37 Commits

Author SHA1 Message Date
bryan sefcik
91c57d395e Removed redundant module includes.
#preflight 645d4bf3aa3c584c0b5b3a67

[CL 25435653 by bryan sefcik in ue5-main branch]
2023-05-11 16:48:21 -04:00
christopher waters
a132db72f0 Cleaning up various include paths including removing redundant or unnecessary Public and Private paths.
[CL 24372000 by christopher waters in ue5-main branch]
2023-02-22 18:01:53 -05:00
bryan sefcik
b93a6cf7ed Pass 1 on editor include fixes:
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.

#jira
#preflight 631e283bec5b0c765fc0ffdb

[CL 21960084 by bryan sefcik in ue5-main branch]
2022-09-11 18:33:06 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
Matt Kuhlenschmidt
aef1e008b4 Fix up use cases of specifying "PrimaryButton" style directly. Replaced instances with SPrimaryButton
#preflight 612d40b9423a8f00013c5b92

[CL 17457077 by Matt Kuhlenschmidt in ue5-main branch]
2021-09-08 08:29:01 -04:00
matt kuhlenschmidt
9e3deb7716 Project dialog reskin
#jira UETOOL-2465

#ROBOMERGE-SOURCE: CL 15366173 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15368932 by matt kuhlenschmidt in ue5-main branch]
2021-02-09 15:02:56 -04:00
Rob Gay
204c7f1db2 Class Template Registry
#rb brooke.hubert
#fyi ryan.mangin
#jira UEAU-556

[CL 14357833 by Rob Gay in ue5-main branch]
2020-09-21 14:23:09 -04:00
brooke hubert
48113fc77e Adding EditorFramework to build.cs files
#rnx
#Jira UE-96448
#rb chris.gagnon

[CL 14114839 by brooke hubert in ue5-main branch]
2020-08-14 13:24:16 -04:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#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]
2019-12-26 15:33:43 -05:00
Josh Markiewicz
d79515867d Copying //UE4/Dev-Online to Dev-Main (//UE4/Dev-Main)
- Up to CL8320930 from DevOnline and 8311605 Merge Down from Main
- skipped some Fortnite content/plugins/code where it tried to reintegrate files that had been moved pending investigation
#rb none

[CL 8321295 by Josh Markiewicz in Main branch]
2019-08-26 18:35:22 -04:00
ben marsh
4b0b806b71 Fix issues related to hot-reload and LiveCoding co-existing.
* Removed code to invalidate makefiles when adding new source files. UBT should be reliable enough to make this determination itself nowadays, and ignored -invalidatemakefilesonly argument was causing modules to be recompiled.
* Fixed incorrect config section name when determining whether to allow hot reload from IDE. Now prevents hot reload from IDE when live coding is enabled.
* Added error message when trying to add a new class with Live Coding enabled.
* Added error messages when trying to start Live Coding after a hot reload has taken place.
* Added error messages when trying to hot reload with Live Coding enabled.

#jira UE-71253
#rb none

#ROBOMERGE-SOURCE: CL 5403464 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5403485 by ben marsh in Main branch]
2019-03-14 17:52:18 -04:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Ben Marsh
7ce4c05fda 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 3932624 by Ben.Marsh

	UGS: Add an error dialog when trying to clean the workspace before closing the editor.

	#jira UE-42308

Change 3932679 by Ben.Marsh

	UGS: Add the date/time to the end of the sync log.

	#jira UE-33540

Change 3932705 by Ben.Marsh

	UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist.

	#jira UE-53182

Change 3933318 by Ben.Marsh

	UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary.

	#jira UE-33535, UE-53914

Change 3933840 by Graeme.Thornton

	TBA: When loading assets, only use structured archive adapters for exports when loading text files.

Change 3936040 by Ben.Marsh

	UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update.

	Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background.

	#jira UE-52870

Change 3940230 by Robert.Manuszewski

	Fixes for FilenameToLongPackageName crashes when runnign commandlets

Change 3940240 by Graeme.Thornton

	Automated cycling of encryption and signing keys

Change 3940243 by Graeme.Thornton

	UAT: CryptoKeys automation script

Change 3940321 by Ben.Marsh

	UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range.

Change 3940538 by Ben.Marsh

	UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line.

Change 3941285 by Gil.Gribb

	UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight.
	#jira none

Change 3942404 by Graeme.Thornton

	Pak Signing:
	 - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter
	 - Format the signedarchivereader output to match the pak precacher
	 - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load.
	 - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure
	 - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call.

Change 3942825 by Ben.Marsh

	UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build.

Change 3942839 by Ben.Marsh

	UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number.

Change 3943153 by Ben.Marsh

	Use the correct logical processor count in ParallelExecutor.

Change 3943210 by Ben.Marsh

	UGS: Add an option to the editor arguments window that allows prompting before launching the editor.

Change 3943329 by Ben.Marsh

	UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel.

Change 3944294 by Ben.Marsh

	UGS: Prompt for confirmation before removing any files from the workspace.

Change 3945283 by Ben.Marsh

	UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring.

Change 3945325 by Ben.Marsh

	PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040)


Change 3947359 by Graeme.Thornton

	TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file.

Change 3947360 by Graeme.Thornton

	TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats.

Change 3949431 by Graeme.Thornton

	TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks

Change 3950843 by Ben.Marsh

	UBT: Add a better error if an XML config file is corrupt.

Change 3952504 by Steve.Robb

	GitHub #4545 : UE-55924: CaseSensitive token recognition

	#jira UE-55961
	#jira UE-55924

Change 3952707 by Graeme.Thornton

	Make RandInit(...) log message verbose

Change 3954694 by Ben.Marsh

	BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml.

	To define a Macro, use the syntax:

		<Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage">
			<Log Message="First message" If="$(PrintFirstMessage)"/>
			<Log Message="Second message" If="$(PrintSecondMessage)"/>
			<Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/>
		</Macro>

	To expand a macro, use the syntax:

		<Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/>

	An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified.

	Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded.

Change 3954695 by Ben.Marsh

	PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib)


	#jira UE-56283

Change 3954961 by Ben.Marsh

	UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files.

	#jira UE-56040

Change 3955785 by Steve.Robb

	GitHub #4546 : Don't discard errors from zlib inflate

	#jira UE-55969

Change 3955940 by Steve.Robb

	Redundant and confusing macro check removed.

Change 3956809 by Ben.Marsh

	Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem.

Change 3959590 by Steve.Robb

	Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed.

Change 3959864 by Robert.Manuszewski

	Increasing the size of permanent object pool to fix warnings in cooked ShooterGame

	#jira UE-56001

Change 3960956 by Steve.Robb

	New ToCStr function which generically gets a TCHAR* from a 'string-like' argument.

Change 3963628 by Ben.Marsh

	UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it.

Change 3964349 by Ben.Marsh

	Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows.

Change 3964821 by Ben.Marsh

	Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly.

Change 3965269 by Ben.Marsh

	Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment.

Change 3966554 by James.Hopkin

	#core Removed redundant cast

Change 3966558 by James.Hopkin

	#core Removed redundant casts and changed some MakeShareables to MakeShared

	#robomerge #fortnite

Change 3966754 by Ben.Marsh

	Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe.

Change 3967397 by Ben.Marsh

	Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list.

Change 3967664 by Ben.Marsh

	Update UGS solution to use Visual Studio 2017.

Change 3967838 by Ben.Marsh

	Couple of fixes to conform scripts.

Change 3968767 by Ben.Marsh

	Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime.

Change 3968771 by Ben.Marsh

	Fix compiled-in engine path being subject to macro expansion.

	#jira UE-56504

Change 3968886 by Robert.Manuszewski

	Merging 3914301:

	Remove any references we had added to the GGCObjectReferencer during Init

Change 3968978 by Steve.Robb

	FString->FName fixes for module names in HotReload.

Change 3969019 by Steve.Robb

	Minor refactor of property skipping logic in SerializeTaggedProperties().

Change 3969041 by Steve.Robb

	Simplification of Build.version filename construction.

Change 3969049 by Steve.Robb

	Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable.

	This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename().

	#jira UE-52405

Change 3969120 by Ben.Marsh

	Enable errors for using undefined identifiers in conditional expressions by default.

Change 3969161 by Ben.Marsh

	Remove log line that should only be included in the log.

Change 3969216 by Steve.Robb

	Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling.
	This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed.

	#jira UE-52405

Change 3969346 by Steve.Robb

	Missed some bad FScript(Map/Set)Helper usage from CL# 3698969.

Change 3969598 by Ben.Marsh

	Fix warning from VS2017.

Change 3971101 by Graeme.Thornton

	TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves.

Change 3971407 by Ben.Marsh

	UBT: Fix exception when enumerating toolchains if the directory does not exist yet.

Change 3971523 by Graeme.Thornton

	Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching

Change 3971613 by Ben.Marsh

	Fix Lightmass non-unity compile errors.

Change 3971649 by Ben.Marsh

	Disable optimization around FTickerObjectBase constructor on Win32 due to ICE.

Change 3971829 by Ben.Marsh

	Fix deprecated header warning from PVS Studio.

Change 3972503 by Ben.Marsh

	Changes to build failure notifications:

	* Only people that submitted between builds with different error messages will be included on emails by default.
	* Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line).
	* Anyone that starts a build will be included on all failure emails.

Change 3972732 by Ben.Marsh

	Changes to ensure notification messages are stable.

Change 3972810 by Ben.Marsh

	Write debug information about the digest computed for a change, to assist with debugging it if it's not stable.

Change 3973331 by Ben.Marsh

	Fix missing dependency on linker response file. Prevents target being relinked when build environment changes.

Change 3973343 by Ben.Marsh

	PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff)


Change 3973820 by Ben.Marsh

	Fix incorrect error message when unable to find Visual C++ install directory.

Change 3974295 by Robert.Manuszewski

	Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds.

Change 3975336 by Robert.Manuszewski

	CIS fix after the last merge from main

Change 3976999 by Ben.Marsh

	Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly.

	This should cause CIS to better errors for compiling Odin editor.

Change 3977934 by Ben.Marsh

	UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object.

Change 3977953 by Ben.Marsh

	UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions.

Change 3978544 by Ben.Marsh

	UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later.

Change 3978780 by Ben.Marsh

	Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs.

Change 3979313 by Ben.Marsh

	UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder.

Change 3980499 by Ben.Marsh

	UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions.

Change 3980890 by Ben.Marsh

	UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files.

Change 3981495 by Ben.Marsh

	Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products.

	#jira UE-54343

Change 3982157 by Ben.Marsh

	Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch.

Change 3982239 by Ben.Marsh

	Update tooltip directing users to install Visual Studio 2017 instead of 2015.

Change 3983395 by Graeme.Thornton

	Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file

Change 3983523 by Graeme.Thornton

	Backwards compatibility for pak files with compressed chunk offsets

Change 3983769 by Ben.Marsh

	UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found.

Change 3984529 by Ben.Marsh

	BuildGraph: When run with the -Preprocess=... argument, no steps will be executed.

Change 3984557 by Ben.Marsh

	BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task.

Change 3986520 by Ben.Marsh

	Remove hacks to uniquify response file name on Android and Linux.

Change 3987166 by Steve.Robb

	Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures.

Change 3989061 by Graeme.Thornton

	TBA: Text asset loading/saving work
	 - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports.
	 - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives.
	 - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely.

Change 3989109 by Graeme.Thornton

	TBA: TextAsset commandlet emits a warning when binary package determinism fails

Change 3990823 by Ben.Marsh

	UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI.

Change 3990832 by Ben.Marsh

	UGS: Make the schedule window resizable.

Change 3991569 by Steve.Robb

	GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message

Change 3991970 by Steve.Robb

	Fix for 4096 char limit on FParse::Value.

Change 3992222 by Steve.Robb

	Advice added to the coding standard for using default member initializers.

Change 3993675 by Ben.Marsh

	UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced.

Change 3994199 by Ben.Marsh

	UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects.

	In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK.

	Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx

Change 3994243 by Ben.Marsh

	UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered.

Change 3994260 by Ben.Marsh

	UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself.

Change 3994350 by Ben.Marsh

	UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user.

Change 3995159 by Ben.Marsh

	UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters.

	Indend to re-introduce this functionality through the manual 'clean workspace' operation.

Change 3995169 by Ben.Marsh

	UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls.

Change 3995228 by Ben.Marsh

	UGS: Update recently opened projects list when editing project for an existing tab.

Change 3995312 by Ben.Marsh

	UGS: Stop showing all dialogs in the taskbar.

Change 3995929 by Robert.Manuszewski

	Completely rewritten FReferenceChainSearch class used by 'obj refs' command.

