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4.23-uwp
252 Commits
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ede40a0aa3 |
Made server rpc validation optional.
#rb Ryan.Gerleve, Brian.Bekich #ROBOMERGE-SOURCE: CL 6894061 via CL 6895232 #ROBOMERGE-BOT: (v366-6836689) [CL 6896335 by lakshmi thamminedi in Main branch] |
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b0bdc590d5 |
Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim)
#lockdown: thomas.sarkanen #fyi: Laurent.Delayen #rb: none [CL 6861656 by Lina Halper in Dev-Anim branch] |
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7f1f94b842 |
Copying //UE4/Dev-Core to Dev-Main (//UE4/Dev-Main)
#rb none #ROBOMERGE-OWNER: lina.halper #ROBOMERGE-AUTHOR: stefan.boberg #ROBOMERGE-SOURCE: CL 6815521 in //UE4/Main/... #ROBOMERGE-BOT: ANIM (Main -> Dev-Anim) (v365-6733468) [CL 6821478 by stefan boberg in Dev-Anim branch] |
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d5232114b6 |
Dynamic Multicast delegates can now specify that their storage be stored in a sparse allocation for delegates that are expected to be bound rarely. The memory usage of an unbound sparse delegate is 1 byte instead of 16 bytes (for the empty array), however, a bound sparse delegate will have access overhead to retrieve the invocation list from the sparse object annotation.
The definition of the delegate type must specify the class and property name of the delegate that will use it and the type cannot be used outside of that context or just on the stack. UMulticastDelegateProperty is now abstract and has 2 subclasses (UMulticastDelegateInlineProperty and UMulticastDelegateSparseProperty). The SparseProperty SignatureFunction will be a USparseDelegateFunction. The sparse delegates do not work correctly with the python bindings at this point, but this will be visited soon. #rb Michael.Noland #jira #ROBOMERGE-OWNER: lina.halper #ROBOMERGE-AUTHOR: marc.audy #ROBOMERGE-SOURCE: CL 5295832 via CL 5306530 via CL 5306657 #ROBOMERGE-BOT: ANIM (Main -> Dev-Anim) [CL 5322213 by marc audy in Dev-Anim branch] |
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57a9ea642a |
Follow up on UHT changes based on Core-Team feedback.
* Remove the requirement of a @return statement * Only value the @param statements if ANY @param statement exist * Remove the requirement of UPARAM range definitions for float / double function parameters #rb lina.halper [CL 5312081 by Helge Mathee in Dev-Anim branch] |
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474bc576ee |
Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 5236305
#rb none #jira none [CL 5236785 by Thomas Sarkanen in Dev-Anim branch] |
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6d99367440 |
Follow up on Document Policy changes
#jira UE-70314 #rb Lina.Halper [CL 5198173 by Helge Mathee in Dev-Anim branch] |
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c2022c4c40 |
Implemented a DocumentPolicy metadata tag for structs, classes and enums that can be used to drive documentation validation on
* Tooltips for Classes, Structs, Enums and Functions * Tooltips for Properties (including uniqueness for Copy&Paste bugs) * Tooltips for Enum Entries (including uniqueness for Copy&Paste bugs) * Tooltips for Function Parameter(including uniqueness for Copy&Paste bugs) * UIMin and UIMax for float properties * UIMin and UIMax settings for float parameters on Functions #jira UE-70314 #rb Steve.Robb [CL 5176898 by Helge Mathee in Dev-Anim branch] |
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e5610adfd8 |
Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ 4802313
#rb #rnx #lockdown Laurent.Delayen [CL 4803512 by Marc Audy in Dev-Anim branch] |
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cc942a3341 |
Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4768627
#rb none #jira none [CL 4769629 by Thomas Sarkanen in Dev-Anim branch] |
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b709a10f4c |
Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4708558
#rb none #jira none #lockdown Laurent.Delayen [CL 4708630 by Thomas Sarkanen in Dev-Anim branch] |
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e0f6136524 |
Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4704791
#rb none #jiira none [CL 4708070 by Thomas Sarkanen in Dev-Anim branch] |
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8ba3c4c087 |
Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none #jira none [CL 4665410 by Thomas Sarkanen in Dev-Anim branch] |
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c51a339259 |
Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4574801
#jira none #rb none [CL 4575789 by Thomas Sarkanen in Dev-Anim branch] |
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a392b119b4 |
Copy of CL 4385549 from Dev-Core
Try and detect a serialize function inside arbitrary preprocessor blocks and throw an error Make a couple of other "can't have things inside preprocessor blocks" messages consistent with this one #rb steve.robb #lockdown ben.marsh [CL 4408769 by Graeme Thornton in Main branch] |
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af12534372 |
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 4342451
#rb #rnx #lockdown Michael.Noland [CL 4342520 by Marc Audy in Dev-Framework branch] |
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e6d45383d5 |
Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 4341740)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 4280523 by Patrick.Boutot
Add option in AjaCustomTimeStep to wait until the frame to be ready. Previously, the frame was there but not yet processed so it was possible that it was not ready by the time we wanted to read it. It won't work with interlaced because the 2 fields are processed at the same time. In interlaced, will get a 30fps behaviour when we actually want a 60fps.
Fix bug that didn't set and reset bIsOwned properly when it was first initialized as not owned.
Change 4280526 by Patrick.Boutot
Add accessor to get the leaf media source or output.
Change 4280624 by Patrick.Boutot
Add timecode acessor to media samples
Change 4280626 by Patrick.Boutot
Rework the timing for AJA Media Player. Previously, we took the timing of the frame. That was a bad idea because if 2 incomings video frames were coming a the same time, you would only show one. Making the buffering system useless.
That affects the Custom Time Step since it was waiting for the interrupt signal and in some behavior we would like the frame to be ready to be used by UE. Same the timecode in the MediaSample because we may not used it to stamps the frame.
Change 4283022 by Patrick.Boutot
[EditorScriptingUtilitites] Check folder names invalid characters separatly from the object's name.
#jira UE-59886, UE-62333
Change 4283112 by Patrick.Boutot
Remove MediaFrameworkUtilititesModule dependency to the Settings module at runtime.
