(Resubmit: added check for "multiple self" connections. Even though the types mismatch, we permit these connections.)
The previous attempt to add automatic conversion nodes (24029327) had a flawed design: checking pin connections during rewiring might have an incomplete view of the types of the linked pins.
For example, suppose we have two native, BlueprintCallable functions. One returns a float, and the other accepts a single float. In a Blueprint, we have the output of one linked to the input of the other.
Later, we update both functions to use ints. During rewiring of the function with the return value, it might see that its connection is a float (because that node hasn't been rewired yet). As a result, it'll insert a cast node. Subsequently, when we later rewire the function with the input, it'll see that it's connected to a float, because of the recently inserted cast node. This will add yet another cast node. Since both pin types are the same, there shouldn't be any cast nodes to begin with.
The only safe way to insert cast nodes is after node construction has finished. Instead of handling this during rewiring, we can defer the type checking to early validation. Overall, this simplifies the autoconversion since we just need to iterate over pairs of pins, check for type mismatches, and insert cast nodes where appropriate.
This change effectively reverts CLs 24174262, 24029327, 24218437, and 25444139, and moves the type checking logic to EarlyValidation.
#jira UE-183502
#rb phillip.kavan
[CL 25834276 by dave jones2 in ue5-main branch]
[FYI] dave.jones2
Original CL Desc
-----------------------------------------------------------------
UE-183502 - BP autoconversion adds extraneous conversion nodes
The previous attempt to add automatic conversion nodes (24029327) had a flawed design: checking pin connections during rewiring might have an incomplete view of the types of the linked pins.
For example, suppose we have two native, BlueprintCallable functions. One returns a float, and the other accepts a single float. In a Blueprint, we have the output of one linked to the input of the other.
Later, we update both functions to use ints. During rewiring of the function with the return value, it might see that its connection is a float (because that node hasn't been rewired yet). As a result, it'll insert a cast node. Subsequently, when we later rewire the function with the input, it'll see that it's connected to a float, because of the recently inserted cast node. This will add yet another cast node. Since both pin types are the same, there shouldn't be any cast nodes to begin with.
The only safe way to insert cast nodes is after node construction has finished. Instead of handling this during rewiring, we can defer the type checking to early validation. Overall, this simplifies the autoconversion since we just need to iterate over pairs of pins, check for type mismatches, and insert cast nodes where appropriate.
This change effectively reverts CLs 24174262, 24029327, 24218437, and 25444139, and moves the type checking logic to EarlyValidation.
#jira UE-183502
#preflight 647102108145a219b1209905
#rb phillip.kavan
[CL 25748352 by bob tellez in ue5-main branch]
The previous attempt to add automatic conversion nodes (24029327) had a flawed design: checking pin connections during rewiring might have an incomplete view of the types of the linked pins.
For example, suppose we have two native, BlueprintCallable functions. One returns a float, and the other accepts a single float. In a Blueprint, we have the output of one linked to the input of the other.
Later, we update both functions to use ints. During rewiring of the function with the return value, it might see that its connection is a float (because that node hasn't been rewired yet). As a result, it'll insert a cast node. Subsequently, when we later rewire the function with the input, it'll see that it's connected to a float, because of the recently inserted cast node. This will add yet another cast node. Since both pin types are the same, there shouldn't be any cast nodes to begin with.
The only safe way to insert cast nodes is after node construction has finished. Instead of handling this during rewiring, we can defer the type checking to early validation. Overall, this simplifies the autoconversion since we just need to iterate over pairs of pins, check for type mismatches, and insert cast nodes where appropriate.
This change effectively reverts CLs 24174262, 24029327, 24218437, and 25444139, and moves the type checking logic to EarlyValidation.
#jira UE-183502
#preflight 647102108145a219b1209905
#rb phillip.kavan
[CL 25727812 by dave jones2 in ue5-main branch]
A reflected Blueprint type can now be changed without breaking existing content, so long as an autocast function exists for the two types.
Previously, pin reconstruction would give up if two pin types didn't match exactly, which resulted in orphaned pins and compilation errors. Now, it'll first try to find an autocast function for the two types, and insert a cast node into the graph if one is found.
Additionally, notes will be added whenever a new cast node was added, which serves as a notice that users might want to update their API to use the new type change.
#jira UE-172222
#preflight 63d85cf57a39a1802189bdda
#rb phillip.kavan
[CL 24029327 by dave jones2 in ue5-main branch]
#fyi dave.jones2
Original CL Desc
-----------------------------------------------------------------
UE-172222 - Improve redirect support for Blueprints.
A reflected Blueprint type can now be changed without breaking existing content, so long as an autocast function exists for the two types.
Previously, pin reconstruction would give up if two pin types didn't match exactly, which resulted in orphaned pins and compilation errors. Now, it'll first try to find an autocast function for the two types, and insert a cast node into the graph if one is found.
Additionally, notes will be added whenever a new cast node was added, which serves as a notice that users might want to update their API to use the new type change.
#jira UE-172222
#preflight 63b72580af3ebedd9988ae4c
#rb benjamin.fox,dan.oconnor
[CL 23657454 by dave jones2 in ue5-main branch]
A reflected Blueprint type can now be changed without breaking existing content, so long as an autocast function exists for the two types.
Previously, pin reconstruction would give up if two pin types didn't match exactly, which resulted in orphaned pins and compilation errors. Now, it'll first try to find an autocast function for the two types, and insert a cast node into the graph if one is found.
Additionally, notes will be added whenever a new cast node was added, which serves as a notice that users might want to update their API to use the new type change.
#jira UE-172222
#preflight 63b72580af3ebedd9988ae4c
#rb benjamin.fox,dan.oconnor
[CL 23629872 by dave jones2 in ue5-main branch]
Overview:
- An "override flag" is an inline toggle-style Boolean edit condition. These are implicitly set to true at runtime within the output struct value if any member that's bound to it is exposed as a visible input pin on a MakeStruct node.