	- 3+ times faster
	- Uses the same code as GC to track all the references down
	- Actually reports all reference chains properly
	- Less code that is more readable than the previous version

Change 3995981 by Ben.Marsh

	UGS: Clean workspace window will now force-sync files that have been deleted or which are writable.

Change 3996113 by Ben.Marsh

	UGS: Fix crash upgrading config files from older versions.

Change 3997990 by Ben.Marsh

	UGS: Prevent error when syncing an empty workspace.

Change 3998095 by Ben.Marsh

	UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job.

	Also forcibly terminate the process on dispose to handle cases where the job object wasn't created.

Change 3998264 by Ben.Marsh

	UGS: Fix exception when switching projects in-place.

Change 3998643 by Ben.Marsh

	Fix shared DDC not being used for installed engine builds.

	#jira UE-57631

Change 4000266 by Ben.Marsh

	UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is:

	    UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options]

	The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified.

Change 4000293 by Ben.Marsh

	Add a compression flag that allows selecting compressor without using the default platform implementation.

Change 4000315 by Ben.Marsh

	Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL.

Change 4000610 by Ben.Marsh

	UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts.

Change 4000627 by Ben.Marsh

	UBT: Include enabled plugin info in the UBT log.

Change 4000793 by Ben.Marsh

	UBT: Remove some member variables from VCEnvironment that don't need to be stored.

Change 4000909 by Ben.Marsh

	UBT: Add VS2017 installations to the list of paths checked for MSBuild installations.

Change 4001923 by Ben.Marsh

	UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic.

	At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist.

Change 4001927 by Ben.Marsh

	Fixes for compiling against the Windows 10 SDK.

Change 4002439 by Robert.Manuszewski

	Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of  TFastReferenceCollector

Change 4003508 by Ben.Marsh

	UGS: Fix new workspaces not having the correct owner and host set.

Change 4003622 by Ben.Marsh

	UGS: Add support for "skipped" as a build result.

Change 4004049 by Robert.Manuszewski

	Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy

Change 4005077 by Ben.Marsh

	UGS: Update version number.

Change 4005112 by Ben.Marsh

	UBT: Reduce number of times a target has to be constructed while generating project files.

Change 4005513 by Ben.Marsh

	UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files.

Change 4005516 by Ben.Marsh

	UBT: Add warnings whenever a module adds an include path or library path that doesn't exist

Change 4006168 by Ben.Marsh

	CIS fixes.

Change 4006236 by Ben.Marsh

	UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control.

Change 4006266 by Ben.Marsh

	UGS: Swap around the new workspace/existing file boxes on the open project dialog.

Change 4006552 by Ben.Marsh

	If staging fails because a restricted folder name is found, include a list of them in the error message.

Change 4007397 by Steve.Robb

	Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container.

Change 4007458 by Ben.Marsh

	UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed.

Change 4009343 by Ben.Marsh

	UGS: Set the rmdir option on new workspaces by default.

Change 4009501 by Ben.Marsh

	UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change.

Change 4009509 by Ben.Marsh

	UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler.

Change 4010543 by Ben.Marsh

	Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported).

Change 4010553 by Ben.Marsh

	UAT: Include platform groups in restricted folder names when staging.

Change 4012030 by Ben.Marsh

	UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace.

Change 4012204 by Chad.Garyet

	- Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text)
	- Create directory for sqlite db if it doesn't exist
	#jira none

Change 4014209 by Brandon.Schaefer

	New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows

	#review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills

Change 4015606 by Brandon.Schaefer

	Missed a code project that needed updating for new Breakpad changes for Mac

Change 4017795 by Robert.Manuszewski

	GC assumption verification should now be 3-4x faster.

	- Refactored Disregard For GC to use TFastReferenceCollector
	- Move both Disregard For GC and Cluster verification code to separate source files

Change 4020381 by Ben.Marsh

	Add link to the new official doc page for UnrealGameSync.

Change 4020665 by Ben.Marsh

	UBT: Prevent plugins being precompiled if they don't support the current target platform.

Change 4021829 by Ben.Marsh

	Update message about downloading a new version of Visual Studio.

Change 4022063 by Ben.Marsh

	UBT: Suppress toolchain output when generating project files.

Change 4023248 by Ben.Marsh

	Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run().

	(Also fix an exception within the exception handler, if GError has not been created yet)

Change 4025759 by Ben.Marsh

	Fix universal CRT include paths not being added to compile environment for VS2015.

Change 4026002 by Ben.Marsh

	UBT: Check the old registry locations for the Windows SDK installation directory.

Change 4026068 by Ben.Marsh

	UBT: Use the correct compiler version in the error message for not having the UCRT.

Change 4026181 by Ben.Marsh

	Fix DebugGame editor configurations not enumerating modules correctly.

	#jira UE-58153

Change 4026285 by Ben.Marsh

	UBT: Add additional logging for enumerating Windows SDKs.

Change 4026708 by Ben.Marsh

	UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders.

Change 4029404 by Ben.Marsh

	Remove incorrect include paths to fix CIS warnings.

Change 4031517 by Steve.Robb

	Fix for UHT errors not being clickable in the Message Log.

	#jira UE-58173

Change 4031544 by Ben.Marsh

	Fix errors building asset catalog for IOS due to modifying shared build environment.

	#jira UE-58240

Change 4032227 by Ben.Marsh

	BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph.

Change 4032262 by Ben.Marsh

	BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml.

Change 4032288 by Ben.Marsh

	Remove UFE from the BuildEditorAndTools script.

Change 3833533 by Ben.Marsh

	Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.

Change 3838569 by Steve.Robb

	Algo moved up a folder.

Change 3848581 by Robert.Manuszewski

	Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems.

	#jira UE-49446

Change 3864743 by Steve.Robb

	Fix for buffer overrun when copying a context string.
	Fix for being unable to link to MallocLeakDetection.
	Fix to prefix for FMallocLeakDetection::ContextString.
	New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string.
	Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations.

	#jira UE-54612

Change 3865020 by Graeme.Thornton

	TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions

Change 3869550 by Josh.Engebretson

	New SymGen and SymUpload tasks (ShooterGame usage example)
	Example C# symbolicator (using saved crash and data router formats)
	Updates for stack walking and crash runtime xml on Windows/Mac

Change 3905453 by Steve.Robb

	USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO.

Change 3910012 by Ben.Marsh

	UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails.

Change 3920044 by Graeme.Thornton

	TBA: Text asset loading

	* Added a structured archive layer to FLinkerLoad
	* Wrapped export loading in a ArchiveUObjectFromStructuredArchive
	* Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content
	* Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename.
	* Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading.
	* Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives.

Change 3921587 by Steve.Robb

	Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings.
	Fixes for various misuses.

	#jira UE-55681

Change 3942873 by Ben.Marsh

	UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not.

Change 3944629 by Graeme.Thornton

	Merging back a couple of fixes from Fortnite
	 - Extra parenthesis around some calculations in the pakprecacher
	 - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature()
	 - Added documentation for build script crypto options

Change 3945381 by Ben.Marsh

	Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value.

Change 3968969 by Steve.Robb

	Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array.

Change 3969417 by Ben.Marsh

	Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs.

	Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest".

Change 3972443 by Ben.Marsh

	Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything.

Change 3977198 by Ben.Marsh

	Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug.

Change 3979632 by Ben.Marsh

	Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist.

	* Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime.
	* The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command).
	* The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees.

Change 3981738 by Ben.Marsh

	Move utility classes for filtering files and matching wildcards into DotNETUtilities.

Change 3983888 by Steve.Robb

	Warning C4868 disabled, about evaluation order of braced initializer lists.

	https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html

Change 3984019 by Steve.Robb

	FString::Printf formatting argument checking added.
	Vararg support for FText::Format.
	All remaining usage fixed.

Change 3985502 by Steve.Robb

	Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'.

Change 3985999 by Graeme.Thornton

	TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT.
	 - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA

Change 3986461 by Ben.Marsh

	Fixup lots of platforms not adding response files as a prerequisite.

	This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts.

Change 3990081 by Ben.Marsh

	Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE.

	Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases).

Change 3996714 by Chad.Garyet

	UGSRestAPI, conversion of UGS to use it.

	#jira none

Change 4008287 by Ben.Marsh

	UBT: Change the engine to use the Windows 10 SDK by default.

	Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file.

	The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7).

Change 4008516 by Chad.Garyet

	- Adding support for both SQLite and MsSql
	- API now reads from only MsSql, but writes to both
	- Added support for POST to CIS for badges
	- PostBadgeStatus now writes out via API Url rather than a direct connection to the DB

	#jira none

Change 4010296 by Chad.Garyet

	Moving SQLite db initilization into Application_Start.  An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404.
	#jira none

Change 4024045 by Ben.Marsh

	Set the list of supported target platforms for OnlineSubsystemGameCircle.

	#jira UE-57887

Change 4031014 by Ben.Marsh

	UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names.

[CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
fedc653232 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3550452 by Ben.Marsh

	UAT: Improve readability of error message when an editor commandlet fails with an error code.

Change 3551179 by Ben.Marsh

	Add methods for reading text files into an array of strings.

Change 3551260 by Ben.Marsh

	Core: Change FFileHelper routines to use enum classes for flags.

Change 3555697 by Gil.Gribb

	Fixed a rare crash when the asset registry scanner found old cooked files with package level compression.

	#jira UE-47668

Change 3556464 by Ben.Marsh

	UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files.

Change 3557630 by Ben.Marsh

	Allow the network version to be set via Build.version if it's not overriden from Version.h.

Change 3561357 by Gil.Gribb

	Fixed crashes related to loading old unversioned files in the editor.

	#jira UE-47806

Change 3565711 by Graeme.Thornton

	PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx)


Change 3565864 by Robert.Manuszewski

	Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object.

Change 3569022 by Ben.Marsh

	PR #3849: Update gitignore (Contributed by mhutch)


Change 3569113 by Ben.Marsh

	Fix Japanese errors not displaying correctly in the cook output log.

	#jira UE-47746

Change 3569486 by Ben.Marsh

	UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set.

Change 3570483 by Graeme.Thornton

	Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors

Change 3570513 by Robert.Manuszewski

	Fix for a race condition with async loading thread enabled.

Change 3570664 by Ben.Marsh

	UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core.

Change 3570708 by Robert.Manuszewski

	Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running.

Change 3571592 by Ben.Marsh

	UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available.

Change 3572215 by Graeme.Thornton

	UBT
	- Remove some unnecessary using directives
	- Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself

Change 3572437 by Robert.Manuszewski

	Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects.

	#jira UE-44996

Change 3572480 by Robert.Manuszewski

	MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long

Change 3573547 by Ben.Marsh

	Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line.

Change 3574562 by Robert.Manuszewski

	PR #3847: Add GC callbacks for script integrations (Contributed by mhutch)


Change 3575017 by Ben.Marsh

	Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core.

Change 3575689 by Ben.Marsh

	Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds.

Change 3575934 by Steve.Robb

	Fix for nested preprocessor definitions.

Change 3575961 by Steve.Robb

	Fix for nested zeros.

Change 3576297 by Robert.Manuszewski

	Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread.

	#jira FORT-38977

Change 3576366 by Ben.Marsh

	Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated.

Change 3578290 by Graeme.Thornton

	Changes to Ionic zip library to allow building on dot net core

Change 3578291 by Graeme.Thornton

	Ionic zip library binaries built for .NET Core

Change 3578354 by Graeme.Thornton

	Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string

Change 3578674 by Robert.Manuszewski

	After loading packages flush linker cache on uncooked platforms to free precache memory

Change 3579068 by Steve.Robb

	Fix for CLASS_Intrinsic getting stomped.
	Fix to EClassFlags so that they are visible in the debugger.
	Re-added mysteriously-removed comments.

Change 3579228 by Steve.Robb

	BOM removed.

Change 3579297 by Ben.Marsh

	Fix exception if a plugin lists the same module twice.

	#jira UE-48232

Change 3579898 by Robert.Manuszewski

	When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert.

Change 3579983 by Robert.Manuszewski

	More fixes for freeing linker cache memory in the editor.

Change 3580012 by Graeme.Thornton

	Remove redundant copy of FileReference.cs

Change 3580408 by Ben.Marsh

	Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect.

Change 3582104 by Graeme.Thornton

	Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path.

Change 3582131 by Graeme.Thornton

	#define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway.

Change 3582645 by Ben.Marsh

	PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola)

	#jira UE-48192

Change 3583955 by Robert.Manuszewski

	Support for EDL cooked packages in the editor

Change 3584035 by Graeme.Thornton

	Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly.

Change 3584177 by Robert.Manuszewski

	Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached)

Change 3584315 by Ben.Marsh

	Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class.

Change 3584370 by Ben.Marsh

	Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes.

Change 3584498 by Ben.Marsh

	Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes.