Rename TimemanagemenetEditor module names.
Change 4283426 by JeanLuc.Corenthin
Fix crash with FBX file
#jira UE-62501
Change 4284940 by Patrick.Boutot
A widget that let you select a single permutation from a list. It groups the values into categories and removes duplicates inside that category.
Change 4285471 by Patrick.Boutot
Remove MediaFrameworkUtilititesModule dependency to the Settings module at runtime.
Change 4286925 by Patrick.Boutot
[AJA] Add support to read LTC from the reference In.
Add more detail on video format and the device.
MediaSource use the Permutations Selection widget to select his mode and device.
Remove debugging option to trigger an AJA custom time step and timecode provider.
Remove the UYVY pixel option from AJA. It's better do to the conversion on the AJA card that on the GPU.
Change the tooltip and category for some AjaMediaSource properties.
Change 4287026 by Julien.StJean
Modifed the file STimeCodeProviderTab.cpp to fix the position of a SComboButton that wasn't properly place.
Change 4287663 by Jon.Nabozny
Add timecode messages into nDisplay, and sync those between Master and Slave
Change 4287884 by Jon.Nabozny
Create a TimecodeProvider for SystemTime and introduce a notion for DefaultTimecodeProvider in Engine.
Change 4288050 by Jon.Nabozny
Rework the TimeSynchronization implementation for usability and functionality.
Change 4288283 by Jon.Nabozny
Fixed swapped MetaClass and DisplayName options on UEngine::DefaultTimecodeProviderClassName;
Change 4288352 by Jon.Nabozny
Set TimecodeProviderClassName and DefaultTimecodeProviderClassName in BaseEngine.ini
Change 4288378 by Jon.Nabozny
Fixup some issues in TimecodeSynchronizer where code was reset improperly due to multiple unshelves / resolves.
Change 4288394 by Jon.Nabozny
Add TimeSync functionality into LiveLink. Also add test cases for this. This should allow us to easily synchronize multiple LiveLink sources together, as well as synchronize those to anything else using the sync system (Relies on CL-4235417)
Change 4288899 by Patrick.Boutot
Fix initialization order of FMediaIOCorePlayerBase variables
Change 4289157 by Patrick.Boutot
Allow the user to change the source of a capture without stopping the current capture.
[AJA] AjaMediaCapture, add support for UpdateSceneViewport & UpdateRenderTarget
@made by julien.stjean
Change 4291328 by Jon.Nabozny
Report the Skeleton Guid with TimeSyncData and track sync state in LiveLinkTimeSynchronizationSource.
This prevents a crash that can happen if a source is quickly cleared and reset before the next tick of Time Synchronization.
Change 4296294 by Jon.Nabozny
Fixup errors when TimecodeProviderClassName is empty. It's valid to leave this empty.
Change 4297122 by Patrick.Boutot
Media Profile with timecode provider & custom time step
Change 4301855 by Austin.Crismore
Fix for movment scaling and virtual joystick controls. Movement scaling in for truck and dolly is locked to the world xy plane, and virtual joysticks use their own method for movement scaling now.
#jira UE-61762, UE-62187
Change 4301856 by Austin.Crismore
Virtual sequence level controller now listens to on object spawned, so that it can intercept the camera actor and disable attatching to HMD to prevent camera movement that isn't from the level sequence
#jira UE-61766
Change 4301860 by Austin.Crismore
Fix for touch scrubbing. Added default values back in. Added logic to only allow scrubbing when touch focus was off.
#jira UE-61865
Change 4302294 by Jamie.Dale
Added functions to get your the localized spoken and subtitle text from a dialogue wave
Change 4304393 by Jamie.Dale
Added support for BlueprintAssignable properties in Python
Change 4305852 by Jamie.Dale
Removed hard-dependency between EditorScriptingUtilities and PythonScriptPlugin
Backed-out changelist 4259264 and query Python availability based on whether anything is available to handle the command
#jira UE-62318
Change 4308550 by Jamie.Dale
Fixed crash when passing a null world to Python actor iterators
Change 4311867 by Homam.Bahnassi
Revit master material with exposed parameters matching the API when possible.
Change 4314428 by Francis.Hurteau
Made the usage of the bBuildDeveloperTools switch independent of the bCompileAgainstEngine switch.
Changed bBuildDeveloperTools TargetRule in UnrealBuildTool to a nullable to keep the old behavior in case where bBuildDeveloperTools wasn't explicitly set in TargetRules
Change 4315134 by Jamie.Dale
Defer editable text focus selection until mouse-up to allow the user to make an initial selection
#jira UE-58086
Change 4318615 by Johan.Duparc
EditorFactories: consistent return values after asset import.
Change 4322459 by Jamie.Dale
Made SequencerScripting an Editor plugin as it depends on PythonScriptPlugin which is an Editor plugin
This was causing issues at runtime when SequencerScripting was enabled, as it failed to load PythonScriptPlugin (which hadn't been built).
Change 4323341 by Francis.Hurteau
Implement proper message bus protocol version negociation with static nodes
Change 4323733 by Francis.Hurteau
Fix VR Pausing Sequence Scrubbing just setting playback speed to 0.0
Change 4324319 by Jamie.Dale
Exposed transactions to Blueprints
Change 4325847 by Alistair.White
Copying //Tasks/UE4/Private-PixelStreaming@4325566 to Dev-Enterprise-Minimal (//UE4/Dev-Enterprise-Minimal)
This adds the new experimental PixelStreaming plugin to allow streaming of an Unreal client's audio & video stream to a browser through the WebRTC protocol to support new uses for enterprise customers.
Change 4326282 by Simon.Tourangeau
nDisplay native present handler
Change 4326581 by Jamie.Dale
Replacing FDateTime with int64 Ticks value to workaround UE-63485
Change 4326599 by Homam.Bahnassi
Moving texture coords outside UVEdit function to allow using different UV channels.