- For context, the Property Editor implicitly sets an override flag to true at edit time when a member that's bound to it is enabled for editing. These members are not otherwise labeled/exposed for direct editing.
- An override flag is meant to signal to a system that the user wishes to use the bound member's value in place of the current value (whatever that may be) when the full struct value is applied. Examples: FPostProcessSettings, FMovieSceneSequencePlaybackSettings, etc.
Previous UX:
- All boolean edit conditions were being treated as override flags on a MakeStruct node.
- Any inline toggle edit condition that did not begin with "bOverride_" or whose suffix otherwise did not match another value member could be exposed as an input on a MakeStruct node.
- Override flags exposed as inputs would always be set to TRUE at runtime regardless of input if it was declared at the top of the struct and if a member value bound to it was also exposed as an input pin.
After this change:
- Only inline toggle edit conditions and legacy struct members that follow the "bOverride_" naming convention will be treated as an override flag on a MakeStruct node.
- Inline toggle edit conditions can no longer be exposed directly as an input on a MakeStruct node. The intent was to bring the MakeStruct node UX closer to parity with the Property Editor UX.
Additional notes:
- Members that follow the legacy "bOverride_" naming convention were already being excluded from the optional input pin set on MakeStruct nodes if another member property name also matched its suffix. These have historically been excluded from ALL optional pin sets that utilize any FOptionalPinManager subtype (regardless of node type), so there was no change here.
- Existing MakeStruct nodes that may have already exposed inline toggle edit condition members as input pins will now orphan those pins on load if connected or if set to a non-default value (true). The "correct" way to set an override flag is by choosing to expose a member that's bound to the override condition as an input.
- Existing BreakStruct nodes are unchanged currently. Meaning, inline edit conditions that don't follow the legacy "bOverride_" convention can still be optionally exposed as an output pin. This UX was preserved as existing Blueprint logic could conceivably rely on the value of an override flag.
- Only one implicit assignment is now emitted for each override flag binding. Previously, we were emitting one assignment statement per bound property, so it could result in redundant assignments to the same flag if more than one property was bound to it.
#jira UE-147873
#rb Ben.Zeigler, Sebastian.Nordgren
#preflight 632c7353c7791417aa87f3bf
[CL 22164359 by phillip kavan in ue5-main branch]
Previously, vector types were using the single precision variants for their make&break functions. As a result, the split vectors would be floats, which led to precision loss. Going forward, we want to ensure that we use double precision variants of these functions. The single precision functions no longer serve any use, and will be deprecated.
Additionally, FVector_NetQuantize and friends can go back to using the default FVector make&break functions. We don't need to deprecate these functions since they only existed in 5.0. However, some content has already been saved with these functions, so we need to still setup redirects in BaseEngine.ini.
Finally, AssertMacros.h was missing several variants of GET_FUNCTION_NAME_CHECKED_NParams. Without these, GET_FUNCTION_NAME_CHECKED would fail to compile since KismetMathLibrary would have overloads of MakeVector and BreakVector.
#jira UE-141652
#preflight 6216b51e647bb7debf6dbf76
#rb phillip.kavan
#lockdown julien.marchand
#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 19122243 in //UE5/Release-5.0/... via CL 19123441
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19154373 by dave jones2 in ue5-main branch]
Promote Resolve Soft Reference to the default category and change title to Make when going the opposite direction
Move the UDN documentation node out of the top level category because end users never want it
#rb ben.hoffman
[CL 16270114 by ben zeigler in ue5-main branch]
Moved the Serialize function mutation to PreSave as well as a precaution
#jira FROST-2374
#preflight 6089839dcbe34a0001dc3d9c
[CL 16145502 by Francis Hurteau in ue5-main branch]
#jira UE-55051
#rb marc.audy
#ROBOMERGE-SOURCE: CL 12152178 in //UE4/Release-4.25/... via CL 12152183
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v659-12123632)
[CL 12152203 by ben hoffman in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3623004 by Ben.Marsh
Fix RemoteExecutor not taking the remote machine specs into account.
Change 3623172 by Ben.Marsh
UGS: Fix "More Info..." button not using P4 server override.
Change 3628820 by Ben.Marsh
PR #3979: Get working directory from task element, not tool node (Contributed by nullbus)
Change 3630424 by Graeme.Thornton
Make the AES key parameter const in FAES::EncryptData()
Change 3632786 by Steve.Robb
FString constructor fixed to not take an ignored void* parameter, which can be misleading.
Change 3639534 by Ben.Marsh
Remove old P4.NET library. Doesn't seem to be used by anything.
Change 3640536 by Steve.Robb
GitHub #4007 : Delete unnecessary specialization of MakeArrayView
#jira UE-49617
Change 3641155 by Gil.Gribb
UE4 - Speculative fix for problem with summary reading in FAsyncArchive2.
Change 3643932 by Ben.Marsh
Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument).
Change 3644825 by Ben.Marsh
Use VSWHERE to find the location of MsBuild.exe, if available.
https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645
Change 3647395 by Ben.Marsh
Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options.
Change 3650300 by Ben.Marsh
UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis.
Change 3650856 by Robert.Manuszewski
Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread
Change 3651022 by Gil.Gribb
UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher.
Change 3658331 by Steve.Robb
Fix for the parsing of large integer values.
Change 3661958 by Gil.Gribb
UE4 - Fixed rare hang in task graph.
Change 3664021 by Robert.Manuszewski
Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy
See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html
Change 3664254 by Steve.Robb
Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports.
Change 3664436 by Steve.Robb
Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads.
Change 3666461 by Graeme.Thornton
Improvements to signing/encryption key embedding and runtime access
- Changed method of embedding key into the executable to make it more secure
- Added FAESKey class to wrap a 32 byte key
Change 3666462 by Graeme.Thornton
Cut ShooterGame AES key down to 32 characters
Change 3677560 by Ben.Marsh
PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn)
Change 3683534 by Steve.Robb
Refactoring of enum/struct lookup during hot reload.