Change 3585003 by Steve.Robb

	Fix for TChunkedArray ranged-for iteration.

	#jira UE-48297

Change 3585235 by Ben.Marsh

	Remove LogEngine extern from Core; use the platform log channels instead.

Change 3585942 by Ben.Marsh

	Move MessageBoxExt() implementation into application layer for platforms that require it.

Change 3587071 by Ben.Marsh

	Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL.

Change 3587161 by Ben.Marsh

	Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h.

Change 3587579 by Steve.Robb

	Fix for Children list not being rebuilt after hot reload.

Change 3587584 by Graeme.Thornton

	Logging improvements for pak signature check failures
	 - Added "PakCorrupt" console command which corrupts the master signature table
	 - Added some extra log information about which block failed
	 - Re-hash the master signature table and to make sure that it hasn't changed since startup
	 - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
	 - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again

Change 3587586 by Graeme.Thornton

	Changes to make UBT build and run on .NET Core
	 - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups
	 - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use
	 - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects

Change 3587953 by Steve.Robb

	Allow arbitrary UENUM initializers for enumerators.
	Editor-only data UENUM support.
	Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated.

	#jira UE-46274

Change 3589827 by Graeme.Thornton

	More fixes for VSCode project generation and for UBT running on .NET Core
	 - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts
	 - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel
	 - Added documentation for UEConsoleTraceListener
	 - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files
	 - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose"
	 - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff

Change 3589868 by Graeme.Thornton

	Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures.

	UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases

Change 3589919 by Robert.Manuszewski

	Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor)

Change 3589940 by Graeme.Thornton

	Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths.

Change 3590078 by Graeme.Thornton

	Fully disable automatic assembly info generation in .NET Core projects

Change 3590534 by Robert.Manuszewski

	Marking UObject as intrinsic clas to fix a crash on UFE startup.

Change 3591498 by Gil.Gribb

	UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading.

Change 3591605 by Gil.Gribb

	UE4 - Follow up to fixing several edge cases in the low level async loading code.

Change 3592577 by Graeme.Thornton

	.NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates

Change 3592684 by Steve.Robb

	Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush.

Change 3592710 by Steve.Robb

	Fix for invalid casts in ListProps command.
	Some name changes in command output.

Change 3592715 by Ben.Marsh

	Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default.

Change 3592767 by Gil.Gribb

	UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules.

Change 3592770 by Gil.Gribb

	UE4 - Fixed a race condition with async read completion in the prescence of cancels.

Change 3593090 by Steve.Robb

	Better error message when there two clashing type names are found.

Change 3593697 by Steve.Robb

	VisitTupleElements function, which calls a functor for each element in the tuple.

Change 3595206 by Ben.Marsh

	Include additional diagnostics for missing imports when a module load fails.

Change 3596140 by Graeme.Thornton

	Batch file for running MSBuild

Change 3596267 by Steve.Robb

	Thread safety fix to FPaths::GetProjectFilePath().

Change 3596271 by Robert.Manuszewski

	Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor

	#jira UE-47535

Change 3596283 by Steve.Robb

	Redundant casts removed from UHT.

Change 3596303 by Ben.Marsh

	EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window.

Change 3596337 by Ben.Marsh

	UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio.

Change 3596367 by Steve.Robb

	Iterator checks in ranged-for on TMap, TSet and TSparseArray.

Change 3596410 by Gil.Gribb

	UE4 - Improved some error messages on runtime failures in the EDL.

Change 3596532 by Ben.Marsh

	UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013.

	#jira UE-48119

Change 3596631 by Steve.Robb

	Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder.

Change 3596807 by Ben.Marsh

	Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense.

	* UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables.
	* Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration.

Change 3596957 by Steve.Robb

	UBT can be used to write out an .objsrcmap file for use with the MapFileParser.
	Renaming of ObjMap to ObjSrcMap in MapFileParser.

Change 3597213 by Ben.Marsh

	Remove AutoReporter. We don't support this any more.

Change 3597558 by Ben.Marsh

	UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax:

	+ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar")

	The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable.

Change 3597982 by Ben.Marsh

	Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache).

	#jira UE-47173

Change 3598045 by Ben.Marsh

	UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI).

Change 3599214 by Ben.Marsh

	Avoid string duplication when comparing extensions.

Change 3600038 by Steve.Robb

	Fix for maps being modified during iteration in cache compaction.

Change 3600136 by Steve.Robb

	GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool

Change 3600214 by Steve.Robb

	More accurate error message when unsupported template parameters are provided in a TSet property.

Change 3600232 by Ben.Marsh

	UBT: Force UHT to run again if the .build.cs file for a module has changed.

	#jira UE-46119

Change 3600246 by Steve.Robb

	GitHub #3045 : allow multiple interface definition in a file

Change 3600645 by Ben.Marsh

	Convert QAGame to Include-What-You-Use.

Change 3600897 by Ben.Marsh

	Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes.

Change 3601558 by Graeme.Thornton

	Simple first pass VSCode editor integration plugin

Change 3601658 by Graeme.Thornton

	Enable intellisense generation for VS Code project files and setup include paths properly

Change 3601762 by Ben.Marsh

	UBT: Add support for adaptive non-unity builds when working from a Git repository.

	The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged.

	Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior:

	<SourceFileWorkingSet>
	    <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce -->
	    <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. -->
	    <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH -->
	</SourceFileWorkingSet>

Change 3604032 by Graeme.Thornton

	First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows.

Change 3604038 by Graeme.Thornton

	Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor.
	Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code.

Change 3604106 by Steve.Robb

	GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro

Change 3604192 by Steve.Robb

	GitHub #3911 : Improving ToUpper/ToLower efficiency

Change 3604273 by Graeme.Thornton

	IWYU build fixes when malloc profiler is enabled

Change 3605457 by Ben.Marsh

	Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it.

Change 3606720 by James.Hopkin

	Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn.

Change 3606807 by Graeme.Thornton

	Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741.

Change 3607026 by James.Hopkin

	Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed

Change 3607142 by Graeme.Thornton

	UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose.

Change 3607146 by Ben.Marsh

	UGS: Fix exception due to formatting string when Perforce throws an error.

Change 3607147 by Steve.Robb

	Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time.
	Float and double conversion support added to int properties.
	NAME_DoubleProperty added.
	Fix for converting enum class enumerators > 255 to int properties.

Change 3607516 by Ben.Marsh

	PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames)


Change 3610421 by Ben.Marsh

	UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help.

Change 3610657 by Ben.Marsh

	UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables.

Change 3611000 by Ben.Marsh

	UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument.

Change 3612471 by Ben.Marsh

	UBT: Move FastJSON into DotNETUtilities.

Change 3613479 by Ben.Marsh

	UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator.

Change 3613910 by Ben.Marsh

	UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later.

Change 3614075 by Ben.Marsh

	UBT: Remove hacks for testing project file attributes by name.

Change 3614090 by Ben.Marsh

	UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary.

Change 3614488 by Ben.Marsh

	UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled.

Change 3614490 by Ben.Marsh

	UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself.

Change 3614962 by Ben.Marsh

	UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers.

Change 3615416 by Ben.Marsh

	EC: Include an icon showing the overall status of a build in the grid view.

Change 3615713 by Ben.Marsh

	UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder.

	#jira UE-48987

Change 3616652 by Ben.Marsh

	Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project.

	#jira UE-49007

Change 3616680 by Ben.Marsh

	Add the CodeAPI-HTML.tgz file into the installed engine build.

Change 3616767 by Ben.Marsh

	Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible.

Change 3616864 by Ben.Marsh

	Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended.

	#jira UE-48711

Change 3619964 by Ben.Marsh

	UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables.

Change 3548930 by Ben.Marsh

	UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction.

Change 3558056 by Ben.Marsh

	Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()).

Change 3563309 by Graeme.Thornton

	Moved some common C# classes into the DotNETCommon assembly

Change 3570283 by Graeme.Thornton

	Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects
	Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore

Change 3572811 by Ben.Marsh

	UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables).

Change 3573397 by Ben.Marsh

	UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS.

Change 3575659 by Ben.Marsh

	Remove CHM API documentation.

Change 3582103 by Graeme.Thornton

	Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core

	Removed reference to System.Windows.Form from UBT.

Change 3584113 by Ben.Marsh

	Move key-mapping functionality into the InputCore module.

Change 3584278 by Ben.Marsh

	Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc.

Change 3584453 by Ben.Marsh

	Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms.

Change 3585301 by Ben.Marsh

	Move PlatformPostInit() into an FPlatformApplicationMisc function.

Change 3587050 by Ben.Marsh

	Move IsThisApplicationForeground() into FPlatformApplicationMisc.

Change 3587059 by Ben.Marsh

	Move RequiresVirtualKeyboard() into FPlatformApplicationMisc.

Change 3587119 by Ben.Marsh

	Move GetAbsoluteLogFilename() into FPlatformMisc.

Change 3587800 by Steve.Robb

	Fixes to container visualizers for types whose pointer type isn't simply Type*.

Change 3588393 by Ben.Marsh

	Move platform output devices into their own headers.

Change 3588868 by Ben.Marsh

	Move creation of console, error and warning output devices int PlatformApplicationMisc.

Change 3589879 by Graeme.Thornton

	All automation projects now have a reference to DotNETUtilities
	Fixed a build error in the WEX automation library

Change 3590034 by Ben.Marsh

	Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac).

Change 3593754 by Steve.Robb

	Fix for tuple debugger visualization.

Change 3597208 by Ben.Marsh

	Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees.

Change 3600163 by Ben.Marsh

	UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned.

	#jira UE-46725

Change 3604279 by Graeme.Thornton

	Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects

Change 3606685 by James.Hopkin

	Removed redundant 'Cast's (casting to either the same type or a base).

	In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass.
	Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp.

Change 3610950 by Ben.Marsh

	UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic.

Change 3610991 by Ben.Marsh

	UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line.

Change 3612342 by Ben.Marsh

	UBT: Change JsonObject.Read() to take a FileReference parameter.

Change 3612362 by Ben.Marsh

	UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects.

Change 3619128 by Ben.Marsh

	Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures.

[CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
Peter Sauerbrei
dbc4422ee5 Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain

	#wex - Put the change to sort the CookedAssetRegistry back in.

	#jira WEX-5841

	Back out changelist 3437412

Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.

	#jira WEX-5841

	Back out changelist 3437372

Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Sort the cooked asset registry on save to fix nondeterministic cook.

	#jira WEX-5841

Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.

	#jira WEX-5841

Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Merge in fix for nondeterministic script compilation from Dev-General.

	#jira WEX-5841

	Merging

	//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp

	to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp

Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor

	#jira WEX-5841

	Merging

	//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...

	to //WEX/Main/Engine/Source/Runtime/MovieScene/...

Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.

	#jira WEX-5841

	Merging

	//UE4/Dev-Framework/Engine/Source/Editor/...

	to //WEX/Main/Engine/Source/Editor/...

Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Upload Crashlytics symbols after succesful build by build machine
	#jira none

Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Resaved more assets to fix nondeterministic cooks.

	#jira WEX-5841

Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main

	fix for thinking Android is always on WiFi even when it is on LTE
	#jira none

Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX

	fix for loading a null object when the object is just pending kill
	not happy with this fix, but it works
	#jira WEX-6265

Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
	#jira WEX-6319

Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Make sure file handle is valid for flush
	#jira none

Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
	- Added IFileHandle::Flush() to get the full pre-init log
	#jira WEX-6311

Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main

	fix for missing logs when crashing in crash reporter
	#jira none

Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-6248, WEX-6285
	- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
	- Generalized some of the item selection logic from B_HexGrid_Heroes.
	- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.

Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main

	fix for no symbols on the crashreport site
	#jira none

Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Enable CL as store version for Android
	#jira WEX-5432
	#ue4
	#android

Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Crashlytics for Android
	- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
	#jira WEX-5785

Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main

	another pass at deprecation warnings
	#jira none

Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main

	write out the UUID for the dSYM when generating the debug symbols
	#jira none

Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main

	fix for deprecation warnings on IOS
	#jira none

Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main

	fix for resetting the load status when attempting a second load of an asset
	#jira WEX-6226

Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main

	made an extra change I didn't need
	#jira none

Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main

	fix for crash reports from build machine builds not symbolicating
	#jira none

Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: None
	- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.

Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main

	[NULL MERGE]
	make it so we are back to 100MB
	temporary fix until I can either download the symbol file or symbolicate on the server
	#jira WEX-6142

Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Resaved Entry.umap to fix nondeterministic cooks.

	#jira WEX-5841

Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main

	fix for debug symbols not showing up in the ipa
	#jira none

Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main

	fix for some more warnings
	#jira none

Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main

	fix for build warning
	#JIRA none

Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main

	crashreporter part 2, now sending reports to the database on successive run
	#jira WEX-5531

Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-6037
	- Added support for alert-less local notifications on iOS.

Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX

	#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
	#JIRA: WEX-5829

Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main

	fix for new warnings from CrashDebugHelper in IOS
	#jira none

Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main

	initial crash reporter changes (pt. 1)
	* client side to generate the crash report
	* inclusion of the debug symbols in the ipa
	#jira WEX-5531

Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main

	update to the dSymExporter to handle IOS
	#jira none

Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex

	OpenSSL 1.0.2g updates from //UE4/Main
	Fixes prompt asking user to insert a disk on a removable drive
	#jira WEX-6136

Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main

	update to the chunk data to allow characters to have some duplicate data in their chunks
	this increases the installed size only slightly
	#jira WEX-6118
	#jira WEX-5996

Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
	#jira WEX-6071

Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Better Android web browser closing
	#jira WEX-5871
	#ue4
	#android

Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main

	revert out the lock free list change, was bleed over from a memory test
	#jira WEX-6077

Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main

	#WEX
	#JIRA: WEX-5669
	- Exposed binadable OnRowReleased delegate for UListView.
	- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.

Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5669
	- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
	- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).

Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix copy-paste bug
	#jira WEX-5871

Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Better behavior for Android LaunchURL
	#jira WEX-5871
	#ue4
	#android

Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main

	Xcode 8.3 compiler fixes
	#jira none

Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: josh.may
	#WEX
	#JIRA: WEX-5966
	- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.

Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: michael.noland
	UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera.  The widgets should now show up in the right locations.
	#reimplementing CL# 3371590 from Dev-Editor
	#jira None

Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - moving Android Facebook SDK to NFL directory
	#jira OGS-636

Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX

	use pngs for iconbs in the plist
	properly copy icon pngs
	#jira none

Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Add missing keycodes for Android keyboard
	#jira WEX-5777
	#android

Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX

	#Android: (from ChrisB)
	- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
	- We don't need this token anyway so band-aiding it out
	#JIRA: WEX-5730

Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers

	trimmed include to only include what is needed

	#jira none

Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX

	Fix Android build error.
	fallout from 3358094
	#jira WEX-5193
	#rb none

Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5675
	- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
	- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.

Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - java toolchain changes for OnlineSubsystemGoogle
	- update google auth to 9.8.0
	- update required sdk to 25
	#jira none

Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers

	added CSV output w/ class type
	skip /Script/ dependencies

	#jira n/a

Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Updated Android newkeyboard support
	* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
	* Calculating the area covered by the virtual keyboard
	* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
	* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
	#jira WEX-5675

Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5538
	- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
	- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.

Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5538
	- Added FPlatformMisc::IsPluggedIn().
	- Block battery drainage tracking when the device is plugged in.

Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for archives having truncated directory names
	#jira none

Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix Android password hiding
	#jira WEX-5159
	#ue4
	#android
	#rb Peter.Sauerbrei

Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5538, WEX-5591
	- Added FPlatformMisc::GetBatteryLevel().
	- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
	- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
	- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
	- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().

Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX

	#WidgetComponent
	- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
	#JIRA: none

Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX

	#Engine #ActorComponents: Pasting components
	- Try to respect the pasted component's name if possible.
	- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
	- Scroll into view after pasting
	#JIRA: none

Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5286
	- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
	- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
	- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.

Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: None
	Reverted my change that reversed Cascade's LOD ordering.

Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	some changes to track down this rare streaming crash
	#jira WEX-5631

Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for IOS 8 crash when trying to link Facebook
	addition of IOSVersionCompare to FIOSPlatformMisc
	#jira WEX-5613

Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX

	Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
	bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
	#jira WEX-5193

Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX

	Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
	Android links with -gc-sections to remove unused code/data
	Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
	Add support to generate a map file with android.
	#rb chris.babcock
	#jira WEX-5193

Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5286
	- Promoted r.ParticleLODBias to a full-blown scalability setting.
	- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
	- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
	- Reversed the Cascade's LOD ordering to be consistent with other systems.

Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: perforce is the devil
	#JIRA: none

Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
	#JIRA: none

Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: Fix for a bug in run-local-mcp-main.bat
	#JIRA: none

Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
	#JIRA: none

Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
	- removed wex's run-release.bat (won't be necessary)
	- removed the product_version param (going off stream name now)
	#JIRA: none

Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
	#JIRA: none

Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	compile fix
	#jira none

Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	pull chunk 1 back out
	#jira WEX-4037

Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
	#jira WEX-4037

Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5526
	- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.

Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	move some of the onboarding data in to the IPA
	#jira WEX-4037

Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for splash screen disappearing on iPhone 5s and iPod Touch
	#jira none

Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for iPod Touch 6 splash screen
	#jira WEX-5482

Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for portrait only not being respected
	#jira WEX-5517

Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix target value 1.5 obsolete warning
	#android
	#jira: none

Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Add new notification icons
	#jira WEX-5173
	#ue4
	#android

Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Update script version for CarefullyRedist (need to use jdk1.8)
	#jira: none
	#android

Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX

	#GooglePlay #Android #IAP: compile fix
	#JIRA: WEX-5479

Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX

	#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
	#JIRA: WEX-5479

Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Update handling of device and advertiser IDs for Android
	- remove GetUniqueDeviceId() - deprecated
	- add GetLoginId() - uses GUID approach
	- remove fallback from GetUnqiueAdvertisingId()
	- changed CreateUserId
	- don't send Attribution and UniqueDeviceId from USERLOGIN
	#jira WEX-5461
	#ue4
	#android
	#rb Wes.Hunt

Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX

	#Engine #JSON
	- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
	#JIRA: none

Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5367
	- Added background transparency support for AndroidWebBrowserWidget.

Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Support large OBB files in APK
	- moved over since it also reduces process space used because OBB previously was mmapped
	#jira: none

Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5367
	- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
	- Added background transparency support for IOSWebViewWrapper.

Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Online Subsystem consistency cleanup
	- all OSS classes use the instance name passed into the CreateFactory function
	- nothing should be using the default constructor
	- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
	- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
	#JIRA none

Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Google sign-in first pass
	- discovery service query
	- user consent screen
	- token exchange for access/refresh token
	- retrieve user profile
	- logout
	#JIRA WEX-5103

Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers

	added GDF export support

	#JIRA n/a

Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers

	Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.

	The format of the Json is

	array<Packages>
	   InclusiveSize
	   ExclusiveSize
	   Name
	   array<string> DirectlyReferencing
	   array<string> DirectlyReferencedBy
	   array<string> AllReferences

	allowing easy graph building and digestion of data.


	Usage example

	C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering


	#JIRA n/a

Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	switch to using jpgs for icons and splash screens

Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	remove all duplicate data from the paks

Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for low resolution on iPad Pro
	#jira WEX-5157

Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5278
	- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
	- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
	- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).

Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro

	#WEX
	- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.

Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX

	check for png and then jpg for splash screens

Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX

	Ignore AAR/JAR dependencies with scope "test"
	#android

Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Last of the facebook cleanup
	- moved profile fields to common
	- added facebook profile picture to profile and friends structures
	- moved FacebookError to OnlineSubsystemFacebookTypes.h

Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Remove eglSwapInterval causing S6 to freeze
	#jira WEX-5147
	#android

Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Java toolchain fix for Facebook SDK
	- hack per ChrisB
	@codereview Chris.Babcock

Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook SDK for Android enabled

Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX

	#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.

Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook TPS files for iOS and Android latest SDKs

Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#WEX - Fixes for Facebook SDK changes
	- Fix for comment in DefaultPlatformService ini entry

Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Android toolchain changes

Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook IOS

Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook Common

Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main

	#WEX
	#JIRA: WEX-5114, WEX-5116
	- Buttons now only respond to first finger touch events.

Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX

	enable compile for size on iOS

Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Implement GetUniqueDeviceId for Android
	- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
	#android

Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)

Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX

	#Android #AdvertisingId
	Merging shelf CL 3195079 for Chris.Babcock

Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY

	#WEX
	- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.

Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	ShaderCache will use up to 16 samplers
	#rb jack.porter

Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro

	#WEX
	#JIRA: WEX-5019
	- Fixed "washed out" UMG widget coloring on iOS.

Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Clear for viewport instead of drawing quad on top, when scene rendering is disabled
	#rb Jack.Porter

Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Update invalidation panel to account for a new LayoutToRenderTransform

Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Invalidation panel fixes.
	Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
	Updating scissor rect inside cached elements.

Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	Merging using WEX_Main_to_UE4_WEX_Staging

Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream

	Added support for runtime change of the Android GT and RT affinity masks at the console.
	eg  "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all

	#rb Dmitriy.Dyomin

Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
	Iinvalidation panel fixes
	#rb nick.darnell

Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: david.nikdel
	#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"

Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	fix for iOS build failure

Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	turn on PLCrashReporter for iOS

Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	built PLCrashReporter for IOS

Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Updated Java files that look like were missed in merge
	#rb none

Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2

	UE-41567 Fixes for duplicating sound assets

Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	re-enable pak pre-cache

Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX

	Bump shader version, hopefully will make WEX-4517 go away...
	#rb none

Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX

	Prevent UI materials producing encoded results.
	#jira WEX-4975
	#rb Jack.Porter

Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
	#jira WEX-5046
	#rb Max.Preussner

Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX

	add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
	r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
	enabled in WEX for android low end devices.
	add mosaic state to android window's resolution cache conditions.
	#jira WEX-4927
	#rb chris.babcock, jack.porter

Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
	Fixed ordering of CommanderBar image in B_HeroIcon
	Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)

Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO

	#UE4 - cleaned up some dev garbage in Facebook module file

Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Temporarily limit GMaxTextureSamples to 16 for Android
	#jira WEX-5051
	#rb Peter.Sauerbrei

Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex

	[Engine]
	LocalMcp run script:
	- Remove quotes from output.
	- Display progress bar when downloading artifact.
	- Output MongoDB data directory.

Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	[NULL MERGE]
	turn off logging in test builds in release stream

Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017

	#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)

Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	better fix for the app name in the archive

Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for archive failure

Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	properly naming the dSYM for uploading
	#rb none

Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook changes to get Windows/iOS up to date
	- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
	-- store values in generic key value pairs
	- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
	- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events

Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	[NULL MERGE]
	potential fix for dSYM not uploading properly
	#rb none

Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix for web browser crash on Android distribution (from 4.15)
	#jira WEX-4947
	#rb none

Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex

	[Engine]
	Add support for uberjar MCPs in LocalMcp scripts.

	[WEX]
	Use uberjar when launching local MCP.

Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX

	Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
	#jira WEX-4517.
	#rb jack.porter

Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	pull over the metal state rasterizer fix from main
	#jira WEX-4855

Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	More GCM work
	- platform=ANDROID for registration URL (case-sensitive)
	- hooked up registration through FPlatformMisc like iOS
	- removed old retrigger for delegates (not needed)
	- stubbed in unregister for later
	- added notification generation on message (disabled for now)

Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main

	Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
	Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node.  Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.

Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for double add to manifests

Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for iOS build failure

Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for animation crash
	#jira WEX-4906

Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX

	reduce the parallelism of the packaging step to alleviate strain on Mac

Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
	#jira WEX-4862

Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main

	#WEX
	#JIRA: WEX-4634
	- Attempt to re-hide the navigation bar when we detect a few different events

Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX

	disable pak precaching as it seems to be causing crashes

Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fixes for GoogleCloudMessaging
	- moved registration later to correct issues with engine not ready
	- save registration status message and token for later retrigger
	- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
	- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)

Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main

	UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name

Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX

	#WEX: performance tracking analytics tags
	- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
	- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
	- changed #if to regular if so inner code gets compiled in all cases
	#JIRA: WEX-4838

Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for missing virtual keyboard
	#jira WEX-4859

Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO

	#UE4 - Facebook iOS upgrade to 4.18
	IdentityInterface should be using proper in app dialogs now

Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO

	Facebook SDK 4.18

Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for tower collision

Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX

	Merging

	//UE4/Release-4.15/Engine/Source/Runtime/...

	to //WEX/Main/Engine/Source/Runtime/...

Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
	- fixes plugins not printing proper log levels if initialized too early
	#rb gil.gribb

Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Add GoogleCloudMessaging plugin for Android

Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX

	Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs

	This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).

	#rb Peter.Sauerbrei

Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX

	#Json: Adding MapProperty support to JsonObjectConverter
	- Only TMaps with FString keys are allowed (to match JSON spec)
	- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)

Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for crash when trying to pre-cache a pak file smaller than the cache granularity

Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX

	Avoid unneeded stencil clear in mobile renderer.
	#rb jack.porter

Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for non-unity compile failures

Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for another warning

Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX

	some warning fixes

Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.

	#rb none

Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX

	Merging using WEX_Main_to_UE4_WEX_Staging
	#rb none

Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main

	#WEX
	#JIRA: WEX-4685
	- Scale boxes now default to single pass

Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Enabled shader cache on Android
	Also added recorded shader cache from my play session (need to record more complete cache later)
	#rb jack.porter
	#jira WEX-4691

Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX

	#WebBrowser: Fix field initialization order warning.

Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX

	#Engine #WebBrowser:
	- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
	- Changed locally generated requests to use PostData instead.
	- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
	- Default mime type to text/html to support the old behavior

Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	turn on test logging
	DO NOT SUBMIT THIS TO UE4/MAIN
	#rb none

Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.

	#rb none

Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode.  This mode is not the default, but it can save a considerable amount of time in
the right situation.  Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.

	#rb none

Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.

	#rb none

Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.

	#rb none

Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Slate pixel shaders will use half precision where possible on mobile
	#rb jack.porter

Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Fixed redundant blend state changes in opengl
	#rb jack.porter

Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
	#rb jack.porter

Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	properly set the file extension for the dSYM for the manifest
	#rb none

Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	trying to track down why the dSYM isn't working
	#rb none

Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	return the zip version for now
	#rb none

Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	add dSYM.zip to the output produced if we want the dSYMBundle
	utilize that if it exists to populate the xcarchive
	#rb none

Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for build error
	#rb none

Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	C string is not null terminated in FCurlHttpRequest::DebugCallback
	#jira WEX-4610

Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	make it so xcarchives can be archived to a directory on build machines
	make it so the build machine puts the CL in as the CFBundleVersion
	make it so we generated an XCArchive and a dSYM
	#rb none

Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.

	#rb none

Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Fixed: Device output log partial lines
	#rb jack.porter

Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Disable java console cmd receiver only in shipping builds
	#rb jack.porter

Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream

	Support Dynamic r.MobileContentScaleFactor change on Android
	#rb Dmitriy.Dyomin

Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream

	Integrating Mobile Support for r.ScreenPercentage
	#rb Dmitriy.Dyomin

Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Added trackSubsessionStart to iOS Adjust plugin (for real)
	#ios

Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Added trackSubsessionStart to iOS Adjust plugin
	#ios

Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - FB OSS for PC
	- login flow implemented using web based LoginFlow module
	- implemented ShowLoginUI for external UI interface
	- added Login function with existing access token
	- fixed GetAuthType function
	- added reference to main online subsystem to Friend/Identity interfaces

Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - used more prpoer shared pointer cast

Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main

	#WEX
	#JIRA WEX-4557
	- An engine change that separates serializing the actor from file operations
	- Serialize the saved level on the main thread, save it to a slot during the async task

Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance

Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain

	#WEX
	#JIRA: WEX-4475
	- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.

Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Removing a crashing check that turned out to not be nessesary.


Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Disabling the deferred desired size optimization.

Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX

	#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)

Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Core Refactor.  Found a way to save about 2ms on mobile for an average screen.  It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass.  It saves time because not every widget
cares what the desired size of their children is.

	I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.

	I've added an ensure prints the message, "The layout is cyclically dependent.  A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."

Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.

Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - You can now visualize batching by doing Slate.ShowBatching 1.


Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input.  Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.


Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.

Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Engine - Fixing a crash in the game viewport client if no debug canvas is provded.

Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android - Fixing the code that sends remote commands to android.

Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for console entry
	#jira WEX-4488

Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Adding some scoped performance counters for more rendering infromation in slate.

Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.

Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.

Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.

Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.

Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.

Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.

Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main

	Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
	- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)

Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main

	LauncherCheck module no longer has a dependancy on the DesktopPlatform module

	#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule

	#branch WEX_Dev-Main

	#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).

	#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.

Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain

	#WEX
	#JIRA: WEX-3793
	- Added config support for enabling/disabling the iOS integrated keyboard implementation.
	- Switched over to using the iOS integrated keyboard implementation.
	- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
	- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.

Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Widget Compiler - Improving the error message for multiple widget trees.

Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.

Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.

Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Exposing a way to dynamically set the touch/click method on buttons.

Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for get-task-allow being true when distribution is enabled

Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Editor - Adding PPI/DPI to the unit conversion tables.

Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)

Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main

	Platform: Improved the warning message slightly when there is no local notification service

Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value

Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main

	[Reimplemented CL# 3134965 from Dev-Blueprints]
	Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
	#jira UE-36263

Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main

	UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)

Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: josh.markiewicz
	#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
	*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM

Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main

	#WEX
	#JIRA: WEX-3557
	- Reduce the uniform buffer size for Android GPU's

Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	MediaPlayer: Fixed a typo in the editor style that included .png twice

Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)

Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	[Reimplementing CL# 3149669 from Dev-Core]
	Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.

Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	[Reimplementing CL# 3149397 from Dev-Framework]
	Fix collision profile writing out response values to channels that don't exist.

Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)

Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: david.nikdel
	Back out changelist 3220848 now that NickD's proper fix is in

Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UI  - Missions markers should now accept a single click to become activated.
	UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
	UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.

	#jira WEX-4390
	#jira WEX-4137
	#jira WEX-4373

Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches.  Did some general cleanup around this work with names
and such.

	Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.

Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: david.nikdel
	#ChunkInstaller:
	- Added support for errors that may occur during ParseManifest
	- Renamed BuildVersion (variable) to BuildUrl to match JSON key
	- Fail parsing on bad file entry
	- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
	- Don't rebind delegates when entering Setup after a Retry
	- Check bNeedsRetry befpre doing countdown for auto-retry

Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1

Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for icons missing in the IPA
	#jira WEX-4380

Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: david.nikdel
	#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus

Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for iPhone 7/7Plus not finding the correct splash screen image for holding
	addition of iPhone 7/7Plus device profiles
	hold the splash screen until the manifest is downloaded

Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	changes to make it so we only copy the images needed for the support orientations
	set minimu iOS to 8

Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	make it so the engine doesn't try to load editor only content in the game
	#jira WEX-4319

Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.

Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.

Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	some code missed in an earlier check-in to reduce data duplication in chunks

Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: michael.noland
	Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
	- Most platforms don't change
	- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
	- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
	#rb david.nikdel

Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: michael.noland
	Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
	#rb david.nikdel

Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: michael.noland
	Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
	#rb david.nikdel
	#jira WEX-4342

Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Disabled widgets now render correctly on mobile.  Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.

Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature.  Cleaning up some logic in the
InertialScrollManager to be configurable externally.

Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Fixed precision issues on Adreno devices when sampling sRGB textures
	#rb Jack.Porter

Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.

Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android - Calculating CSF using the surface size vs window size.

Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	IOS - Fixing a bug with scaling screen density by the content scale factor.

Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.

Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Build - Fixing the build on mac.

Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Add ue4.displaymetrics.dpi metadata to query device DPI for Android

Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Reverting a change to button I was testing things with.

Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate.  Introducing a way to get the Physical Screen
Density on Android and iOS.  On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini.  If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density.  With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered.  This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS.  The first and only gesture we currently support is the new Long Press
gesture that has been added.  The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.

Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Making a pass on invalidation.  The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.

Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.

Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
	#rb Jack.Porter

Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain

	#WEX
	#JIRA: WEX-4255
	- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.

Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	update to the notification delegates to add a parameter for the state of the app when the notification was recieved

Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main

	#WEX
	#JIRA: WEX-4135
	- Added a full purge of GC array pool following full GC purges.

Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Adjust analytics plugin for Android and iOS
	#jira WEX-3939
	#rb David.Nikdel

Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX

	Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
	#jira WEX-3691
	#rb jack.porter

Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: bruce.knapik
	#WEX Final fix for buildmachine crash

Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: bruce.knapik
	#WEX Fix for crash on buildmachine part 2: this time I saved the file!

Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: bruce.knapik
	#WEX Fix for crash on buildmachine

Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	temporary fix for crash after logging in
	#jira WEX-4085

Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream

	Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.

Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX

	update IPP to look at Library/Caches as well when backing up the documents

Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	implement peak memory stats on IOS
	#jira WEX-3947

Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX

	GPU vendor data from MichaelN

Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	latest changes to generate the proper manifest and be ready for MCP

Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	bringing over fix for Apple HTTP requests

Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	slightly better fix for the curl crash

Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	IOS now reads/writes from Library/Caches instead of Documents

Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	switch to platform manifest names in prep for switch to MCP
	disable screen saver while downloading chunks
	another potential build machine speed up

Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	correct fix for cook crash

Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for crash when cooking without chunks

Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX

	chunk assignment fixes

Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
	#rb Michael.Noland

Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main

	Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)

Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for Android build error

Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX

	potential speed up of builds

Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for crash in the curl debug info callback
	#jira WEX-4039

Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream

	Remove mosaic resolution limitation on ES3 devices
	#jira WEX-3119
	#rb Dmitriy.Dyomin

Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	addition of the device token to the log

Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	switch back to IOSCompile-01 for default mac

Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	allow different deployments from the command line when using chunking
	NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
	#jira WEX-3951

Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	potential fix for audio cued at different speeds
	#jira WEX-3637

Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain

	#WEX
	- Disabled freed alloc caching for MallocBinned on mobile.

Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for IOS never enabling the chunk data

Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)

Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#WEX - reconciled android settings
	- added placeholder app id

Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for missing platform for promotion

Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX

	#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).

Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	missed one texture on the resave

Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	warning reduction

Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	resaved engine materials to a version

Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for heroes not showing up in the hero inspect menu for chunking
	they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
	#jira WEX-3936
	#jira WEX-3958

Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main

	UMG: Changed wording of warning slightly

Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main

	UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot).  In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)

Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX

	addition of advertising id, IOS implemented

Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#WEX - android setup for new permanent backend
	- added BattleBreakers keystore
	- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
	- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)

Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - hopefully last of the Android/GooglePlay cleanup
	- QueryInAppPurchases never needed an array of consumables flag
	- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to  FinalizePurchase)
	- all java functions now return the productToken as part of the callback if applicable
	-- token easily accessible in java, saves Base64 decode and json calls to get in native
	- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either

Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - GooglePlay purchasing refactor
	- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
	- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
	- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
	- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
	- reduced log verbosity and log spam

Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#Android - small java code cleanup

Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
	Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
	#rb david.nikdel

Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main

	Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
	#rb david.nikdel

Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main

	#WEX
	#JIRA: WEX-3856
	- Refactored how loading screens work
	- Allow Pre / Post load map to handle loading screen setup / teardown by default
	- Manually show the loading screen when we perform the initial level save
	- Re-enable the loading screen ensure

Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for crash when bringing up the console in chunked build
	#jira WEX-3922
	fix for missing assets at game start in chunked build

Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX

	start pushing streaming data to the appropriate deployment

Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX

	allow CloudStorage to be re-initialized with new credentials if necessary

Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main

	#WEX
	- Added a mechanism for force-disabling GPU particles.
	- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.

Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	latest s3 chunk data placement

Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#Android - added features to GooglePlay IAP apis
	- audited code against example code
	- added some code to JNI to make IAP functions not optional if store is enabled
	- added ConsumePurchase call to separate consumption until after entitlements have been granted
	- added QueryExistingPurchases call to enumerate pending/permanent transactions

Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for windows build failure
	first attempt at promotion code

Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for PC build of IOS

Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for too many open handles

Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	more fixes for building chunks on the build machines

Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	fixes for Remote notifications

Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX

	pointing at the s3 servers

Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX

	optimization for obtaining chunk data
	startup screen which checks for updated data before loading the entry (not yet enabled)

Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX

	#Engine: Empty string is a valid ImportText for an array (indicates an empty array)

Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Corrections to memory stats for Android
	#jira WEX-3760
	#ue4
	#android

Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main

	#WEX
	#JIRA: WEX-3721
	- Remove all the "WaitForLoadingScreen" calls.  These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
	- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.

Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for some load hitches on mobile

Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	allow Android to specify which texture format to get

Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	updates for chunking on the various platforms

Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	when chunking is disable, initialize the chunk installer in a paused state

Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for Scheme name when project is not UE4Game

Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	more logging to track down this iOS signing failure

Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	attempt to generate the plist before trying to generate the project for stub generation for iOS

Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	revert out the extra logging for the iOS build now that I have verified it is working correctly

Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for warnings on IOS

Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX

	#Engine: Fix for null pointer dereference if you have closed the animation tool window.

Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for shipping build failure

Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for Android compile failure

Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main

	#WEX
	#JIRA: WEX-3753
	- Ensure the input type of Android keyboard input textbox is set before populating the initial content.

Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	initial chunk installer submission, first pass, disabled by default
	#rb none

Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	some logging to track down why the build machine is using the wrong certificate and provision

Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main

	#WEX
	- Fixing broken android build temporarily

Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#WEX - Android support enabled
	- some better java logging
	- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)

Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - setup catalog to be GooglePlay aware
	- fixed up some log output inconsistencies

Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
	- wolf platform commented out (needs to be reinstated before merge to main)

Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	fix for buffer being re-used before it was out of use by GPU
	#rb mark.satterthwaite
	#jira WEX-3482

Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338

	Adding:

	Personal_iPhone6SP_DavidN
	Personal_iPhone7P_DonaldM

Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338

	Adding:

	Personal_iPhone6P_ZakP

Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for incorrect icons and missing splash screens
	#rb none
	#jira wex-3012

Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	UX_iPadMini4_UX8
	UX_iPadMini4_UX7
	UX_iPadAir2_UX6
	UX_iPadAir2_UX5
	UX_iPhone6SP_UX4
	UX_iPhone6SP_UX3
	UX_iPhone6S_UX2
	UX_iPhone6S_UX1
	Personal_iPhone5S_PaulH
	Personal_iPhone6_PaulI
	Personal_iPhone6_EdZ

Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	Personal_iPhone6S_NickP
	Personal_iPhone6SP_SteveA
	Personal_iPhone6_NickC
	Personal_iPhone6_GeremyM
	Personal_iPhone6S_AndyK_HSL
	Personal_iPhone6_LizS_HSL
	Personal_iPhone7_JoshM_HSL
	Personal_iPhone6_CaseyS
	Personal_iPhone6S_GregL
	Personal_iPhone6S_BruceK
	Personal2_iPhone7P_DavidH
	Personal1_iPhone7P_DavidH
	Personal_iPhone6SP_SimonH

Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for profile captures not working with Metal

Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main

	#WEX
	#JIRA: WEX-3059
	- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.

Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main

	#WEX
	#JIRA: WEX-3497, WEX-3499
	- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.

Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - typo fix

Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
	- fixes Android display problems
	#rb josh.adams

Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	Partner_01_iPhone6SP_HardSuit

Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main

	#WEX
	#JIRA: WEX-3320
	- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.

Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file

Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main

	#WEX
	- Fixed naming conventions for the iPadPro device profile configs.

Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	missed one engine texture for optimization, do not merge back to engine
	#rb none

Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	reduce the engine texture sizes, do not merge this back to the main engine stream
	#rb none

Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main

	#WEX
	- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices

Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	9744_iPhone7P_EpicQA
	9745_iPhone7_EpicQA

Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX

	removed a line that shouldn't have been in, fixes MattH save crash
	#rb none

Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX

	#Analytics: Better support for connection loss scenarios
	- Enforce a minimum delay (2 min) after any failed submission.
	- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
	- Remove URL from the DroppedSubmission event per Wes

Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream

	Add:

	8034_iPhone7_EpicQA

Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	9597_iPhone6SP_Epic

Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX

	disable shadows for android devices as well

Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	disable shadows for all IOS device profiles
	enable arm64 for development and shipping
	#rb none

Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	Merging

	//WEX/Main/Engine/...

	to //WEX/Release-03/Engine/...

Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	9724_iPadAir2_EpicQA

Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX

	bring over the rest of the code signing fixes for Xcode 8
	#rb none

Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX

	re-submit a built IPP with the code signing changes

Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX

	Merging CL 3136158
	from //UE4/Main/...
	to //WEX/Main/...

	UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.

Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX

	Merging using WEX_Main_to_UE4_WEX_Staging

	Bringing in Main from WEX-Staging

	#rb none

Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main

	Integrating codesign fix into WEX/Main

Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for code signing on Xcode 8 (re-made from 4.13 stream)
	#rb none

Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main

	#WEX
	- Fix warning about architecture mismatch

Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main

	#WEX
	- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.

Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX

	#Slate: Replace WheelScrollAmount constant with a CVAR

Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main

	#WEX
	#JIRA: WEX-3154, WEX-2954, WEX-2953
	- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)

[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
Marc Audy
5ce407d808 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467)
#rb none
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3297108 on 2017/02/10 by Mieszko.Zielinski

	Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4

	#jira UE-41114

Change 3299467 on 2017/02/13 by Marc.Audy

	Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash

Change 3300692 on 2017/02/13 by Marc.Audy

	no auto

Change 3301424 on 2017/02/14 by Marc.Audy

	Handle gateway expansion before the node matching loop
	#jira UE-41858

Change 3301547 on 2017/02/14 by Marc.Audy

	PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
	#jira UE-41926

Change 3301557 on 2017/02/14 by Marc.Audy

	When passing null to Rename for the new name, maintain the OldName is possible
	#jira UE-41937

Change 3301676 on 2017/02/14 by Marc.Audy

	Fix pending occlusion async traces from crashing during shutdown
	#jira UE-41939

Change 3302705 on 2017/02/14 by Mieszko.Zielinski

	Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4

Change 3302898 on 2017/02/14 by Dan.Oconnor

	Fix double negative

Change 3302954 on 2017/02/14 by Dan.Oconnor

	Make sure we use a good version of the class

Change 3302977 on 2017/02/14 by Dan.Oconnor

	Optimization in reinstancer turned back on - 3302898 has fixed the regression

Change 3302984 on 2017/02/14 by Dan.Oconnor

	Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.

	This fixes issues in Odin when using the compilation  manager

Change 3303824 on 2017/02/15 by Richard.Hinckley

	Updating URL for FABRIK system information.

Change 3304284 on 2017/02/15 by Dan.Oconnor

	Build fix

Change 3304297 on 2017/02/15 by Dan.Oconnor

	Shadow variable fix

Change 3304465 on 2017/02/15 by Lukasz.Furman

	fixed handling pathfollowing's requests by FloatingPawnMovement
	#jira UE-41884

Change 3305031 on 2017/02/15 by Marc.Audy

	All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
	#jira UE-41708

Change 3305505 on 2017/02/15 by Michael.Noland

	Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)

Change 3305506 on 2017/02/15 by Michael.Noland

	QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types

Change 3306091 on 2017/02/16 by Marc.Audy

	PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
	#jira UE-42027

Change 3306574 on 2017/02/16 by Marc.Audy

	Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal

Change 3307160 on 2017/02/16 by Marc.Audy

	Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.

Change 3307982 on 2017/02/16 by Michael.Noland

	QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)

Change 3308097 on 2017/02/16 by Michael.Noland

	Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
	#jira UE-41789

Change 3308303 on 2017/02/16 by Dan.Oconnor

	Make sure we don't call GetDefaultObject while compiling on a non-native class

Change 3308850 on 2017/02/17 by Mieszko.Zielinski

	Fully exposed NavModifierVolume as ENGINE_API #UE4

Change 3309624 on 2017/02/17 by Phillip.Kavan

	[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.

	change summary:
	- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.

	#jira UE-40443

Change 3310475 on 2017/02/17 by Dan.Oconnor

	Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode

Change 3310487 on 2017/02/17 by Dan.Oconnor

	Fix build error missed by preflgiht

Change 3310497 on 2017/02/17 by Dan.Oconnor

	More build fixes for things missed by preflight...

Change 3310635 on 2017/02/17 by Dan.Oconnor

	Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled

Change 3310639 on 2017/02/17 by Dan.Oconnor

	Shadow variable fixes, not sure why these are being detected now

Change 3311855 on 2017/02/20 by Marc.Audy

	Fix UChildActorComponent::ParentComponent being null on the client
	#jira UE-42140

Change 3312444 on 2017/02/20 by Marc.Audy

	Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
	#jira UE-41267

Change 3312691 on 2017/02/20 by mason.seay

	Deleting map now that bug has been fixed

Change 3312709 on 2017/02/20 by Phillip.Kavan

	[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.

	change summary:
	- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
	- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
	- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
	- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
	- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).

	#jira UE-39705

Change 3313161 on 2017/02/20 by Mieszko.Zielinski

	PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)

Change 3314151 on 2017/02/21 by Mieszko.Zielinski

	fix to hlods complaining about missing nav collision in cooked builds #UE4

	Made sure hlod-generated StaticMeshes are marked as not having navigation data

	#jira UE-42034

Change 3314355 on 2017/02/21 by Marc.Audy

	Set error message back to be correctly about mobility
	#jira UE-42209

Change 3314566 on 2017/02/21 by Phillip.Kavan

	[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.

	#jira UE-40801

Change 3315459 on 2017/02/21 by Mike.Beach

	Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).

	#jira UE-16359

Change 3315546 on 2017/02/21 by Mike.Beach

	Mirroring CL 3294552

	Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.

	#jira ODIN-5869

Change 3315554 on 2017/02/21 by Mike.Beach

	Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).

	#jira ODIN-6211

Change 3317225 on 2017/02/22 by mason.seay

	Enable Net Use Owner Frequency on blueprints.  This allows the client to use different weapons. Doesn't fix UE-42017 though.

Change 3317495 on 2017/02/22 by Marc.Audy

	Expose raw input device configurations to other modules by request

	#jira UE-42204

Change 3319966 on 2017/02/23 by Nick.Atamas

	Polished up the material reroute node:
	 - Removed some unnecessary widgets
	 - Centered the pin node

Change 3320099 on 2017/02/23 by Mike.Beach

	Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.

	#jira UE-40861

Change 3321227 on 2017/02/24 by Marc.Audy

	Just use name rather than going Name -> String -> TCHAR -> Name

Change 3321425 on 2017/02/24 by Marc.Audy

	Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName

Change 3321630 on 2017/02/24 by Mike.Beach

	Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.

Change 3321845 on 2017/02/24 by Lukasz.Furman

	fixed navlink processor trace accepting only components with WorldStatic object type
	#ue4

Change 3322474 on 2017/02/24 by Aaron.McLeran

	UE-42345 Rewriting thumbnail renderer

Change 3322490 on 2017/02/24 by Aaron.McLeran

	UE-42345  Forgot to take abs of sample before averaging

Change 3323562 on 2017/02/27 by Mike.Beach

	Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.

Change 3323685 on 2017/02/27 by Mike.Beach

	Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).

	#jira UE-30816

Change 3323776 on 2017/02/27 by Marc.Audy

	Coding standard clean up pass

Change 3324050 on 2017/02/27 by Ben.Zeigler

	Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
	Port of 3317217, 3315540, and 3314374 from UE4-Fortnite

Change 3324294 on 2017/02/27 by Ben.Zeigler

	Engine changes needed to support "Asset Management" UI:
	Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
	Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
	Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
	Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
	Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
	Add Asset Manager code to create and query "Manage" references used for auditing and chunking
	Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
	Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
	Port of CL #3323720 and related fixes from Fortnite

Change 3324295 on 2017/02/27 by Ben.Zeigler

	Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
	Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
	Add struct customizations for PrimaryAssetId and PrimaryAssetType
	Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
	Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
	Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
	Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
	Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
	Port of CL #3323722 and related fixes from Fortnite

Change 3324398 on 2017/02/27 by Ben.Zeigler

	CIS fix

Change 3324442 on 2017/02/27 by Ben.Zeigler

	Nonunity fix discovered while testing my nonunity fix

Change 3325465 on 2017/02/28 by Marc.Audy

	Expand RawInput to support up to 20 buttons

Change 3325468 on 2017/02/28 by Marc.Audy

	Fix CIS

Change 3325887 on 2017/02/28 by Phillip.Kavan

	[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.

	change summary:
	- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
	- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
	- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
	- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
	- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization

	#jira UE-41893

Change 3326713 on 2017/02/28 by Marc.Audy

	Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created

Change 3327688 on 2017/03/01 by Marc.Audy

	Fix spelling, remove autos

Change 3328139 on 2017/03/01 by Marc.Audy

	Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)

	#jira UE-42375

Change 3328550 on 2017/03/01 by Mike.Beach

	Typo fix in cast node tooltip.

Change 3328575 on 2017/03/01 by Nicholas.Blackford

	Submitting Tick Interval Functional Test

Change 3328972 on 2017/03/02 by Jack.Porter

	Fix for crash entering Landscape mode

	#jira UE-42497

Change 3329224 on 2017/03/02 by Nick.Bullard

	Removing Redirector from EngineTest project

Change 3330093 on 2017/03/02 by Mike.Beach

	Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.

	#jira UE-42166

Change 3330306 on 2017/03/02 by Mike.Beach

	Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.

	#jira UE-6451

Change 3330626 on 2017/03/02 by samuel.proctor

	Functional Test for Blueprint Containers

Change 3330690 on 2017/03/02 by Mike.Beach

	Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).

	#jira UE-42500

Change 3330704 on 2017/03/02 by Mike.Beach

	CIS fix - fallout from CL 3330306

Change 3330875 on 2017/03/02 by Dan.Oconnor

	Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)

Change 3330892 on 2017/03/02 by Mike.Beach

	CIS fix for linux builds - include filename is case sensitive.

Change 3331585 on 2017/03/03 by Mike.Beach

	Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.

Change 3333455 on 2017/03/06 by Ben.Zeigler

	Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
	Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
	Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off

Change 3333484 on 2017/03/06 by Ben.Zeigler

	#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name

Change 3333553 on 2017/03/06 by Ben.Zeigler

	#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache

Change 3333697 on 2017/03/06 by Mike.Beach

	Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).

Change 3334047 on 2017/03/06 by Ben.Zeigler

	#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.

Change 3334228 on 2017/03/06 by Ben.Zeigler

	#jira UE-42153 Fix several crashes with gameplay tag query structs
	#jira UE-39760 Fix it to display tag query description on creation

Change 3335221 on 2017/03/07 by Lukasz.Furman

	fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
	#ue4

Change 3335733 on 2017/03/07 by dan.reynolds

	Fixing Attenuation Shape Material Reference

Change 3335918 on 2017/03/07 by Mike.Beach

	More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).