Change 4333250 by Francis.Hurteau
Small TFuture changes:
* cleans up TFuture::Then with usage of TUniqueFunction
* added TFuture::Reset to invalidate it and remove continuation from a future shared state
Change 4333359 by Homam.Bahnassi
Support scaling and rotating UVs around arbitrary pivot
Change 4333566 by Johan.Duparc
Expose ProxyLOD functionalities to Scripting
#jira UEENT-1788
Change 4333988 by Jamie.Dale
Allow UHT to parse FText default parameter values
INVTEXT, NSLOCTEXT, LOCTABLE, and FText::GetEmpty() are supported. LOCTEXT isn't as it relies on an external macro that is known to C++ but not to UHT (NSLOCTEXT can easily be used instead).
Change 4335020 by Francis.Hurteau
Uncomment MessageBus::Send deprecation notice for 4.21
Update MessageBus Send usage to new API
Change 4335195 by JeanMichel.Dignard
Add a SetLodFromStaticMesh script utility function
#jira UEENT-1789
Change 4335231 by Anousack.Kitisa
Added functions to generate planar, cylindrical, box UV mapping.
#jira UEENT-1598
Change 4335373 by Jamie.Dale
Cleaned up some places creating empty literal texts
Change 4335458 by Jamie.Dale
Allow UHT to parse FText() as an alias of FText::GetEmpty() when processing default values
Change 4335875 by Max.Chen
Sequencer: Clear RF_Transient on pasted tracks/sections
#jira UE-63537
Change 4336497 by Johan.Duparc
ProxyLOD: Fix progress bar issue
- removed duplicated code
- removed duplicated LongTask object
#jira UEENT-1788
Change
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7752ae53a8 |
Validate CommutativeAssociativeBinaryOperator metadata in UHT and also at the K2Node level in case the function changes to an invalid construct later
#jira UE-60186 #rb Fred.Kimberley [CL 4318713 by Marc Audy in Dev-Framework branch] |
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b88acf915c |
PR #5024: Require BlueprintAssignable delegate parameters to be supported by blueprints (Contributed by slonopotamus)
#jira UE-635250 #rb Me [CL 4318175 by Marc Audy in Dev-Framework branch] |
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d90da4ab1a |
Merge to Dev-Main for 4.20 @ 4090813
#rb #rnx #lockdown Nick.Penwarden [CL 4091081 by Marc Audy in Main branch] |
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81bc574d4c |
Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 4059031)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3974233 by Rex.Hill
Optimized BuildStaticMeshVertexAndIndexBuffers and TEdgeBuilder
Change 3974234 by Rex.Hill
Reduced number of calls to SaveRawMesh and LoadRawMesh
Change 3974235 by Rex.Hill
Optimized SaveRawMesh by pre-allocating buffer
Change 3981370 by Jamie.Dale
Added support for deprecated (renamed) classes, structs, enums, functions, and properties in Python
The glue code generation will now use the existing redirects system to build deprecated entries for old names. You can also specify deprecated names to the ScriptName and ScriptMethod meta-data values by adding extra semi-colon separated entries (the first entry is the current name).
Accessing deprecated objects in Python leads to a deprecation warning when developer mode is enabled.
Change 3983875 by Jamie.Dale
Exposed some asset registry functions that may be useful in a commandlet environment
Change 3983901 by Jamie.Dale
Hoisted some AssetData helpers onto the struct in Python
Change 3988367 by Jamie.Dale
Python now honors EditInstanceOnly and EditDefaultsOnly when setting property values
Change 3988369 by Jamie.Dale
Exposed generic get_default_object function that takes a type and returns you the CDO
This is needed for types that aren't natively exposed to Python (such as Blueprint generated types)
Change 3989890 by Jamie.Dale
Moved BlutilityActor to be Private in EditorScriptingUtils
This can be removed once it's no longer needed.
Change 3989900 by Jamie.Dale
Updated EditorScriptingUtilities to use the Public/Private folder structure for source code
Change 3990082 by Anousack.Kitisa
Added plugin for Shotgun integration in Unreal.
#jira UEENT-959
Change 3990783 by Anousack.Kitisa
Changed ShotgunMenuItem to a struct.
Change 3991139 by Jamie.Dale
Minimized use of GUnrealEd (favoring GEditor) so that this code can be used by commandlets
Removed redundant usages of GEditor/GUnrealEd from within UEditorEngine itself, and fixed cases where null data was being accessed. Testing that loading, saving, and creating a new blank map will now work in a commandlet without crashing.
Change 3993189 by Jamie.Dale
Fixed some mismatched return types
Change 3993191 by Jamie.Dale
Inital support for taking the GIL at key points where external C code calls into Python
Change 3993683 by Patrick.Boutot
[LTC]
Add a CustomTimeStep that decode a LinearTimecode from the MediaSource. The MediaPlayer need to support buffering and should not run late since it's used to tick the engine time.
Update DropTimecode to use the new Timecode structure in TimeManagement.
Change 3994430 by Jamie.Dale
Adjusted how inline structs work so that types known at compile time can inline allocate without being fully hand-wrapped in Python
They must now be registered via FPyWrapperTypeRegistry::RegisterInlineStructFactory before we start generating wrapped types
Change 3996083 by Jamie.Dale
Added a distinct type for generated enum types so that you can query their available enum entries
Change 3998253 by conan.reis
Remove redundant Perforce error output from the log
Change 4000307 by JeanMichel.Dignard
Optimized FFbxImporter::ValidateAllMeshesAreReferenceByNodeAttribute()
- Stored all scene nodes geometry ids in a set instead of looping on all scene nodes for every geometry. O(N) instead of O(N^2).
- For 38685 scene nodes and 5417 geometry, the time went from 2 min 21.688 s to 0 min 0.098 s.
Change 4000605 by Jamie.Dale
Added support for constant "hoisting"
This allows you to tag a helper function that returns a constant with ScriptConstant meta-data (providing a potentially overridden name) to "hoist" that helper function to be a constant of the type it operates on when wrapped for Python (ScriptConstantHost can be used to host the constant on a struct rather than its own object).