Change 3683754 by Steve.Robb
Alignment fixes to allow int64 on 32-bit platforms
Support for integral types in IsAligned.
Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types.
Some fixes to existing code.
Change 3686670 by Steve.Robb
Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS.
Change 3687540 by Ben.Marsh
Fix all UBT/UAT output going to stderr rather than stdout.
Change 3688931 by Gil.Gribb
UE4 - Critical fix for a rare race condition in the pak file async IO layer.
Change 3690000 by Graeme.Thornton
Manual copy of 4.18 CL 3687869
Make UBT include the destination INI file for a given hierarchy if it exists
Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name
Change 3690030 by Graeme.Thornton
VSCode fixes
- Source Code Accessor plugin changes. Add new interface method to open a solution at a given path
- GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for
- Various fixes for vscode project file generation
#jira UE-50554
Change 3690885 by Steve.Robb
Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>.
Change 3691052 by Steve.Robb
Free stats thread on shutdown.
Change 3695138 by Steve.Robb
AsConst helper function added.
Change 3696627 by James.Hopkin
Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr
(review-3606695)
Change 3697099 by Steve.Robb
GitHub #4105 : Removed redundant class access modifier
Change 3697154 by Steve.Robb
Removal of deprecated functions in delegates.
Mutable lambdas to can now be bound to delegates.
Change 3697180 by Steve.Robb
GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty
Change 3697239 by Steve.Robb
Allow TArray::Insert to take an array with any allocator type.
Change 3697269 by Steve.Robb
RelocateConstructItems instead of MoveConstructItems.
Change 3697558 by Steve.Robb
New _GetRef functions for TArray, which return a reference to the newly-added element.
Unit tests for these functions.
Change 3699776 by Steve.Robb
TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled.
Change 3702397 by Steve.Robb
TIsTrivial type trait.
Change 3702569 by Steve.Robb
Allow a TGuardValue to be assigned to a different type from the one being guarded.
Change 3706644 by Robert.Manuszewski
Different stack ingore count for development builds for FArchiveStackTrace
Change 3709272 by Steve.Robb
Removal of redundant UpdateVertices, which causes a race condition on the renderer thread.
Change 3709452 by Robert.Manuszewski
Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies
Change 3709454 by Robert.Manuszewski
Added command line option -NOEDL to disable EDL
Change 3709487 by Steve.Robb
Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1.
Change 3709645 by Ben.Marsh
Fix race condition between multiple instances of UBT trying to write out the XML config cache.
Change 3711193 by Ben.Marsh
Add an editor setting for the shared DDC location to use.
#jira UE-51487
Change 3713811 by Steve.Robb
Update .modules files after a hot reload.
Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks.
Pass hotreload flags around in UBT instead of relying on global state.
This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205.
#jira UE-51472
Change 3715654 by Steve.Robb
GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy.
Change 3718782 by Steve.Robb
TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called.
Change 3720830 by Steve.Robb
Initial import of TAtomic object wrapper, which guarantees atomic access to an object.
Change 3720881 by Steve.Robb
FCompression ThreadSanitizer data race fixes.
Change 3722640 by Graeme.Thornton
Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading.
#jira UE-51463
Change 3722655 by Steve.Robb
Don't null name table because it's already zeroed at startup.
Some tidy-ups.
Change 3722754 by Steve.Robb
Thread sanitizer fix.
Small typo fix.
Change 3722849 by Graeme.Thornton
Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server
Change 3723081 by Steve.Robb
TAtomic is now aligned to the underlying integer type.
TAtomic will now static assert with a better error message when given an unsupported type.
Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number.
Misc renames.
Change 3723270 by Ben.Marsh
Include /d2cgsummary argument when running UBT with -Timing.
Change 3723683 by Ben.Marsh
Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance.
Change 3725422 by Robert.Manuszewski
When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning.
Change 3725735 by Robert.Manuszewski
Making all CheckDefaultSubobjects related functions const
Change 3726167 by Steve.Robb
FMinimalName::IsNone added.
Change 3726458 by Steve.Robb
TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer.
Change 3726542 by Ben.Marsh
UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths.
Change 3726595 by Ben.Marsh
Allow building multiple game targets in the example BuildEditorAndTools.xml script.
Change 3726724 by Ben.Marsh
Fix ambiguities in calculating root directory. (GitHub #4172)
Change 3726959 by Ben.Marsh
Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does.
Change 3728437 by Steve.Robb
VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel.
Some improved documentation.
NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping.
Change 3732262 by Gil.Gribb
UE4 - Fixed rare hangs in the task graph.
Change 3732755 by Steve.Robb
Stats TSAN fixes.
Optimizations to FCycleCounter::Start() to only read the stat name once.
Change 3735000 by Robert.Manuszewski
Always preload the AssetRegistry module on startup. even if EDL is disabled.
Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert.
Change 3735292 by Robert.Manuszewski
Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates.
Change 3735332 by Steve.Robb
Refactoring of UDelegateProperty::Identical() to clarify logic.
Fixed UMulticastDelegateProperty::Identical() to compare the bound function names.
PPF_DeltaComparison removed, as it doesn't seem useful.
Change 3737960 by Graeme.Thornton
VSCode - Add launch task for generating project files for the given folder
Change 3738398 by Graeme.Thornton
Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor
#jira UE-51451
Change 3738405 by Graeme.Thornton
VSCode: Format c/cpp settings strings using comment path formatting function
Change 3738928 by Steve.Robb
Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18)
#jira UE-51842
Change 3739135 by Ben.Marsh
Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history.
#jira UE-51855
Change 3739360 by Ben.Marsh
UAT: Fix issue with P4PORT setting not being parsed correctly.
Change 3745959 by James.Hopkin
#core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types
Change 3746125 by Steve.Robb
FName ThreadSanitizer fixes.
