Marsh
UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers.
Change 3615416 by Ben.Marsh
EC: Include an icon showing the overall status of a build in the grid view.
Change 3615713 by Ben.Marsh
UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder.
#jira UE-48987
Change 3616652 by Ben.Marsh
Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project.
#jira UE-49007
Change 3616680 by Ben.Marsh
Add the CodeAPI-HTML.tgz file into the installed engine build.
Change 3616767 by Ben.Marsh
Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible.
Change 3616864 by Ben.Marsh
Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended.
#jira UE-48711
Change 3619964 by Ben.Marsh
UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables.
Change 3548930 by Ben.Marsh
UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction.
Change 3558056 by Ben.Marsh
Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()).
Change 3563309 by Graeme.Thornton
Moved some common C# classes into the DotNETCommon assembly
Change 3570283 by Graeme.Thornton
Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects
Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore
Change 3572811 by Ben.Marsh
UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables).
Change 3573397 by Ben.Marsh
UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS.
Change 3575659 by Ben.Marsh
Remove CHM API documentation.
Change 3582103 by Graeme.Thornton
Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core
Removed reference to System.Windows.Form from UBT.
Change 3584113 by Ben.Marsh
Move key-mapping functionality into the InputCore module.
Change 3584278 by Ben.Marsh
Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc.
Change 3584453 by Ben.Marsh
Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms.
Change 3585301 by Ben.Marsh
Move PlatformPostInit() into an FPlatformApplicationMisc function.
Change 3587050 by Ben.Marsh
Move IsThisApplicationForeground() into FPlatformApplicationMisc.
Change 3587059 by Ben.Marsh
Move RequiresVirtualKeyboard() into FPlatformApplicationMisc.
Change 3587119 by Ben.Marsh
Move GetAbsoluteLogFilename() into FPlatformMisc.
Change 3587800 by Steve.Robb
Fixes to container visualizers for types whose pointer type isn't simply Type*.
Change 3588393 by Ben.Marsh
Move platform output devices into their own headers.
Change 3588868 by Ben.Marsh
Move creation of console, error and warning output devices int PlatformApplicationMisc.
Change 3589879 by Graeme.Thornton
All automation projects now have a reference to DotNETUtilities
Fixed a build error in the WEX automation library
Change 3590034 by Ben.Marsh
Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac).
Change 3593754 by Steve.Robb
Fix for tuple debugger visualization.
Change 3597208 by Ben.Marsh
Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees.
Change 3600163 by Ben.Marsh
UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned.
#jira UE-46725
Change 3604279 by Graeme.Thornton
Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects
Change 3606685 by James.Hopkin
Removed redundant 'Cast's (casting to either the same type or a base).
In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass.
Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp.
Change 3610950 by Ben.Marsh
UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic.
Change 3610991 by Ben.Marsh
UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line.
Change 3612342 by Ben.Marsh
UBT: Change JsonObject.Read() to take a FileReference parameter.
Change 3612362 by Ben.Marsh
UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects.
Change 3619128 by Ben.Marsh
Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures.
[CL 3620189 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3497498 by John.Barrett
Added CVar for toggling NetConnection sequence randomization 'net.RandomizeSequence'.
Tweaked asserts related to sequence randomization, to remove some false positives.
Change 3520192 by John.Barrett
Added delegate hooks to the base netcode, new virtual functions, and made the UChannel classes overridable through UNetDriver, to allow netcode hooks without requiring a dependency on Online plugin packages - required to keep NetcodeUnitTest functionality, after Online packages were moved out of Engine.
Change 3520215 by John.Barrett
Second pass at big NetcodeUnitTest Minimal Client refactor, consolidating most of the client helper code into MinimalClient, and refactoring the ClientUnitTest API (touching all unit tests).
Also eliminated Online plugin dependencies (removing UnitTestNetDriver and UnitTestNetConnection), replacing them with low level netcode hooks.
Change 3526952 by John.Barrett
Fixed minimal client PackageMap override.