	#jira UE-42480

Change 3336053 on 2017/03/07 by zack.letters

	Moved and renamed test to meet naming convention and proper location

Change 3336087 on 2017/03/07 by Phillip.Kavan

	[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.

	change summary:
	- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.

	#jira UE-18618

Change 3336118 on 2017/03/07 by Phillip.Kavan

	Ensure that BP class component templates are included as preload dependencies where appropriate.

Change 3336418 on 2017/03/07 by Marc.Audy

	Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
	#jira UE-42507

Change 3336529 on 2017/03/07 by dan.reynolds

	AEOverview UMG Interface

Change 3336729 on 2017/03/07 by Michael.Noland

	Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
	#jira UE-42519

Change 3337054 on 2017/03/08 by Mieszko.Zielinski

	Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4

Change 3337605 on 2017/03/08 by Mieszko.Zielinski

	PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)

Change 3337612 on 2017/03/08 by Lina.Halper

	Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
	- adding ticket for further investigation

	#rb: Martin.Wilson
	#jira: UE-42062

Change 3338353 on 2017/03/08 by Mike.Beach

	Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.

	#jira UE-40861

Change 3340052 on 2017/03/09 by Marc.Audy

	Don't mark a blueprint dirty if the default value isn't actually set
	#jira UE-42511

Change 3340211 on 2017/03/09 by samuel.proctor

	Adding TMap/TSet tests for Containers Functional Test

Change 3340272 on 2017/03/09 by Marc.Audy

	auto removals
	small optimizations

Change 3340341 on 2017/03/09 by Marc.Audy

	Fortnite fixes for blueprint exposed editor only struct members
	#jira UE-42430

Change 3340356 on 2017/03/09 by Marc.Audy

	Do not allow blueprint exposed editor only struct members
	#jira UE-42430

Change 3340369 on 2017/03/09 by Mike.Beach

	Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).

	#jira UE-42572

Change 3340445 on 2017/03/09 by mason.seay

	Renamed and updated test map.  Also disabled tests until reviewed

Change 3340627 on 2017/03/09 by Marc.Audy

	Remove autos

Change 3340639 on 2017/03/09 by Dan.Oconnor

	Avoid CDO creation when asking if an object IsDefaultSubobject

Change 3340642 on 2017/03/09 by Marc.Audy

	Correctly maintain removed items from arrays when duplicating actors via T3D
	#jira UE-42278

Change 3340689 on 2017/03/09 by Dan.Oconnor

	Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph

Change 3340709 on 2017/03/09 by Dan.Oconnor

	Remove misplace dClassDefaultObject null check for now

Change 3340710 on 2017/03/09 by Dan.Oconnor

	Avoid FindRedirectedPropertyName when performing StaticDuplicateObject

Change 3340728 on 2017/03/09 by Dan.Oconnor

	Null checking CDO so that we can duplicate a class with no CDO

Change 3342184 on 2017/03/10 by mason.seay

	Nav mesh generation test - not finished

Change 3342930 on 2017/03/13 by Mieszko.Zielinski

	Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4

Change 3343739 on 2017/03/13 by Marc.Audy

	Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.

Change 3343758 on 2017/03/13 by Marc.Audy

	Ensure that when you change visibility, children also get marked dirty as needed.
	SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
	#jira UE-42240

Change 3343816 on 2017/03/13 by Mike.Beach

	Making sure we build CrashReporter for nativized clients.

	#jira UE-42056

Change 3343858 on 2017/03/13 by Phillip.Kavan

	Back out changelist 3336118 (per discussion) - did not solve the issue.

Change 3344218 on 2017/03/13 by Mike.Beach

	Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).

Change 3344388 on 2017/03/13 by Mike.Beach

	Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).

	#jira UE-37971

Change 3344411 on 2017/03/13 by dan.reynolds

	AEOverviewMain update

	- Organized Variables

	- Added comments on level interface with UI script

Change 3344956 on 2017/03/14 by Marc.Audy

	Remove autos
	Slight optimization

Change 3345365 on 2017/03/14 by Mike.Beach

	In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).

	#jira UE-42787

Change 3345565 on 2017/03/14 by Marc.Audy

	auto removal

Change 3345654 on 2017/03/14 by Marc.Audy

	Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true

Change 3345771 on 2017/03/14 by Zak.Middleton

	#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:

	ClientNetSendMoveDeltaTime=0.0111f
	ClientNetSendMoveDeltaTime=0.0222f
	ClientNetSendMoveThrottleAtNetSpeed = 10000
	ClientNetSendMoveThrottleOverPlayerCount=10

	These are the default values maintained for backwards compat.

	Related to OR-36422.

Change 3346314 on 2017/03/14 by Dan.Oconnor

	Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.

Change 3346329 on 2017/03/14 by Dan.Oconnor

	Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler

Change 3346436 on 2017/03/14 by Dan.Oconnor

	Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag

Change 3346632 on 2017/03/14 by Ben.Zeigler

	Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
	Add missing Class Property metadata to the metadata list

Change 3347525 on 2017/03/15 by Marc.Audy

	PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
	#jira UE-42810

Change 3347562 on 2017/03/15 by Phillip.Kavan

	[UE-32816] Support for value-based bitfield enum associations in the editor.

	notes:
	- default mode is still index-based, so there are no backwards-compatibility issues

	change summary:
	- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
	- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
	- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
	- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
	- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation

	#jira UE-32816

Change 3348030 on 2017/03/15 by Marc.Audy

	Remove experimental blueprintable components setting, they are supported fully

Change 3348034 on 2017/03/15 by Phillip.Kavan

	CIS fix.

Change 3348054 on 2017/03/15 by Marc.Audy

	Fix shadow error

Change 3348063 on 2017/03/15 by mason.seay

	Updateed bp logic to use asserts.  Added scenarios to descriptions of tests

Change 3348131 on 2017/03/15 by mason.seay

	Updating maps and reorganizing content

Change 3348146 on 2017/03/15 by Mike.Beach

	Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.

Change 3348213 on 2017/03/15 by dan.reynolds

	AEOverview UMG Update

	- Added level selection persistence between categories (so you can pick and choose from multiple categories)

	- Added a clear all selections button

	- Added comments to the UMG BP

Change 3348344 on 2017/03/15 by Lukasz.Furman

	fixed missing path following result flag descriptions
	#ue4

Change 3348489 on 2017/03/15 by mason.seay

	Moved content and updated test descriptions

Change 3348496 on 2017/03/15 by Mike.Beach

	Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.

Change 3348502 on 2017/03/15 by Ben.Zeigler

	#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
	Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
	Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings

Change 3348504 on 2017/03/15 by Ben.Zeigler

	#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize

Change 3348512 on 2017/03/15 by Mike.Beach

	Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).

Change 3348513 on 2017/03/15 by Phillip.Kavan

	[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.

	change summary:
	- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
	- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
	- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
	- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
	- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
	- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
	- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
	- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
	- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract

	#jira UE-38979

Change 3348651 on 2017/03/15 by Mike.Beach

	Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.

Change 3348684 on 2017/03/15 by Michael.Noland

	Blueprints: Allow string and text variables to be marked as multi-line

	PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)

	#jira UE-42275

Change 3348691 on 2017/03/15 by Michael.Noland

	Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
	PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
	#jira UE-33052

Change 3348698 on 2017/03/15 by Michael.Noland

	Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
	PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)

	#jira UE-38484

Change 3348722 on 2017/03/15 by Dan.Oconnor

	Fix replacement bug - due to last minute refactor of this reference replacer call

Change 3348736 on 2017/03/15 by Michael.Noland

	Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)

Change 3348810 on 2017/03/15 by Michael.Noland

	Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
	PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)

Change 3348811 on 2017/03/15 by Michael.Noland

	PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)

	#jira UE-42904

Change 3348969 on 2017/03/15 by Dan.Oconnor

	Build fix

Change 3349023 on 2017/03/16 by Aaron.McLeran

	Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)

Change 3349389 on 2017/03/16 by mason.seay

	Finished up Navigation map.  Improved Navmesh map (still needs some work before review)

Change 3349575 on 2017/03/16 by Marc.Audy

	Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers

Change 3349628 on 2017/03/16 by Ben.Zeigler

	Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
	Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
	Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
	Various fixes to AssetManagerEditorModule
	Convert ShooterGame to use the AssetManager for chunking

Change 3349629 on 2017/03/16 by Ben.Zeigler

	Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
	Also includes changes made on Fortnite Branch as  CL #3323724:
	Fortnite changes to take advantage of the Manage dependency in the asset manager
	Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
	Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook

Change 3350043 on 2017/03/16 by Marc.Audy

	Fix Audio compile errors

Change 3350092 on 2017/03/16 by Dan.Oconnor

	Fix missing output parameters when the function result node is pruned

Change 3350190 on 2017/03/16 by Ben.Zeigler

	CIS fix

Change 3350707 on 2017/03/16 by Dan.Oconnor

	Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization

Change 3350820 on 2017/03/16 by Joe.Conley

	Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play

Change 3350893 on 2017/03/16 by Dan.Oconnor

	Build fix

Change 3351017 on 2017/03/16 by Dan.Oconnor

	Using ordered arguments instead of named arguments improves load time in BP heavy projects

Change 3351056 on 2017/03/16 by Dan.Oconnor

	Avoiding Copies

Change 3351062 on 2017/03/16 by Dan.Oconnor

	Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints

Change 3351770 on 2017/03/17 by Marc.Audy

	Fix CIS warnings

Change 3351818 on 2017/03/17 by Mike.Beach

	CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.

	#jira UE-35970

Change 3351918 on 2017/03/17 by Mike.Beach

	CIS fix - renaming local so it doesn't conflict with the one in the outer scope.

Change 3351931 on 2017/03/17 by Ben.Zeigler

	Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
	Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago

Change 3351956 on 2017/03/17 by Dan.Oconnor

	Make sure result element is emptied when calling Intersect, Union, or Difference
	#jira UE-42993

Change 3352049 on 2017/03/17 by Ben.Zeigler

	#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
	Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though

Change 3352065 on 2017/03/17 by Aaron.McLeran

	Fixing compile errors

	- deleting unused files
	- removing #pragma once in SSynthKnob.cpp
	- Making phonon have win64 whitelist to avoid compiling on other platforms

Change 3352100 on 2017/03/17 by Aaron.McLeran

	Fixing compile errors

	- Moving header file to public folder since it's used outside of module

Change 3352182 on 2017/03/17 by Ben.Zeigler

	#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector

Change 3352286 on 2017/03/17 by Ben.Zeigler

	#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
	Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)

Change 3352299 on 2017/03/17 by Ben.Zeigler

	#jira UE-40544
	PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)

Change 3352303 on 2017/03/17 by Ben.Zeigler

	#jira UE-40856
	Commit PR #3147:  Remove unnecessary directory separator for GetSaveGamePath  (Contributed by projectgheist)
	Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile

Change 3352320 on 2017/03/17 by Ben.Zeigler

	#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
	Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)

Change 3352338 on 2017/03/17 by Ben.Zeigler

	#jira UE-42800
	PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)

Change 3352352 on 2017/03/17 by Dan.Oconnor

	Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
	#jira UE-42937

Change 3352581 on 2017/03/17 by Lukasz.Furman

	fixed memory leak in navmesh generators
	copy of CL# 3352356
	#ue4

Change 3352665 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
	- Also renamed the class to only include SoundWave once!
	- Fixing static analysis warning on null deref.

Change 3352685 on 2017/03/17 by Dan.Oconnor

	Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
	#jira UE-42547

Change 3352706 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>

Change 3352708 on 2017/03/17 by Dan.Oconnor

	Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor

	#jira UE-43023

Change 3352860 on 2017/03/17 by Lukasz.Furman

	fixed memory leak in navmesh generators
	copy of CL# 3352849
	#ue4

Change 3352967 on 2017/03/17 by Dan.Oconnor

	Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.

	#jira UE-43027

Change 3352979 on 2017/03/17 by Dan.Oconnor

	Static analysis driven fixes

	#jira UE-43044

Change 3352987 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	- Removing myo from other platforms, win64 only

Change 3353234 on 2017/03/18 by Marc.Audy

	Fix Win32 build

Change 3353344 on 2017/03/19 by Marc.Audy

	Fix cyclic includes in new Audio code

Change 3353350 on 2017/03/19 by Marc.Audy

	Disable static analysis for myo third party code

Change 3353750 on 2017/03/20 by Marc.Audy

	Fix additional cyclic include

Change 3353926 on 2017/03/20 by Mieszko.Zielinski

	Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4

	This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.

	#jira UE-18493

Change 3354249 on 2017/03/20 by Mike.Beach

	Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).