Change 3747274 by Steve.Robb
TSAN fix for FMediaTicker::Stopping.
Change 3747618 by Steve.Robb
ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish.
Change 3747720 by Steve.Robb
ThreadSanitizer fix for FMessageRouter::Stopping.
Change 3749207 by Graeme.Thornton
First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys.
Change 3749323 by Graeme.Thornton
Fix UAT crash when only -targetplatform is specifiied
Change 3749349 by Steve.Robb
TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer.
Change 3749617 by Steve.Robb
Logf static_assert for formatting string enabled.
Change 3749897 by Steve.Robb
FDebug::LogAssertFailedMessage static assert for formatting string enabled.
Change 3754011 by Steve.Robb
Static asserts that the allocator supports move.
Move-enabled our allocators which don't support move.
Change 3754227 by Ben.Marsh
Fix build command line in generated projects missing a space before the compiler version override.
#jira UE-52226
Change 3754562 by Ben.Marsh
PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk)
Change 3755616 by Graeme.Thornton
Runtime code for using the new crypto ini files to define signing/encryption keys
#jira UE-46580
Change 3755666 by James.Hopkin
Used ImplicitConv to remove Casts being used for up-casts
#review-3745965
Change 3755671 by Graeme.Thornton
Add log message in unrealpak to say which config file system it is using for crypto keys
Change 3755672 by Graeme.Thornton
Updating ShooterGame with new CryptoKeys based security setup
Change 3756778 by Ben.Marsh
Add support for running multiple jobs simultaneously on a single builder.
When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used.
Change 3758498 by Ben.Marsh
Re-throw exceptions when a file cannot be deleted when cleaning a target.
Change 3758921 by Steve.Robb
ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access.
DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory.
Change 3760599 by Graeme.Thornton
Added missing epic header comment to some new source files
Change 3760642 by Steve.Robb
ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread.
Change 3760669 by Graeme.Thornton
Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually.
Added a test mode to the cryptokeys commandlet to test signing key generation
Change 3760711 by Steve.Robb
ThreadSanitizer fixes to GIsRenderingThreadSuspended.
Change 3760739 by Steve.Robb
ThreadSanitizer fix for FQueuedThread::TimeToDie.
Change 3760763 by Steve.Robb
ThreadSanitizer fix for GRunRenderingThreadHeartbeat.
Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread.
Change 3760793 by Steve.Robb
Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos.
Change 3760817 by Steve.Robb
ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos.
Change 3761331 by Josh.Engebretson
UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj
#jira UE-52416
Change 3761521 by Steve.Robb
ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId.
Change 3763117 by Graeme.Thornton
PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL)
Change 3763358 by Graeme.Thornton
Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes
Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path
Derived from the content of this PR:
PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang)
Change 3764058 by Graeme.Thornton
Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes
#jira UE-52359
Change 3764705 by Steve.Robb
Better handling of whitespace in ImportText_Internal() for set and map properties.
Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data).
Fix to USetProperty's temp buffer size to avoid buffer overruns.
Duplicate map keys are now skipped during import, same as USetProperty's behavior.
Change 3764731 by Steve.Robb
Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that.
Change 3765923 by Graeme.Thornton
VSCode - "taskName" -> "label" for C# build tasks
Change 3766018 by Steve.Robb
constexpr constructor for TAtomic.
Change 3766037 by Steve.Robb
Misc tidyings in HotReload.cpp.
Change 3766046 by Steve.Robb
ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local.
Change 3766288 by Steve.Robb
Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects.
Change 3766374 by Josh.Engebretson
Fix issue with ini quoted value comparison
#jira UE-52066
Change 3766532 by Josh.Engebretson
PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu)
#jira UE-46156
Change 3766740 by Steve.Robb
TMultiMap::Append added.
Change 3767523 by Steve.Robb
ThreadSanitizer fix for UE4Delegates_Private::GNextID.
Change 3767601 by Steve.Robb
ThreadSanitizer fix for FStats::GameThreadStatsFrame.
Change 3770567 by Ben.Marsh
Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives.
Change 3770826 by Ben.Marsh
Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it.
Change 3770875 by Steve.Robb
Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps.
Change 3772167 by Ben.Marsh
Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data.
Change 3772248 by Steve.Robb
ThreadSanitizer fixes to FMalloc call counters.
Change 3772383 by Ben.Marsh
Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive.
Change 3772906 by Graeme.Thornton
TextAssetCommandlet - Utility commandlet for testing/converting to text asset format
Change 3772932 by Ben.Marsh
Fix "String:" prefix not being stripped from escaped string values.
Change 3772942 by Graeme.Thornton
Add experimental setting to enable in-editor text asset format functionality
Add "export to text" option into the content browser asset actions context menu
Change 3772955 by Ben.Marsh
Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility.
Change 3772963 by Ben.Marsh
Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries.
Change 3773010 by Graeme.Thornton
Added CORE_API to FArchiveFromStructuredArchive
Gave text asset format experimental option a slightly less random tooltip comment
Change 3773057 by Ben.Marsh
Add a flag to FArchive to determine whether the archive is text (IsTextFormat()).
Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive.
Also rename FStructuredArchive::TryEnterSlot() to TryEnterField().
Change 3773118 by Steve.Robb
TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size.
Change 3773122 by Steve.Robb
TAtomic fixes for pointer arithmetic.
TSignedIntType used instead of reimplementing its own trait.
Change 3773123 by Steve.Robb
Unit tests for TAtomic.
Change 3773138 by Steve.Robb
Run numeric tests on integer types instead of basic tests.
Fix for compiler warnings when subtracting from unsigned atomics.
Change 3773166 by Steve.Robb
Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that.
Change 3774216 by Gil.Gribb
UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file.
Change 3774426 by Ben.Marsh
Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all.
See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html
Change 3774658 by Ben.Marsh
Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it.
Change 3775141 by Ben.Marsh
Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor.
Change 3775459 by Ben.Marsh
Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically.