Change 4001617 by Jamie.Dale
Updated ScriptMethod and ScriptConstant to allow hoisting onto other classes as well as structs
This allows you to have a runtime class be extended via methods in an editor-only module
Change 4005287 by Jamie.Dale
Added a GIL lock when Slate Tick events call back into Python
Change 4005383 by Andrew.Rodham
Sequencer: Initial scripting exposure and support
First pass includes the following:
- Find/add/interate master tracks
- Find/add/interate bindings (both possessables and spawnables)
- Find/add/interate tracks on bindings
- Add/interate sections on tracks
- Get/Set section ranges
Change 4008609 by Jamie.Dale
Added some missing native Python types to the documentation
Native modules now build up a list of types and functions associated with them. This information is then passed through to the document generation to ensure that all exposed native types and functions are documented.
In addition, any native Python module files are now assimilated into the unreal.py stub file and parsed so that they can be documented too.
Change 4008654 by Jamie.Dale
Allow math operators to use the base type versions unless overridden
Change 4009740 by Patrick.Boutot
Add BP function to convert a Timecode into a string.
Change 4009763 by Patrick.Boutot
Update AudioCapture to retreive the SampleRate. Used by the LinearTimecode. Change the requested format from int16 to float since we converted it into that format later on.
Change 4009768 by Andrew.Rodham
Removed explicit names from ScriptName methods, expanded sequencer scripting range functionality
Change 4009830 by Jamie.Dale
Added support for UPARAM(ref) on arguments exposed to Python
For standard functions, this just produces an input and output for the same argument (we can't mutate the input due to potential coercion).
For ScriptMethod functions that use it on the 'self' argument, this will mark the function as "inline" and have the function apply the result of the 'self' argument back onto the 'self' instance after calling the function.
Change 4010034 by Jamie.Dale
Added support for init_unreal.py start-up scripts
These can be placed in any known sys.path in Python, including the Content/Python folders we automatically add, and the UnrealEngine/Python directory under the users home directory.
Change 4010422 by Jamie.Dale
Improved errror reporting during Python generation
It will now ensure if a debugger is attached to draw programmer attention to an error.
Change 4010498 by Patrick.Boutot
Remove unnecessary loop Timecode.ToFrameNumber()
Change 4011312 by Jamie.Dale
Duplicate deprecated names will no longer assert during Python glue generation
They will now log a warning and continue
Change 4012068 by JeanMichel.Dignard
Allow to render thumbnails for newly created packages.
- To render a thumbnail, you either need a customer thumbnail renderer or a cached thumbnail. Querying cached thumbnails fails for newly created packages because it calls DoesPackageExist which check on disk. This call is unnecessary since we're relying on FindPackage which only works for packages that are loaded in memory.
Change 4013781 by Jamie.Dale
FFrame::KismetExecutionMessage (or LogRuntimeError or LogRuntimeWarning) will now produce Python exceptions
You can use these to emit warnings or errors from UFunctions wrapped for scripting, and when called from Python they will produce a Python exception (for errors), or Python warning (for warnings).
Change 4014337 by Jamie.Dale
Struct coercion now errors if you provide a sequence with too many elements
This also makes sure that PyConversion doesn't set an error state if ESetErrorState::No is passed (which could have previously happened from type casting calls).
Change 4015290 by Andrew.Rodham
Sequencer: Moved runtime functionality from ISequencerChannelInterface to IMovieSceneChannelInterface
- Rename IBatchChannelInterface to IMovieSceneChannelInterface
- Removed MovieScene::Dilate()
- Added TMovieSceneChannelTraits::SupportsDefaults to automatically stub out functions relating to channel defaults
Change 4015664 by Jamie.Dale
Renamed ScriptMathOp meta-data to ScriptOperator
Change 4016230 by Jamie.Dale
Fixed incorrect make/break path in Importance Sampling Library (for Importance Texture)
Change 4017326 by Jamie.Dale
Added make and break support in Python
Structs that have a native make function will now use this as their constructor. This also adds support for breaking a struct into a tuple, either via a native break function, or via generic property enumeration.
Change 4017551 by Jamie.Dale
Removed redundant outer parameter from find/load_asset/package
Change 4018594 by Jamie.Dale
Added ScriptMethodSelfReturn as an alternative to UPARAM(ref)
These two function signatures produce the same behavior and have the same cost in Python, the only difference is how they appear to Blueprints (and Blueprints seem to favor non-reference functions).
UFUNCTION(..., meta=(ScriptMethod))
static void DoThing(UPARAM(ref) FThingType&, int32);
UFUNCTION(..., meta=(ScriptMethod, ScriptMethodSelfReturn))
static FThingType DoThing(FThingType, int32);
Change 4020956 by Anousack.Kitisa
Added Shotgun to the Level Editor/World Outliner and Content Browser context menus when there's a selected actor or asset.
#jira UEENT-1219
Change 4021986 by Anousack.Kitisa
Used the Python startup scripts mechanism to launch the Shotgun bootstrap script.
Related to Jira UE-57896.
Change 4022993 by Jamie.Dale
Added support for extra operators on Python structs
You can now expose bool conversion and comparison operators (==, !=, <, <=, >, >=) in addition to the previous set of math operators. As part of this there is now stricter signature validation when generating the Python binding.
Change 4023226 by Jamie.Dale
Added Make and Break function for FSoftClassPath
Change 4023348 by Jamie.Dale
Exposed some methods and operators for PrimaryAssetId and PrimaryAssetType
Change 4027911 by Jamie.Dale
Cross-outer redirects are no longer applied in Python
#jira UETOOL-1382
Change 4029618 by JeanMichel.Dignard
Unreal Studio UX
- Made "Unreal Studio" the default tab in the new project wizard if we're using an installed enterprise build.
- Create new projects as enterprise projects if we're using an insalled enterprise build.
#jira UEENT-1231, UEENT-796
Change 4030217 by Jamie.Dale
Exposed ScopedSlowTask to Python
#jira UETOOL-1375
Change 4030784 by Matt.Hoffman
Sequencer curve editor now shows vertical axis labels.
#jira UE-58160
Change 4030858 by JeanLuc.Corenthin
Expose LOD creation thru Python:
- Create one struct to hold onto reduction settings per LOD
- Create one struct to hold onto an array of reduction settings and a parameter to enable of disable automatic computation of screen size
- Create new method to apply reduction settings to an array of StaticMeshActors
#jira UEENT-1232
Change 4032239 by Jamie.Dale
Cleanup pass over wrapped structs
- Code dealing with reflected structs now uses UScriptStruct rather than UStruct.
