- D3D12 PC Bindless needs descriptor heaps managed on the CPU; we cannot update them on the GPU timeline.
- Each context now has a FD3D12ContextBindlessState that contains the per-context GPU descriptor heap as well as descriptor rollbacks to apply to the heap before submission.
- We have to roll descriptors back to their values before the incoming view updates were applied so that we can leverage the CPU heap copy at all times. This isn't deferring the updates; it's storing the values before the updates and making sure the heap is used with those values.
- When a context encounters a draw/dispatch and there were any descriptor updates, the previously used heap is updated with the correct set of descriptors before a new heap is created for the subsequent draws/dispatches.
Additional changes
- Allowing RHIs to override FRHITextureReference for custom bindless implementations.
- Adding FRHIDescriptorAllocator::GetAllocatedRange to allow managers to find the smallest range of descriptors that need to be copied to new heaps.
- DescriptorCache now holds reference counted pointers to the bindless heaps to avoid potential use after free scenarios.
- Adding ED3D12DescriptorHeapFlags to mirror D3D12_DESCRIPTOR_HEAP_FLAGS while adding new flags.
- Adding ability to pool descriptor heaps to avoid high OS overhead when constantly allocating new ones.
- Pooling descriptor heaps required more descriptor heap managers to implement CleanupResources.
#jira UE-162014
#rb Luke.Thatcher
[CL 30183702 by christopher waters in ue5-main branch]
r.ShaderPipelines
r.Material.ExcludeNonPipelinedShaders
Both cvars are currently disable on WindowsEngine.ini which make them also disable when we cook for consoles. ExcludeNonPipelinedShaderTypes is currently used only at cooking time when we compile shaders which is currently returning false, since the value is disabled on windows. Making those cvars use FShaderPlatformCachedIniValue, will allow to have specific platform value when cooking for a specific target. Moving r.Material.ExcludeNonPipelinedShaders to the defaultengine.ini file to keep it disable for the moment and not affecting shader key string. Will enable it progressively on console later.
r.Shaders.RemoveUnusedInterpolators
Make that cvar platform agnostic, since it will be used in on other consoles eventually. Platforms supporting the stripping of unused interpolators will check the same flag (CFLAG_ForceRemoveUnusedInterpolators) to enable it. Since windows can run opengl, and stripping is not supported on that shader platform, add extra logic to exclude the flag.
-Make the RHISupportsShaderPipelines function access a real DDPI attribute and not just test if we are not on mobile. Will need this to be able to have stripping unused shader interpolators on Switch.
[REVIEW] Laura.Hermanns
[CL 26018371 by serge bernier in ue5-main branch]
* The CVar can't be used to enable bindless resources per platform
#rb christopher.waters
#preflight skip
[CL 23912269 by Yuriy ODonnell in ue5-main branch]
* The non-bindless code path is planned to be deprecated in the future engine release
#rb christopher.waters
#jira UE-171919
#preflight skip
[CL 23894521 by Yuriy ODonnell in ue5-main branch]
#jira UE-159832
#rb Aaron.mcleran Phil.Popp Dan.Thompson Josh.Adams
#preflight 62d260033c3df323907eaa93
[CL 21153330 by jimmy smith in ue5-main branch]
- Add r.Shadow.DetectVertexShaderLayerAtRuntime to make it possible to force (for DX11/12/SM5/Vulkan) compilation of vslayer despite RHISupportsVertexShaderLayer being false.
- Set r.Shadow.DetectVertexShaderLayerAtRuntime in WindowsEngine.ini,WinGDKEngine.ini & LinuxEngine.ini.
- Add DoesRuntimeSupportOnePassPointLightShadows to determine support at runtime.
- Fix bug excluding Nanite meshes from DF shadows for local lights if VSM is enabled (now only affects directional lights).
- Add OnGetOnScreenMessages to enable modular generation of on-screen messages in the scene renderer (aimed at transient rendering processes).
#rb arciel.rekman,andrew.lauritzen
#jira UE-138933
#preflight 61f3c967da54035207f6e560
#ROBOMERGE-AUTHOR: ola.olsson
#ROBOMERGE-SOURCE: CL 18769670 in //UE5/Release-5.0/... via CL 18769671 via CL 18769765
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18769767 by ola olsson in ue5-main branch]
fix a validation error on shutdown
#jira none
#rb none
#ROBOMERGE-SOURCE: CL 12232777 in //UE4/Release-4.25/... via CL 12232780
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v664-12234175)
[CL 12234783 by jonas meyer in Main branch]
- Enabled on Windows and Linux(-like) platforms only, Android behavior should be unchaged.
- Perf testing inconclusive, from slight improvement to lower dips in the FPS. The main goal is correctness though.