Change 3775522 by Ben.Marsh
UGS: Treat .uproject and .uplugin files as code changes.
Change 3775597 by Ben.Marsh
Fix post-build steps for plugins not being executed.
#jira UE-52754
Change 3777895 by Graeme.Thornton
StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive
Change 3777931 by Graeme.Thornton
Refactored FArchiveUObjects serialization code into some static helpers
Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers
Change 3777942 by Graeme.Thornton
Added missing CORE_API to FStructuredArchive::FStream
Added FStructuredArchive::FSlot insertion operator for char
Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value
Change 3778084 by Graeme.Thornton
Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files
Change 3778096 by Graeme.Thornton
Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class
Change 3778389 by Josh.Engebretson
Fix an optimization issue with CPU benchmarking
Add better support for debugging/testing local rocket builds
UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html
#jira UE-52192
Change 3778701 by Josh.Engebretson
Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets
UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html
#jira UE-40317
Change 3778832 by Chad.Garyet
Adding enterprise path support for PCB's for UGS
Change 3780258 by Graeme.Thornton
TextAssetCommandlet - Accumulate timings for loading packages and saving packages
Change 3780463 by Graeme.Thornton
CryptoKeys improvements
- Enable CryptoKeys plugin by default
- Attempt to inherit settings from the old system by default
- Hide ini/index encryption settings from packaging settings and just inherit previous values into new system
Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings
Change 3780557 by Ben.Marsh
Fix LoginFlow module not being precompiled for the binary release.
Change 3780846 by Josh.Engebretson
Improve filename to long package name resolution when provided a relative path
Change 3780863 by Ben.Marsh
UAT: Add a better error message when a C# project has an invalid reference.
Change 3780911 by Ben.Marsh
Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce.
The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument.
Change 3780956 by Josh.Engebretson
Add support for ! (RemoveKey) config command to UBT
UDN Link: https://udn.unrealengine.com/questions/397267/index.html
#jira UE-52033
Change 3782957 by Robert.Manuszewski
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps.
Change 3784503 by Ben.Marsh
Optimizations for FStructuredArchive:
* Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it.
* Prevent shrinking of arrays when removing elements.
* Add an inline allocator to the scope and container stacks.
Change 3784700 by Ben.Marsh
Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front.
Change 3784989 by Ben.Marsh
Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0.
Change 3786860 by Gil.Gribb
UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely.
Change 3787159 by Ben.Marsh
Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution.
Change 3787493 by Josh.Engebretson
Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores
Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile
Fix for multiple threads parsing ini keys (PR 3995)
#PR 3995
#jira 52913
#jira 49503
Change 3787773 by Steve.Robb
Fix for missing final values from FOREACH_ENUM_ macros.
Change 3788287 by Ben.Marsh
TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique.
Change 3788678 by Ben.Marsh
Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive.
Change 3789353 by Graeme.Thornton
Removed unused/rotten modes from TextAsset commandlet.
Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing.
Change 3789396 by Ben.Marsh
Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h
Change 3789772 by Ben.Marsh
Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line.
Change 3790003 by Ben.Marsh
TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record.
Change 3790051 by Steve.Robb
PIE is disabled during a hot reload.
Hot reload in editor is disabled during PIE.
Hot reload from IDE is deferred until after PIE is exited.
Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change.
#jira UE-20357
#jira UE-52137
Change 3790709 by Steve.Robb
Better move support for TVariant.
EVariantTypes switched over to using an enum class to aid debugger visualization.
Change 3791422 by Ben.Marsh
TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time.
Change 3791489 by Graeme.Thornton
TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record
Change 3792344 by Ben.Marsh
Improvements to base64 encoding library.
* Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations.
* Added support for decoding base-64 blobs without padding marks.
* Added support for decoding into pre-allocated buffer.
* Added constexpr functions for determining the encoded and maximum decoded size of an input buffer.
* Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes).
Change 3792949 by Ben.Marsh
TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter.
Change 3794078 by Robert.Manuszewski
Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine
#jira UE-52392
Change 3794413 by Ben.Marsh
TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack.
Change 3794731 by Ben.Marsh
TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable.
Change 3795081 by Ben.Marsh
UBT: Move LinuxCommon.cs into Platform/Linux folder.
Change 3795137 by Ben.Marsh
UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property).
Change 3795247 by Ben.Marsh
Fix missing header when creating a new interface from the editor new code wizard.
#jira UE-53174
Change 3796025 by Graeme.Thornton
Fixed some deprecated "Definitions" warnings in OpenCV build files
Change 3796103 by Graeme.Thornton
Disable experimental text asset option - it does nothing useful yet.
Change 3796157 by Graeme.Thornton
Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open.
#jira UE-53206
Change 3796315 by Ben.Marsh
Move Formatter to the correct position for initializer.
#jira UE-53208
Change 3797082 by Ben.Marsh
UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT.
#jira UE-53232
Change 3799050 by Ben.Marsh
Make UnrealPak.version files writable for Mac and Linux.
Change 3801012 by Graeme.Thornton
VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory
Change 3801214 by Gil.Gribb
UE4 - Remove assert to work around minor problem with lock free lists.
#jira UE-49600
Change 3801219 by Steve.Robb
WeakObjectPtrs now warn when casting away const.
Change 3801299 by Graeme.Thornton
Fix quote issue with foreign project build tasks on PC
Change 3803292 by Graeme.Thornton
Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries
Change 3803559 by Steve.Robb
TSAN fix for FMalloc::MaxSingleAlloc.
Change 3803735 by Graeme.Thornton
Last set of cryptokeys changes
- Added some comments for editor exposed settings
- Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets"
Change 3803929 by Ben.Marsh
UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog.
Change 3624590 by Steve.Robb
AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector.
Tidy-up of existing calls to AddReferencedObjects.
Change 3629473 by Ben.Marsh
Build: Rename the option for embedding source server information in PDB files for installed engine builds.