Change 3528488 by John.Barrett
Added actor channel hook, to disable NMT_ActorChannelFailure notification.
Change 3528491 by John.Barrett
Fixed unit test actor channel blocking from triggering disconnects, by using an Engine hook to block NMT_ActorChannelFailure, instead of using a more complex/unreliable method of blocking.
Change 3529906 by John.Barrett
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
Change 3550072 by John.Barrett
Added compile-time verification for unit test and minimal client configuration flags, and refactored how the flags are set - speeds up writing new unit tests, for games with excessive launch times.
Change 3565074 by Jon.Nabozny
Fix Replication Paused logic.
Change 3565093 by Jon.Nabozny
Add a 'UseDistanceBasedRelevancy' check in APawn::IsNetRelevantFor, to make it consistent with AActor.
Change 3565132 by Jon.Nabozny
Fix Actor's GetLevel to no longer assume the immediate outer is the level. Fix similar inconsistent usages of GetOuter on Actors.
Change 3573678 by Jake.Leonard
Update actor replication based stats even when we are currently saturated (their values will be 0 anyways)
#jira UE-46523
#RB: Ryan.Gerleve
Change 3574047 by John.Barrett
Added new '-FullStdOutLogOutput' commandline parameter, for capturing full log output through stdout.
Makes up for the shortcoming of '-AllowStdOutLogVerbosity', being limited to ELogVerbosity::Log.
Change 3575518 by Jon.Nabozny
Remove actors from UNetDriver::DestroyedStartupOrDormant actors when their level is unloaded.
#jira UE-47192
Change 3575911 by Jake.Leonard
Adding option for specifying an editor server port for PIE. This allows users to change the default port used when playing net games without interferring with other instances.
#jira UE-12093
Change 3575916 by Jake.Leonard
Fixing the UI so that it doesn't respond to the same input as the camera controls by making the playback button unfocusable.
#Jira UE-37831
Change 3578830 by Ryan.Gerleve
Merging new PlatformCrypto plugin for interfacing with encryption libraries, with a generic OpenSSL implementation and a BCrypt/CNG implementation for Xbox One.
Added EncryptionComponent interface so that engine code can talk to encryption components without knowing their concrete type.
New AESHandlerComponent packet handler component which uses PlatformCrypto to encrypt packets.
Change 3578855 by Ryan.Gerleve
Merging hooks for encryption in the network handshake flow. NMT_Hello messages may now send an EncryptionToken as a parameter, which can be used by games to derive an encryption key used by the PacketHandler's EncryptionComponent.
Change 3578864 by Ryan.Gerleve
Merged: Changed the net.UseEncryptionToken to be more useful and renamed it to net.AllowEncryption.
This cvar, if 0, will prevent the PacketHandler from adding the configured encryption component, and prevent UPendingNetGame and AOnlineBeaconClient from filling out the EncryptionToken parameter of NMT_Hello - which prevents the extra encryption handshake connection step.
Change 3588479 by Ryan.Gerleve
Merging: Encryption token/ack changes from josh.markiewicz
- moved encryption token request/ack to delegates
- moved FNetworkNotify to NetworkDelegates.h
- moved connection logic out of GameInstance and back into networking code
-- GameInstance sends an enum and the network code does the right thing based on that
#tests PC dedicated server connections golden path and forced failures
Change 3588830 by Jake.Leonard
New camera logic for playercontrollers so that we set the death cams correctly.
#jira UE-44307
Change 3588956 by Jake.Leonard
Quickfix for the character mesh position becoming offset due to movement smoothing being cached out.
#jira UE-45947
Change 3588974 by Ryan.Gerleve
Add a cvar and code to allow testing encryption functionality in ShooterGame, ShooterGame.TestEncryption (off by default). If enabled, attempts to use the PlatformCrypo and AESHandlerComponent to encrypt game traffic with a hardcoded key (for debugging/testing only, not secure!).
Change 3592922 by Jon.Nabozny
Call AActor::PreReplication before performing initial replication triggered from an RPC.
[CL 3596435 by Ryan Gerleve in Main branch]