- The old PyConversion::NativizeStruct and PyConversion::PythonizeStruct have been renamed to PyConversion::NativizeStructInstance and PyConversion::PythonizeStructInstance.
- New PyConversion::NativizeStruct and PyConversion::PythonizeStruct functions have been added to convert an object (or Python type) to a UScriptStruct (akin to what PyConversion::NativizeClass and PyConversion::PythonizeClass does for UClass).
Change 4032247 by Jamie.Dale
Cleaned up some Python slow task code
Change 4032251 by Jamie.Dale
Added functions to get the Python type associated with an Unreal class, struct, or enum
Change 4032258 by Jamie.Dale
Added Python iterators for Unreal objects, classes, and structs, as well as the Python types wrapped by Unreal classes or structs
#jira UETOOL-1380
Change 4032320 by Jamie.Dale
Fixed Python object iterators skipping their first item
Change 4032321 by Jamie.Dale
Added Python iterators for actors and selected actors
#jira UETOOL-1380
Change 4033908 by Anousack.Kitisa
Added Shotgun settings for metadata tags.
#jira UEENT-1175
Change 4033909 by Anousack.Kitisa
Added wrapper function to sync Content Browser to assets for scripting.
#jira UEENT-1218
Change 4034951 by Matt.Hoffman
Media Tracks now highlight when added to a Sequence/UMG animation.
Change 4034966 by Jamie.Dale
Added GIL locks around post_init code that can be called from C++
Change 4035019 by Matt.Hoffman
UMG Render Transforms + Margins now support infinite sections.
Change 4035470 by Andrew.Rodham
Introduced a common base class for all movie scene channel data, FMovieSceneChannel.
Removed IMovieSceneChannelInterface.
Renamed FMovieSceneChannelEditorData to FMovieSceneChannelMetaData.
Renamed FMovieSceneChannel and TMovieSceneChannel to FMovieSceneChannelData and TMovieSceneChannelData, to make way for common channel base class.
Renamed instances of 'specialized' channel editor data to 'extended' channel editor data.
Introduced non-templated FMovieSceneChannelHandle and a templated version. Changed internal implementation to use a lookup rather than a directly resolved weak ptr.
Various pieces of documentation and cleanup.
Change 4037112 by Max.Chen
Sequencer: Added some missing RF_Transactional flags to newly created sections.
Change 4037121 by Max.Chen
Sequence Recorder: Timecode recording
Introduced an FSourceTimecode which is saved as editor only data to the MovieSceneSection and MovieScene. FSourceTimecode consists of an FFrameNumber delta that correlates the section's initial start time to an FTimecode. The FFrameNumber is adjusted whenever the section is moved.
One use case for this is through sequence recorder, which captures the timecode at the start of recording and saves an FSourceTimecode per movie scene section it creates. If the section is moved, it can always be returned to its source timecode by the section's right click menu, "Sync to Source Timecode".
#jira UESEQ-406
Change 4038462 by Jamie.Dale
Added support for using Python callables with delegates
All the "x_function" methods on delegates and multicast delegates now have an "x_callable" equivalent that take a Python callable (we attempt basic validation of the signature, but that only allows us to check the input argument count is what we expect).
Internally the callable is wrapped in a UObject, so certain GC restrictions are present (and is why coercion is disabled for callables). Delegates wrapped in Python (including as a direct property of an object or struct, or inside a container) will be kept alive via the Python reference collection, however once there are no Python references left the proxy object will be allowed to die unless something external has taken a reference to the proxy object.
Change 4039123 by James.McNatton
Remove dependency on SteamController in VirtualCamera #rb none
Change 4039162 by Jamie.Dale
Fixed linter warnings about unescaped backslashes in docstrings
Change 4039170 by Jamie.Dale
No longer expose deprecated functions or properties if they clash with another Python exposed item
Change 4039429 by Max.Chen
Sequence Recorder: Swap to editor actors on end PIE if the actors to record were set to the PIE actors
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden #rb ============================ MAJOR FEATURES & CHANGES ============================ Change 4007876 by Ben.Zeigler Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller The player starts with 0 souls, but I hooked up the + on the souls display to grant 50 Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design Change 4008251 by Mieszko.Zielinski PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist) Also addresses #jira UE-57869 Change 4008530 by Ben.Zeigler Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue Change 4008694 by Ben.Zeigler Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie This option is disabled by default because game-specific tick functions may be doing unsafe slate operations Change 4008698 by Ben.Zeigler Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that This depends on engine tick working from the loading movie, a feature I just added Change 4008699 by Ben.Zeigler Add SaveGame flag to gameplay tags so they can be used for native save systems Change 4008941 by Ben.Zeigler Hook up Fireball using new functions that allow applying an effect container spec from a projectile Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next Rename some ability functions to make them shorter Change 4008943 by Dan.Oconnor Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text #jira UE-56478 Change 4010465 by Marc.Audy Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels. Change 4010508 by Marc.Audy PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist) #jira UE-57775 Change 4010845 by Dan.Oconnor Avoid crashing trying to serialize a subobject that was create outside of a transaction #jira UE-57419 Change 4012148 by Phillip.Kavan PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel. #jira UE-55988 Change 4012393 by mason.seay Test BP with 512 components Change 4015966 by mason.seay Updated BP to add split pin debugging Change 4016110 by Marc.Audy (4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que) #jira UE-58009 Change 4016447 by Phillip.Kavan Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized. Change summary: - UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class. #jira UE-52372 Change 4016463 by Phillip.Kavan CIS fix - back out changelist 4016447 (temp) Change 4017382 by Dan.Oconnor Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker Change 4020602 by paulo.souza Lighting improvements and optmizations Change 4020638 by paulo.souza Icons and launch screens on mobile (Android and iOS) Change 4021340 by Ben.Zeigler Fix Map/Set add comments to be accurate, the return value was removed Change 4021392 by Ben.Zeigler #jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup Change 4021480 by mason.seay Reorganized comments and nodes Change 4025794 by mason.seay Cleared all watches Change 4026141 by Mieszko.Zielinski Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4 In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user: https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html #jira none Change 4027427 by Dan.Oconnor Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector #jira UE-58115 Change 4027434 by Ben.Zeigler Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games Change 4028656 by