	#jira UE-42479

Change 3354464 on 2017/03/20 by Dan.Oconnor

	Fix missing source path when using compilation manager

Change 3354499 on 2017/03/20 by Dan.Oconnor

	Disable compilation manager

Change 3354620 on 2017/03/20 by Ben.Zeigler

	#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to

Change 3354714 on 2017/03/20 by Michael.Noland

	PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)

	#jira UE-42655

Change 3354718 on 2017/03/20 by Michael.Noland

	Engine: Change FViewport::IsGameRenderingEnabled to be static
	PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)

	#jira UE-42471

Change 3354721 on 2017/03/20 by Michael.Noland

	PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)

	#jira UE-42274

Change 3354907 on 2017/03/20 by Aaron.McLeran

	Fixing content in xenakis map

Change 3355223 on 2017/03/20 by Ben.Zeigler

	#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up

Change 3355297 on 2017/03/20 by Dan.Oconnor

	Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083

Change 3355373 on 2017/03/20 by Michael.Noland

	PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)

	#jira UE-41640

Change 3355417 on 2017/03/20 by Ben.Zeigler

	Fix formatting bug where I forgot some braces

Change 3355462 on 2017/03/20 by Aaron.McLeran

	UE-43046 Property type changed with no possible conversion

	Resaved asset in question

Change 3355629 on 2017/03/20 by Dan.Oconnor

	Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.

Change 3355631 on 2017/03/20 by Dan.Oconnor

	Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)

Change 3356127 on 2017/03/21 by Richard.Hinckley

	#jira UEDOC-4711
	Updated an invalid/old URL in a comment to a valid/current URL.

Change 3356193 on 2017/03/21 by Marc.Audy

	Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
	#jira UE-43420

Change 3356222 on 2017/03/21 by Marc.Audy

	Expose new attenuation settings to blueprints to resolve cook warnings.

Change 3356286 on 2017/03/21 by Richard.Hinckley

	#jira UEDOC-4711
	Selected a different URL for the update.

Change 3356339 on 2017/03/21 by Marc.Audy

	Delete unconnected return nodes to fix fortnite cook warnings

Change 3356827 on 2017/03/21 by Ben.Zeigler

	Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
	Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
	Add some more ensures to track down possible issues with handle corruption

Change 3356920 on 2017/03/21 by Ben.Zeigler

	Fix ensure just checked in to not go off when handles are halfway through being cancelled

Change 3358152 on 2017/03/22 by Phillip.Kavan

	#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.

	Change summary:
	- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.

[CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
Ben Marsh
5275490168 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3233612 on 2016/12/13 by Ben.Marsh

	UGS: Fix cases where precompiled binaries are submitted for a content change.

Change 3235584 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.

Change 3235741 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.

Change 3238176 on 2016/12/16 by Ben.Marsh

	UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.

Change 3238249 on 2016/12/16 by Ben.Marsh

	UBT: Add attribute-driven command line parser.

Change 3238462 on 2016/12/16 by Ben.Marsh

	UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.

Change 3238564 on 2016/12/16 by Ben.Marsh

	UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.

Change 3239919 on 2016/12/19 by Ben.Marsh

	UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.

Change 3240061 on 2016/12/19 by Ben.Marsh

	UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.

Change 3240175 on 2016/12/19 by Ben.Marsh

	UBT: Add the target name and project file location to the target rules.

Change 3240490 on 2016/12/19 by Ben.Marsh

	UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.

Change 3240717 on 2016/12/20 by Ben.Marsh

	UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.

Change 3240718 on 2016/12/20 by Ben.Marsh

	UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.

Change 3241002 on 2016/12/20 by Ben.Marsh

	UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.

Change 3241027 on 2016/12/20 by Ben.Marsh

	Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.

Change 3241055 on 2016/12/20 by Ben.Marsh

	UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.

Change 3241156 on 2016/12/20 by Ben.Marsh

	Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.

Change 3241205 on 2016/12/20 by Ben.Marsh

	Replace all uses of TargetRules.TargetType with TargetType.

Change 3241881 on 2016/12/21 by Ben.Marsh

	UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.

Change 3241895 on 2016/12/21 by Ben.Marsh

	UBT: Remove toolchain support for Windows XP.

Change 3241908 on 2016/12/21 by Ben.Marsh

	UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.

Change 3242835 on 2016/12/22 by Ben.Marsh

	UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.

Change 3242837 on 2016/12/22 by Ben.Marsh

	Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.

Change 3242923 on 2016/12/22 by Ben.Marsh

	Build: Fixes for conforming incremental workspaces:

	* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
	* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.

Change 3242961 on 2016/12/22 by Ben.Marsh

	UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.

Change 3242981 on 2016/12/22 by Ben.Marsh

	UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.

Change 3242999 on 2016/12/22 by Ben.Marsh

	UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.

Change 3243022 on 2016/12/22 by Ben.Marsh

	UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.

Change 3243083 on 2016/12/22 by Ben.Marsh

	UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.

Change 3243090 on 2016/12/22 by Ben.Marsh

	UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.

Change 3243423 on 2016/12/23 by Ben.Marsh

	UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.

Change 3243516 on 2016/12/23 by Ben.Marsh

	UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)

Change 3244020 on 2016/12/28 by Ben.Marsh

	UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.

Change 3244074 on 2016/12/28 by Ben.Marsh

	UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.

Change 3244076 on 2016/12/28 by Ben.Marsh

	UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.

Change 3244083 on 2016/12/28 by Ben.Marsh

	UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.

Change 3244441 on 2016/12/31 by Ben.Marsh

	UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.

Change 3244687 on 2017/01/03 by Matthew.Griffin

	Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs

Change 3246112 on 2017/01/04 by Ben.Marsh

	UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.

Change 3246223 on 2017/01/04 by Ben.Marsh

	UBT: Prevent version manifests being overridden if a file is not being built as part of the target.

Change 3246387 on 2017/01/04 by Ben.Marsh

	UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.

Change 3247004 on 2017/01/04 by Ben.Marsh

	UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.

Change 3247250 on 2017/01/04 by Ben.Marsh

	UBT: Prevent precompiled binaries being added to the list of app binaries twice.

Change 3247594 on 2017/01/05 by Ben.Marsh

	Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.

Change 3247763 on 2017/01/05 by Ben.Marsh

	UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.

Change 3247775 on 2017/01/05 by Ben.Marsh

	UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.

Change 3247811 on 2017/01/05 by Ben.Marsh

	EC: Add a batch file for testing postp filters.

Change 3247839 on 2017/01/05 by Ben.Marsh

	EC: Include the name of the file being compiled when parsing MSVC errors and warnings.

Change 3248101 on 2017/01/05 by Ben.Marsh

	UBT: Fix Android support for force included headers.

Change 3248533 on 2017/01/05 by Ben.Marsh

	PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)

Change 3249205 on 2017/01/06 by Ben.Marsh

	UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.

Change 3249249 on 2017/01/06 by Ben.Marsh

	UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.

Change 3249486 on 2017/01/06 by Ben.Marsh

	UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.

Change 3249736 on 2017/01/06 by Ben.Marsh

	UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.

Change 3250179 on 2017/01/07 by Ben.Marsh

	Fix creating installed build when root directory contains a space in the name.

Change 3250181 on 2017/01/07 by Ben.Marsh

	UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.

Change 3250223 on 2017/01/07 by Ben.Marsh

	UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.

Change 3250233 on 2017/01/07 by Ben.Marsh

	UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.

Change 3250241 on 2017/01/07 by Ben.Marsh

	UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.

Change 3250400 on 2017/01/08 by Ben.Marsh

	UBT: Move executor config settings onto the executor instances.

Change 3257708 on 2017/01/13 by Ben.Marsh

	UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.

Change 3260535 on 2017/01/17 by Ben.Marsh

	Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.

Change 3260875 on 2017/01/17 by Ben.Marsh

	EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.

	To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.

Change 3261724 on 2017/01/18 by Ben.Marsh

	Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.

Change 3261756 on 2017/01/18 by Ben.Marsh

	IncludeTool: Prevent matching a full enum declaration as a forward declaration.

Change 3261932 on 2017/01/18 by Ben.Marsh

	EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:

	"Monday, Tuesday and Wednesday at 10:30"
	"Daily except Sunday and Wednesday at 14:30"

	 Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.

	#jira UEB-729

Change 3262676 on 2017/01/18 by Ben.Marsh

	UBT: Split UBTMakefile into its own file. (From PR #3106)

Change 3263893 on 2017/01/19 by Ben.Marsh

	UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...

Change 3264291 on 2017/01/19 by Ben.Marsh

	UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.

Change 3264534 on 2017/01/19 by Ben.Marsh

	UBT: Include plugin config files in generated projects.

Change 3264571 on 2017/01/19 by Ben.Marsh

	UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.

Change 3265745 on 2017/01/20 by Ben.Marsh

	UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.

Change 3265777 on 2017/01/20 by Ben.Marsh

	UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.

Change 3268314 on 2017/01/23 by Ben.Marsh

	UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.

Change 3269601 on 2017/01/24 by Ben.Marsh

	UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.

Change 3269607 on 2017/01/24 by Ben.Marsh

	UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.

Change 3269608 on 2017/01/24 by Ben.Marsh

	UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.

Change 3271062 on 2017/01/24 by Ben.Marsh

	UBT: Fixes for bugs detected by PVS Studio (PR #3161)

Change 3272421 on 2017/01/25 by Ben.Marsh

	Fix commends regarding DDC in BaseEngine.ini

	#jira UE-41076

Change 3272810 on 2017/01/25 by Ben.Marsh

	Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.

Change 3272935 on 2017/01/25 by Ben.Marsh

	Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.

Change 3274167 on 2017/01/26 by Ben.Marsh

	Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.

	#jira UE-36457

Change 3275557 on 2017/01/27 by Ben.Marsh

	Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.

Change 3275628 on 2017/01/27 by Ben.Marsh

	UBT: Splitting configuration files into one class per-file.

Change 3276784 on 2017/01/29 by Ben.Marsh

	Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.

Change 3276792 on 2017/01/29 by Ben.Marsh

	UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.

Change 3277263 on 2017/01/30 by Ben.Marsh

	IncludeTool: Merging various fixes.

	* Fix warnings about #include directives after first code block from parsing monolithic headers.
	* Fix exception on startup if the intermediate directory does not already exist.
	* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
	* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
	* Remove (unused) code which makes assumptions about files ending with "Classes.h".
	* Add a verbose per-file output log to aid with debugging.
	* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
	* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
	* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
	* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
	* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.

Change 3277307 on 2017/01/30 by Ben.Marsh

	UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.

[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Steve Robb
7661666dcb Error when a module is both a dependency and dynamically loaded.
Fixes for lots of existing modules by removing all dynamically loaded duplicates (this is probably not the correct solution, but is the safest).

#codereview robert.manuszewski

[CL 2610845 by Steve Robb in Main branch]
2015-07-06 05:46:20 -04:00
bruce nesbit
7631ed93b1 Code to support shared template resources
[CL 2589767 by bruce nesbit in Main branch]
2015-06-17 03:25:33 -04:00
karolz
bef607854c Added a plugin creator wizard
Note: This plugin is currently disabled by default.

When enabled:
- It can be summoned from the main frame File menu as "Add Plugin...", and includes three templates currently:
- Blank: Creates a minimal plugin with no functionality
- Basic: Creates a plugin that adds a button to the main frame toolbar
- Advanced: Creates a standalone tab window, summoned via a button on the main frame toolbar

PR #865: Plugin creator 4.7 (Contributed by karolz)

[CL 2521691 by Michael Noland in Main branch]
2015-04-22 16:30:31 -04:00
Jamie Dale
9116cbe4f7 New class workflow improvements
We now sync the Content Browser view after adding a new class, and also open the BP editor when adding a new BP class.

[CL 2475251 by Jamie Dale in Main branch]
2015-03-11 11:54:24 -04:00
Jamie Dale
06ab441b31 Cleaned up the parent class tree when adding new component classes
UE-9554 - Add BP/C++ Component's Show all classes list not expanded by default

It now hides the Object root if UObject is not a valid base class type, as this allows the next level of classes to be expanded out which looks much better when adding new component classes.

This involved a lot of shuffling of module dependencies so that we could link GameProjectGeneration to ClassViewer, as previously ClassViewer was directly linking to GameProjectGeneration.

I went through and fixed everything that was linking to GameProjectGeneration to instead list it as a dynamic dependency (which it is, as nothing needs to link to it), and then verified that everything was using ClassViewer correctly (found some places that were only marking it as a dynamic dependency without also adding it as an include module, causing issues with missing API macro definitions as they were including ClassViewer headers via a relative include path).

#codereview Andrew.Rodham

[CL 2451499 by Jamie Dale in Main branch]
2015-02-19 08:07:13 -05:00