Change 3632894 by Steve.Robb
VARARG* macros deprecated and usage replaced with variadic templates.
Change 3640704 by Steve.Robb
MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type.
Fix to TWeakObjectPtr's constructor which implicitly removed const.
Fixes to everything which didn't compile as a result.
Change 3650813 by Graeme.Thornton
Removed FStartupPackages and associated code
Change 3651000 by Ben.Marsh
Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out.
#jira UE-49980
Change 3690842 by Steve.Robb
FPlatformAtomics::AtomicRead added - needs optimizing.
AtomicRead() used in FThreadSafeCounter::GetValue().
Change 3699416 by Steve.Robb
Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator.
Improved readability of TSparseArray visualization.
Change 3720812 by Steve.Robb
Atomic functions for 8-bit and 16-bit.
Android, Linux and Switch implementations now just use the Clang implementation.
AtomicRead64 deprecated in favor of the int64* AtomicRead overload.
Change 3722698 by Steve.Robb
VS debugger visualizers for TAtomic.
Change 3732270 by Steve.Robb
Relaxed stores and loads.
Change 3749315 by Graeme.Thornton
If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform
#jira UE-52034
Change 3750657 by Josh.Engebretson
Fixed issue when debugging editor cook/package and project launch operations
#jira UE-52207
Change 3758514 by Steve.Robb
Fixes to FString::Printf having non-literals being passed as its formatting string.
Change 3763356 by Steve.Robb
ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters.
Change 3770549 by Steve.Robb
Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES.
Tidy up of existing code which uses it.
Change 3770553 by Ben.Marsh
Adding structured serialization API to Core/CoreUObject for use with text-based assets.
* FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types.
* Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Maps are string -> value dictionaries where the key names are present regardless of the build type.
* Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects.
* Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type.
* The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Includes implementations of FArchiveFormatter for binary and JSON formats.
Change 3771105 by Steve.Robb
Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS.
Fix for incorrect warning formatting on Clang platforms.
Change 3771520 by Steve.Robb
Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header.
Change 3771564 by Steve.Robb
More common macros moved to the Clang pre-setup header.
Change 3771613 by Steve.Robb
EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h.
Change 3772881 by Ben.Marsh
Add support for serializing FName and UObject through FStructuredArchive.
In order to allow custom linker behavior when serializing objects:
* The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer.
* The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table)
Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix).
Change 3772941 by Graeme.Thornton
Make build work when including StructuredArchive.h from core container types
Added standard header to new files
Add structured archive serializer for TArray
Fix bug in structured archive where containers weren't being popped from the scope stack
Change 3772972 by Ben.Marsh
Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot.
Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately.
When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields.
Change 3773006 by Ben.Marsh
Rename FStructuredArchive::FRecord::EnterSlot() to EnterField().
Change 3773013 by Steve.Robb
bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes.
Change 3774499 by Ben.Marsh
Minor fixes for FStructuredArchive related classes:
* Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types.
* FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions.
Change 3774600 by Ben.Marsh
Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data.
This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data.
Change 3789721 by Ben.Marsh
TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing.
Change 3789920 by Ben.Marsh
TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double.
#jira UECORE-364
Change 3789982 by Ben.Marsh
TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter.
Change 3792466 by Ben.Marsh
TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly.
In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations.
Change 3792935 by Ben.Marsh
TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive.
Change 3795100 by Ben.Marsh
UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer.
Change 3795106 by Ben.Marsh
Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions.
Change 3796275 by Ben.Marsh
Fix paths to Version.h includes from resource files.
Change 3800683 by Josh.Engebretson
Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format
#jira UE-50073
Change 3803545 by Steve.Robb
TWeakObjPtr const-dropping assignment fix.
Fixes to change.
[CL 3805231 by Ben Marsh in Main branch]
#rb none
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3626305 by Phillip.Kavan
#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.
Change 3627162 by Phillip.Kavan
#jira UE-49239 - Fix an invalid cast emitted to nativized codegen for converted AnimBP types.
- Regression introduced in CL# 3613358.
Change 3756887 by Ben.Zeigler
#jira UE-52380 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Copy of CL #3756788
Change 3756888 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
Copy of CL #3753986
#thomas.sarkanen
Change 3759254 by Ben.Zeigler
Disable the duplicate PrimaryAssetId for editor only types like Maps. This can happen if content folk copy maps using the content browser, and does not actually cause a runtime problem. It still ensures for cooked types
Change 3759278 by Ben.Zeigler
Add IsTempPackage to FPackageName
Fix issue where temp/memory packages shown in a content browser/asset audit window would spam the log when it failed to find source control info for them
Change 3759613 by Phillip.Kavan
Add support for casting between mismatched soft pointer types in nativized Blueprint C++ assignment statements and function calls.
Change summary:
- Extended FEmitHelper::GenerateAutomaticCast() to consider soft pointer terms and inject C++ code to explicitly cast the RHS when needed.
#jira UE-52205
Change 3760040 by Dan.Oconnor
Add Call Stack control for viewing Blueprint call stacks when paused at a breakpoint, available from the Developer Tools menu
#jira UE-2296
Change 3760955 by Phillip.Kavan
Fix conditional (SA/CIS issue).
Change 3761356 by Ben.Zeigler
Fix DLC staging rules to handle metadata correctly and remove debug log I accidentally added. The DLC staging now iterates in a similar way to the normal staging, it just may also excluded Engine
Change 3761859 by Zak.Middleton
#ue4 - Fix crash in UStaticMesh::GetAssetRegistryTags() when FindObject is used during saving. Added Lex::ToString for physics enums ECollisionTraceFlag, EPhysicsType, and EBodyCollisionResponse.