Ben.Zeigler Added comments and cleaned up ActionRPG code, done with primary features Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this Add inventory interface that is used instead of having character explicitly cast to player controller Change 4029079 by paulo.souza Fixes to camera rotation when using the AutoMode + UI changes Change 4030066 by Phillip.Kavan Message (interface) call nodes no longer display the skeleton class name in the node subtitle. Change summary: - Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries. #jira nojira Change 4031843 by Jim.Brown Action RPG Game full UI overhaul. Goals: - new layout and art - consolidate view to center of screen - make buttons appear more like interactible objects - update button placement for reach and usability - art pass for consistency of visual language (color, iconography, style) Still to do: - polish on some of the icons (temp art in several places) - audio pass - environment pass - scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock) Change 4033889 by Fred.Kimberley Fixed some watches that were incorrectly displayed as not in scope. Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged. Change 4033921 by Fred.Kimberley Remove unnecessary cast and unused variable. Change 4034094 by Phillip.Kavan Moved the Blueprint bookmarks feature out from under the experimental settings flag. Change 4035553 by Marc.Audy Remove unneeded UFUNCTION declaration #jira UE-58030 Change 4035588 by Jim.Brown RPG Game: - Fixed a couple weapon icons (from temp art to more final version for review) - Created 1st pass audio for Guardian enemies (attack, death, roar, swing) - added reeeeeeeaally temp environmental audio (WIP) - Started on audio for Spider creature (not in engine yet) Change 4036698 by Phillip.Kavan When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step. Change summary: - Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking. - Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping. #jira UE-52853 Change 4038454 by Marc.Audy Remove unneeded validation code for old UC state system Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class. Change 4038487 by Jim.Brown RPG Game: - Icon work (still a couple placeholder, but almost done!) - Audio pass on Guardian creature - started audio on Spider creature (WIP) Change 4040374 by Phillip.Kavan When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play. Change summary: - Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump. - Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review). #jira UE-52853 Change 4040727 by Ben.Zeigler Ability blueprint fixes Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0 Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo Added some comments Change 4040812 by Fred.Kimberley Fix errors and warnings in blueprint editor tests. This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html). Change 4041001 by Ben.Zeigler Hook up skill cooldown to ui, bump cooldown to 2 seconds Change 4041021 by Marc.Audy PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist) #jira UE-46077 #jira UE-58379 Change 4041038 by Fred.Kimberley Remove UFUNCTION macros in overridden functions to fix build errors. Change 4041671 by Fred.Kimberley Added calls to delegates when a periodic effect executes a final time as it is being removed. PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87) Change 4041792 by Dan.Oconnor Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer #jira None Change 4041796 by Dan.Oconnor SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164 #jira UE-53734 Change 4041886 by Phillip.Kavan Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled. Change summary: - Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks. - Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged(). - Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes. - Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize(). - Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor. #jira UE-42333 Change 4042215 by Marc.Audy Copy fix for depth of field in to Dev-Framework #author Allan.Bentham Change 4042732 by Marc.Audy Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set #jira UE-53965 Change 4042796 by Ben.Zeigler #jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled Change 4042943 by Jim.Brown RPG Game: - replaced all existing audio - set up audio for all animations / matinee - will need some polish when real audio comes in, but placeholder is good reference. :) Change 4043287 by Ben.Zeigler #jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none #jira UE-57224 Fix it so pasting is correctly validated for soft object properties Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal Change 4043396 by Dan.Oconnor Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped #jira UE-58290 Change 4043708 by paulo.souza Enemy progression intial commit + cleanups Change 4045083 by Phillip.Kavan Don't allow new bookmarks to be added when the name field is empty. #jira UE-58220 Change 4045504 by Phillip.Kavan The search bar is now functional in the Blueprint Bookmarks view. #jira UE-58421 Change 4045516 by Phillip.Kavan Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup). #jira UE-55596 Change 4046707 by Jim.Brown Action RPG Game Guardians: - Removed delay before grunts attack (so they don't just stand there anymore) - Replaced idle animation with idle animation (was a scream, which they did every time they were idle) HUD: - Fixed skill meter not animating properly - Added pulsing reminder around skill button when it's ready and hasn't been used Character: (WIP) - Fixed missing anim notify in Attack02 - Added missing notify (and sound) in a couple attacks - reduced forward movement component of first couple attacks in combo move Change 4046868 by Dan.Oconnor Reparent blueprints before replacing references when using the 'delete and replace references' tool #jira UE-57355 Change 4047012 by Jose.Gonzalez Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate. Change 4047018 by Jose.Gonzalez Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets Change 4047089 by paulo.souza Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics Change 4049741 by Jim.Brown Action RPG Game: - Set up Wave intro/outro screen - Added a some audio stingers (legal approved, no need to replace) - Content (music) file organization Change 4050235 by Jim.Brown Action RPG: - Set up blocking volumes throughout entire map - aligned all volumes on major grid lines - turned off collision on all exterior rock meshes - full rebuild (should improve perf, collision, and pathing) Change 4050440 by paulo.souza Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions Change 4050910 by paulo.souza Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera Change 4050920 by paulo.souza Action RPG Game: Wave start and finish screen animation timing fix/polishing Change 4050921 by paulo.souza Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode Change 4052161 by Jose.Gonzalez Added player character efforts. Adjusted soundcues for VO that plays during slow downs. Added anims to support different sounds for mana/health potions #jira UE-58598 Change 4052932 by Dan.Oconnor Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant #jira UE-58605 Change 4053179 by Jim.Brown Action RPG Game: - New front end (background, logo, buttons, animations) - Updated HUD/UI with new art to match updated front end. Change 4053187 by Marc.Audy Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism. Fix latent dynamic force feedback effects not updating their values when instructed to. #jira UE-55921 Change 4053423 by Jose.Gonzalez Added Guardian footsteps and concurrency rules for them. Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check. Added sword swings, adjusted volume per anim. Added power up for Firewave. Added Player Character footsteps. Added whoosh for slo-mo meteors. #jira UE-58598 Change 4053769 by Phillip.Kavan Remove associated local bookmarks when Blueprint assets are deleted. Change summary: - Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only). - Added FBlueprintEditorUtils::RemoveAllLocalBookmarks(). #jira UE-55606 Change 4053771 by Phillip.Kavan CIS fix (failed P4 resolve) Change 4053849 by Jose.Gonzalez Spider large steps added, adjusted all anims and added them in the anims they weren't in. Character collapse added. Began work on Intro audio (creature sounds and timing) #jira UE-58598 Change 4054042 by Jose.Gonzalez Added Health and Mana cues, they now have seperate anims per item. Added all Guardian VO, setup sequences and anims with matching audio. Hammer and Axe swings added. Level up cue added, adjusted anim. Guardian swings and impacts added #jira UE-58598 Change 4054375 by Marc.Audy Ensure only that instanced IsEditorOnly components are displayed in the IWCE window #jira UE-57954 Change 4054518 by Phillip.Kavan For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion. #jira UE-58738 Change 4054777 by Ben.Zeigler #jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong Change 4054796 by Fred.Kimberley Improved watch window. - shows watches from multiple blueprints. - better indication of instances being debugged vs watches that aren't currently valid Change 4055112 by Fred.Kimberley PR #4273: Expose AIController public properties to BP (Contributed by Allar) #jira UE-53007 Change 4055126 by Dan.Oconnor Fix shadow variable #jira UE-58763 Change 4055253 by paulo.souza Action RPG Game - Fixes: Player can die properly; Should not be able to buy Souls; Margins for the iPhoneX notch; Change 4055279 by Fred.Kimberley Added a helper function to make it easier to query containers for the presence of a single tag. PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren) #jira UE-57128 Change 4055511 by Ben.Zeigler Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered Change 4055981 by Jose.Gonzalez Spider completed #jira UE-58598 Change 4056011 by Jim.Brown RPG Game: - Fixed textures that weren't power of 2 for mobile - Updated main menu screens with better lighting/resolution - lighting tweaks to main level - Gameplay balance tweaks (should be a bit more difficult now) - more enemies per wave - tighter distribution of enemy levels - Differentiated enemies: - Lvl 1 enemies are smaller w/ red effects - Lvl 2 enemies are same size with yellow effects - Lvl 3 enemies are larger with purplish effects - Added effects to lvl 3 enemy's weapon (torch) - Fixed color distrubution and transparency across buttons on the HUD - Fixed button text eating input from buttons - maybe some other stuff I forgot. :P Change 4056192 by Dan.Oconnor Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal #jira None Change 4056224 by Fred.Kimberley Revert CL 4040812 for this file only. This change was not meant to be checked in. #jira UE-58785 Change 4056239 by Marc.Audy Components correctly display again. Sprite components of Instanced components do appear. Can't solve that for now. #jira UE-58747 Change 4056390 by Fred.Kimberley Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called. #jira UE-56986 Change 4056397 by Fred.Kimberley Fix several minor issues with the watch window. - Switched to more user friendly names for the instances being debugged - Support copy and paste of multiple lines in the watch window - Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged. #jira UE-55707, UE-58273, UE-58703 Change 4056410 by Michael.Noland Core: Added FUNC_Const to FUNC_FuncInherit Change |
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418)
#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change |
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Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3821754 by Jamie.Dale
[Python] Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
Change 3833107 by Patrick.Boutot
Added functions to fill an existing DataTable from an existing CSV/JSON file.
Change 3835044 by Aaron.Carlisle
Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename.
Change 3835466 by Patrick.Boutot
Hide function from Python that need special compile command to be executed by the VM.
Change 3839237 by Jamie.Dale
Added a way to inspect the full chain of properties that are currently being serialized by an archive
You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct).
Change 3839974 by Jamie.Dale
Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else
Change 3842311 by Jamie.Dale
Fixing potential null level assert
Change 3842313 by Jamie.Dale
Updated settings editor to handle external properties
Change 3842316 by Jamie.Dale
Allowing a console command to be given to GEditor/GEngine even if there's a player
CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue.
Change 3842867 by Jamie.Dale
Added a way to generate diffs from editor transactions
The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted.
These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events.
Change 3844428 by Patrick.Boutot
Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script.
Change 3845966 by Jamie.Dale
Added support for minimal game RPC worlds
These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world)
Change 3848844 by Patrick.Boutot
Expose EComponentMobility to blueprint.
Change 3854616 by Patrick.Boutot
Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise.
Change 3856650 by Jamie.Dale
Fixed a bug where transaction finalization could miss changes since the last snapshot
Change 3864951 by Patrick.Boutot
Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed.
Change 3867158 by JeanMichel.Dignard
UBT
- Added the ability for dll programs to export symbols.
#jira UEENT-541
Change 3872342 by Jamie.Dale
Merging static analysis fixes from 4.19
Change 3879305 by Jamie.Dale
Improved the processing of py files from exec commands
The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments.
Change 3879306 by Jamie.Dale
Added a minimal commandlet for invoking Python scripts
Change 3881631 by Jamie.Dale
Added basic RTTI to Python meta-data types
Change 3885384 by Jamie.Dale
[Python] Prevent glue code using reserved names
Change 3888957 by Patrick.Boutot
In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject.
The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing.
Change 3888961 by Patrick.Boutot
Fix FInterval::IsValid return type.
Change 3888980 by Patrick.Boutot
Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948.
Change 3889165 by Patrick.Boutot
Fix build. Missing include for Timespan. Introduce with CL 3888980.
Change 3889261 by Jamie.Dale
[Python] Fixing some more name conflicts in generated code
Change 3889504 by Darren.Pegg
Add option to change PreferredPixelFormat
Change 3891193 by Patrick.Boutot
Fix build. Missing include for Interval. Introduce with CL 3888980.
Change 3897108 by Patrick.Boutot
TTinterval use it own traits. Create a Interval traits for Timespan.