#jira UE-52478
#tests QA game, content browser
Change 3761860 by mason.seay
Submitting test content for Async Load issue
Change 3762559 by Ben.Zeigler
#jira UE-52407 Fix it so FText can be specified in blueprint functions as default parameters. The UI showed up before but the data was lost
Change GetDefaultsAsString on Pin to always return an internal string so it can correctly be import texted, add GetDefaultsAsText for display purposes
Change 3764459 by Marc.Audy
PR #4224: Fix LoadLevelInstanceBySoftObjectPtr (Contributed by phlknght)
#jira UE-52415
Change 3764580 by Ben.Zeigler
Clean up delegates in UObjectGlobals.h, fixing several incorrect comments and moving some editor delegates into WITH_EDITOR
Change 3764602 by Ben.Zeigler
#jira UE-52487 Fix it so OnAssetLoaded gets correctly called for Assets that were async loaded while in the editor/standalone editor game.
This is necessary because they would not get registered with various editor systems for the rest of the editor session, even if opened manually
Change 3764603 by Ben.Zeigler
Related to UE-52487, now that async loading blueprints in the editor properly registers them with the blueprint actions, we need to unregister them when automated tests want them to unload. Add a ClearEditorReferences function to UBlueprint that calls the OnUnloaded editor delegate, so EngineTest doesn't need to include the editor module
Change 3764768 by Ben.Zeigler
#jira UE-52524 Fix null access crash when pasting an invalid macro instance node
Change 3766415 by Fred.Kimberley
Removing invalid assets. Most of these are out of date.
Change 3766417 by Fred.Kimberley
Add warnings when we try to export a package without a type.
Change 3766514 by Fred.Kimberley
Added a #include to fix the build.
Change 3766542 by Fred.Kimberley
Added a #include to fix the build.
Change 3766558 by Fred.Kimberley
Rename variables to avoid warnings about hiding previous variable declarations.
Change 3767619 by Marc.Audy
bActorIsBeingDestroyed must be part of transaction history
#jira UE-51796
Change 3767993 by Dan.Oconnor
Preserve graph editor controls when clicking on a hyper link, this speeds up navigation via the debugger 'step' command and Find in Blueprints control
#jira UE-52596
Change 3768146 by Marc.Audy
Fix material instance dynamic not correctly finding object in details panel customization as a result soft path changes
#jira UE-52488
Change 3769586 by Marc.Audy
Fix expose on spawn related error messages
Change 3769863 by Dan.Oconnor
Blueprint call stack now has access to frame offsets and can highlight nodes that are active on previous stack frames
#jira UE-52452
Change 3771200 by Dan.Oconnor
CIS fix - add missing DO_BLUEPRINT_GUARD
Change 3771555 by Ben.Zeigler
Add transactions for several pin class changing actions which were missing them
Change 3771589 by Ben.Zeigler
#jira UE-52665 Fix it so changing the type of a create widget or spawn actor node will correctly propagate the type change to reroute/wildcard nodes instead of disconnecting
Change 3771683 by Dan.Oconnor
Call Stack polish: background color no longer changes when undocked, prettify-ing "ExecuteUbergraph_blahblah" in to "Event Graph", resizing works correctly, added overlay message when no call stack is available
#jira UE-52567
Change 3771734 by Dan.Oconnor
Add entries for native code in the blueprint call stack view, clarifying re-entrancy
Change 3774293 by Ben.Zeigler
#jira UE-52665 Minimal fix for making sure type changes propagate through multiple rerout nodes, going to make a larger refactor in a second checkin
Change 3774328 by Ben.Zeigler
#jira UE-52665 Refactor knot nodes so there is one type propagation function that takes a direction, this fixes an issue where the second knot node in a chain would not have it's type changed when input type changed
Change 3774342 by Ben.Zeigler
#jira UE-52661 Fix crash when using blueprinted components created by a specialized subclass of UBlueprint, from PR #4249
Change 3774476 by Fred.Kimberley
Add class and function info to pin names for async nodes. This fixes a problem where redirectors for async node pins did not work.
https://udn.unrealengine.com/questions/402882/propertyredirect-fails-with-uk2node-latentgameplay.html?childToView=403808
Change 3774645 by Ben.Zeigler
#jira UE-41743 Fix it so struct split pins handle renames correctly, both for user structs and native structs
Refactor the variable rename checking in make/break struct to use the generic one I just added
Change 3775412 by Phillip.Kavan
UX improvements for Blueprint single-step debugging and breakpoints. Also added Step Out and Step Over debugging commands.
Change summary:
- Remapped the existing Step In command from F10 to F11 hotkey.
- Mapped existing Step Over command to F10 and existing Step Out command to ALT-SHIFT-F11 hotkeys.
- Added new (repurposed) icon assets for single-step debugging toolbar commands.
- Modified FPlayWorldCommands::BuildToolbar() to add new Step Over and Step Out commands to the toolbar.
- Modified FCompilerResultsLog::CalculateStableIdentifierForLatentActionManager() to remove special-case code for intermediate Tunnel Instance nodes, as these are now reverse-mapped through FullSourceBacktrackMap.
- Modified FKismetDebugUtilities::CheckBreakConditions() to more generally manage the current graph stack (i.e. not just for Blueprint Function graphs). Also fixed a bug where we had failed to reset the target graph stack depth after completing a Step Out/Over iteration.
- Modified FBlueprintDebugData::FindAllCodeLocationsFromSourceNode() to remove the additional iteration for the special Macro source node table (no longer required).
- Modified FBlueprintDebugData::RegisterNodeToCodeAssociation() to remove the Macro-specific parameters and the additional insertions into the special Macro tables (no longer required).
- Modified UK2Node_MathExpression::ValidateNodeDuringCompilation() to remove the special-case for Macro Instance source nodes, as Macro source nodes are now being mapped through the same table.
- Added FindMatchingTunnelInstanceNode() as a utility method for now in BlueprintConnectionDrawingPolicy.cpp in order to match up Macro/Composite graph source nodes with nested Tunnel Instance nodes at the current graph level. *** TODO: For 4.19 we probably should revert back to using a secondary table in the debug data to map Tunnel Instance node hierarchies to code offsets in order to result in a faster lookup time here. ***
- Modified FKismetConnectionDrawingPolicy::BuilldExecutionRoadmap() to replace the special-case for Macro Instance source nodes with a more general check for Tunnel Instance nodes that also handles Composite source nodes.
- Revised UK2Node_TunnelBoundary to strip out most of what was being used to support the profiler, while keeping its basic compiled goto behavior in order to still function as a NOP node.
- Added FKismetCompilerContext::SpawnIntermediateTunnelBoundaryNodes().
- Modified FKismetCompilerContext::ExpandTunnelsAndMacros() to no longer overwrite intermediate Macro source node mappings in the lookup table with the Macro Instance source node that triggered the Macro graph expansion. Also revised the TunnelNode case to spawn intermediate TunnelBoundary (NOP) nodes around Macro and Composite gateways; this allows breakpoints to hit on the Tunnel nodes around a source graph expansion.
- Modified FScriptBuilderBase::EmitInstrumentation() to remove special-case handling for Macro and Tunnel source nodes. These are now being mapped directly through the SourceBacktrackMap instead.
- Removed alternate breakpoint icon assets for Macro Instance and Composite nodes (no longer needed).
- Removed UK2Node::GetActiveBreakpointToolTipText() and its UK2Node_MacroInstance override (no longer required).
- Removed special case in SGraphNodeK2Base::GetOverlayBrushes() for Macro Instance and Composite nodes (no longer needed).
- Removed special-case mappings and interface methods for Tunnel nodes in FCompilerResultsLog (no longer required).
- Removed the LineNumberToMacroSourceNodeMap and LineNumberToMacroInstanceNodeMap members from the FDebuggingInfoForSingleFunction struct (no longer in use).
- Removed FBlueprintDebugData::FindMacroSourceNodeFromCodeLocation() and FindMacroInstanceNodesFromCodeLocation().
- Removed FKismetDebugUtilities::FindMacroSourceNodeForCodeLocation() (no longer in use).
- Removed special-case handling for Macro Instance nodes in FKismetDebugUtilities::OnScriptException() (no longer required). Macro source nodes are no longer being mapped to code offsets through a separate table, and we don't need to worry about saving/restoring the Active Object when debugging with a Macro Graph in the active tab.
#jira UE-2880
#jira UE-16817
Change 3776606 by mason.seay
Updated content to prevent warning from appearing
Change 3777051 by Dan.Oconnor
ComponentTemplate references in UBlueprint can no be cleared after compiling the (blueprint defined) component
#jira UE-52484
Change 3777108 by Dan.Oconnor
Look up call stack frame source name when caching a script call stack for display. This relies on debug data being generated for event stubs
#jira UE-52717, UE-52719
Change 3778277 by Marc.Audy
Fixed potential null material reference causing crash.
#jira UE-52803
Change 3778288 by Marc.Audy
PR #3957: Making FAlphaBlend BlueprintType in order to fix a bunch of broken UPROPERTY's as of 4.17 (Contributed by ill)
#jira UE-49082
Change 3778321 by Phillip.Kavan
Fix for a regression in BP script execution behavior related to misidentified latent node expansions from a macro source graph.
Change summary:
- Removed FCompilerResultsLog::FullSourceBacktrackMap (no longer in use).
- Restored FCompilerResultsLog::IntermediateTunnelNodeToTunnelInstanceMap (which was in place prior to CL# 37754112); this table was being used to map intermediate nodes resulting from a tunnel instance node expansion back to the outer tunnel instance node that triggered the expansion. Its once again being used for that reason, but I reduced the scope a bit to only include the execution path within the expansion, as that's the only mapping that we need.
- Restored FCompilerResultsLog::RegisterIntermediateTunnelNode(), but renamed it to NotifyIntermediateTunnelNode() to be consistent with the other parts of the MessageLog interface, and also removed the part of the implementation that was adding to a secondary macro expansion-to-source backtrack map (since macro expansion node lookup is now done through the main source backtrack map).
- Restored FCompilerResultsLog::GetIntermediateTunnelInstance().
- Modified FCompilerResultsLog::NotifyIntermediateObjectCreation() to remove the part of the implementation that was adding to the secondary node-only-to-source backtrack map (it was previously just a redundant copy of the main one except in the case of macro expansions).
- Modified FCompilerResultsLog::CalculateStableIdentifierForLatentActionManager() to restore the calculation of a stable UUID for nodes sourced from a macro expansion, where we had incorporated the outer intermediate tunnel instance node chain.
#jira UE-52872
Change 3778329 by Marc.Audy
PR #4241: Enforce calling superclass on ActorComponent::BeginPlay (Contributed by rlefebvre)
#jira UE-52574
Change 3778349 by Marc.Audy
Minor cleanup
Change 3759702 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
#jira UE-52158 Fix it to refresh the list of possible asset audit platforms when the refresh button is pushed
Change 3766414 by Fred.Kimberley
Data validation plugin
Change 3769923 by Ben.Zeigler
#jira UE-30347 Change ResourceSize mode enum from Inclusive to EstimatedTotal, which includes UObject serialization data as well as data for any subobjects. It now does NOT include externally referenced assets, which it did for some assets but not others
Fix Texture EstimatedTotal memory to handle LOD bias, it now reports the largest possible size in a cooked game of any platform
Fix many GetResourceSizeEx calls to match the new definition and improve accuracy
Switched several editor tools to use EstimatedTotal now that it is more useful, and removed some unused memory stats
Remove ResourceSize from UObject asset registry tags as it was misleading and inaccurate, for now it is only possible to get this for loaded objects
Remove MapFileSize from Worlds as it redundant with the generic file size. Fixed the generic file size to display using the Size format
Several UI fixes for Asset Audit and Size Map to deal with this change. Asset Audit no longer has the memory size columns, and the memory size drop down in Size Map is disabled for cooked builds
Change 3771365 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.
[CL 3779057 by Marc Audy in Main branch]