#jira UEENT-947
Change 3899669 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
Change 3900692 by Jamie.Dale
Removed some boilerplate associated with wrapping a basic type to Python
You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example)
Change 3901066 by conan.reis
UE4 editor script bindings (Cobra) and helper functions for version control
- exposed SourceControl class with common source control methods and associated SourceControlState structure
- commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard)
- commands store any errors in a shared error text object which is optionally printed to the error log
- renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile()
- included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages.
Change 3901388 by Jamie.Dale
Minimal Slate hooks for Python
Change 3901456 by Jamie.Dale
Added missing file
Change 3901549 by Jamie.Dale
Removing some more Windows defines that were causing build issues
Change 3904518 by conan.reis
Source Control
- ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider
Change 3905612 by Francis.Hurteau
Optimize RemoveDuplicates somewhat using a TSet
#jira UEENT-217
Change 3912626 by Jamie.Dale
Fixed ShouldExcludeDerivedClasses option not working
RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering.
Change 3917739 by Jamie.Dale
Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget
Change 3917744 by Jamie.Dale
Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name
Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime.
Change 3918832 by Jamie.Dale
Removed field iteration from Python function calls
We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields.
Change 3920648 by Patrick.Boutot
Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen.
Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization.
Change 3921396 by Jamie.Dale
Split up the generated type data to correspond to the type being wrapped
A lot of types can just use the minimal set, but classes and structs have some extra data.
Change 3921619 by conan.reis
- add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again.
- also added result info to FSourceControlWindows::PromptForCheckin()
#jira UE-55255
Change 3921624 by conan.reis
Removed Source Control common files from pre compiled header
- main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp
- remaining files have includes changed to accomodate
Change 3921958 by conan.reis
Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619
Change 3922740 by conan.reis
Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion.
They were previously removed in CL3921624
Change 3923375 by Jamie.Dale
Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings
Change 3926547 by Jamie.Dale
Added support for struct method "hoisting"
This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python.
Change 3927050 by conan.reis
Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers
#JIRA UE-55256
Change 3929268 by conan.reis
- fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected
- removed Perforce error message about file folders outside of the workspace client mappings
- clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled()
#JIRA UE-55254
Change 3931024 by Rex.Hill
Expose FBX and Texture import to python
Change 3931273 by Rex.Hill
Hide re-import slate notification pop-up during python automated asset import
Change 3931368 by Jamie.Dale
Stopped bools coercing to numeric types in Python nativization
Change 3931374 by Jamie.Dale
Added support for struct math operator "hoisting"
This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python.
Change 3932586 by Rex.Hill
Removed file read into unused memory buffer during Fbx import
Change 3934308 by Jamie.Dale
Added a public interface for the Python plugin
Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log.
Change 3935088 by conan.reis
- Added info/warning and error message storage to all the source control operation structures so additional information can be made available.
- Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion.
#JIRA UE-55257
Change 3936668 by Rex.Hill
#jira UE-55985
Avoid re-allocation of memory buffer holding file bytes during asset import
Change 3940596 by Rex.Hill
#jira UE-55989 Optimize skeletal mesh import performance scaling
Overlapping vertex check was O (N^2)
100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds
Change 3942629 by Rex.Hill
#jira UE-55995 Read fbx file only once during import
Fixes a memory leak of FbxScene and reduces wait time during import.
Change 3942884 by Rex.Hill
Python asset import can now customize destination asset name
Change 3946278 by Jamie.Dale
Added stricter conversion for math operator arguments
PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion.
This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads).
Change 3948455 by Jamie.Dale
Added generic Tick function to FPythonScriptPlugin
This can also handle init logic for after the engine is fully initialized
Change 3948888 by Jamie.Dale
Added settings for the Python plugin
You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings).
Change 3948982 by Jamie.Dale
Fixed Python 3 build error caused by CObject being removed in Python 3.2
Change 3949614 by Francis.Hurteau
Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer
#jira UEENT-1053
Change 3950829 by Rex.Hill
Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION
Change 3953452 by Jamie.Dale
Fixed some dependencies
Change 3953645 by Jamie.Dale
Fixed Python parameter packing treating bool output paramers as potential return values
void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool.
Change 3953850 by Jamie.Dale
Fixed doc string generation for a function with multiple output paramters and no return value
Change 3954279 by Jamie.Dale
Initial support for exposing deprecated properties and functions to Python
This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left.
Change 3954922 by Rex.Hill
Expose UnloadPackages to python
Change 3955209 by Jamie.Dale
Initial support for exposing deprecated classes to Python
Change 3955248 by Jamie.Dale
Added a way to load Unreal modules via Python
unreal.load_module("modulename")
Change 3955561 by Rex.Hill
Expose asset export to python
Change 3956068 by Rex.Hill
Linux compile fix.
Change 3960449 by Rex.Hill
Fix automated test using bCombineMeshes
Change 3960495 by Patrick.Boutot
Add a temporary menu to show the MetaData of an asset.
The menu will need to be updated to have a look and feel of the Detail View and support edition at one point.
Change 3961599 by Rex.Hill
Reduced peak memory during import of meshes related to duplicate vertex tracking
Change 3962104 by Rex.Hill
Disable import mesh overlapping corners memory optimization to because it can change uv generation
Change 3962507 by Rex.Hill
Fix uv generation
Change 3965285 by Rex.Hill
Add support for FBX export as ASCII
#jira UE-56465
Change 3965287 by Rex.Hill
Forgotten file, fbx export as ascii
Change 3966772 by Simon.Tourangeau
Fix MaterialExpressionFunctions for ExternalTexture support
Change 3967014 by Jamie.Dale
Added a way to get the CDO in Python
Wrapped objects now have a get_default_object class method
Change 3967151 by Jamie.Dale
Added stats to track Python generation time
Change 3968006 by Simon.Therriault
Media Samples
- Removed Locks and Min/Max SampleTime from queues
- Added methods to fetch NextSampleTime and SampleCount in queues
- Added MediaSource base class for players that want to be time synchronized
#jira UEENT-948
Change 3969119 by Patrick.Boutot
Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other.
[CL 3972277 by Simon Tourangeau in Main branch]
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change |