#rb Rolando.Caloca, Dmitriy.Dyomin, Jonas.Meyer
[FYI] Rolando.Caloca, Jonas.Meyer, Dmitriy.Dyomin, Michael.Sartain, Brandon.Schaefer
#jira originally UE-86149
#ROBOMERGE-SOURCE: CL 12025149 in //UE4/Release-4.25/... via CL 12025157
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)
[CL 12025188 by arciel rekman in Main branch]
New feature for controling which platforms use certain aspects of Niagara.
Current users include;
- Emitter Enabled/Disabled switch
- System level scalability settings in EffectType and overrides in System.
- Emitter level scalability settings in EffectType and overrides in Emitter.
This entirely replaces previous Detail Level feature and all related code.
Now we allow users to select from EffectsQualitiy levels as a basic use case for scaling across platforms.
Further fine grained control can be acheived by setting per device profile overrides to this.
For example all Effects Quality levels could be enabled but Android could be specifically disabled. Or some subset of mobile devices.
TODO: Code is in place for this to cook out emitters but there are other impediments stopping this currently.
TODO: Sebastian has more UI changes incomming but as a v1.0 this is funtional.
#rb Josh.Adams
#ROBOMERGE-OWNER: simon.tovey
#ROBOMERGE-AUTHOR: simon.tovey
#ROBOMERGE-SOURCE: CL 11292064 via CL 11292069
#ROBOMERGE-BOT: (v647-11244347)
[CL 11292627 by simon tovey in Main branch]
framepro.ScopeMinTimeMicroseconds only applies when using framepro.startrec (not when captuing externally with the framepro ui or starting a capture through code).
Also got rid of framepro.startrecscopeoverride.
Set the default min scope to 25us.
Switch is set to 50us.
PC and Mac are set to 10us.
#rb andrew.ladenberger
#ROBOMERGE-SOURCE: CL 10955317 via CL 10972181 via CL 10972341
#ROBOMERGE-BOT: (v632-10940481)
[CL 10972518 by jordan cristiano in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3623004 by Ben.Marsh
Fix RemoteExecutor not taking the remote machine specs into account.
Change 3623172 by Ben.Marsh
UGS: Fix "More Info..." button not using P4 server override.
Change 3628820 by Ben.Marsh
PR #3979: Get working directory from task element, not tool node (Contributed by nullbus)
Change 3630424 by Graeme.Thornton
Make the AES key parameter const in FAES::EncryptData()
Change 3632786 by Steve.Robb
FString constructor fixed to not take an ignored void* parameter, which can be misleading.
Change 3639534 by Ben.Marsh
Remove old P4.NET library. Doesn't seem to be used by anything.
Change 3640536 by Steve.Robb
GitHub #4007 : Delete unnecessary specialization of MakeArrayView
#jira UE-49617
Change 3641155 by Gil.Gribb
UE4 - Speculative fix for problem with summary reading in FAsyncArchive2.
Change 3643932 by Ben.Marsh
Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument).
Change 3644825 by Ben.Marsh
Use VSWHERE to find the location of MsBuild.exe, if available.
https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645
Change 3647395 by Ben.Marsh
Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options.
Change 3650300 by Ben.Marsh
UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis.
Change 3650856 by Robert.Manuszewski
Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread
Change 3651022 by Gil.Gribb
UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher.
Change 3658331 by Steve.Robb
Fix for the parsing of large integer values.
Change 3661958 by Gil.Gribb
UE4 - Fixed rare hang in task graph.
Change 3664021 by Robert.Manuszewski
Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy
See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html
Change 3664254 by Steve.Robb
Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports.
Change 3664436 by Steve.Robb
Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads.
Change 3666461 by Graeme.Thornton
Improvements to signing/encryption key embedding and runtime access
- Changed method of embedding key into the executable to make it more secure
- Added FAESKey class to wrap a 32 byte key
Change 3666462 by Graeme.Thornton
Cut ShooterGame AES key down to 32 characters
Change 3677560 by Ben.Marsh
PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn)
Change 3683534 by Steve.Robb
Refactoring of enum/struct lookup during hot reload.
Change 3683754 by Steve.Robb
Alignment fixes to allow int64 on 32-bit platforms
Support for integral types in IsAligned.
Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types.
Some fixes to existing code.
Change 3686670 by Steve.Robb
Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS.
Change 3687540 by Ben.Marsh
Fix all UBT/UAT output going to stderr rather than stdout.
Change 3688931 by Gil.Gribb
UE4 - Critical fix for a rare race condition in the pak file async IO layer.
Change 3690000 by Graeme.Thornton
Manual copy of 4.18 CL 3687869
Make UBT include the destination INI file for a given hierarchy if it exists
Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name
Change 3690030 by Graeme.Thornton
VSCode fixes
- Source Code Accessor plugin changes. Add new interface method to open a solution at a given path
- GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for
- Various fixes for vscode project file generation
#jira UE-50554
Change 3690885 by Steve.Robb
Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>.
Change 3691052 by Steve.Robb
Free stats thread on shutdown.
Change 3695138 by Steve.Robb
AsConst helper function added.
Change 3696627 by James.Hopkin
Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr
(review-3606695)
Change 3697099 by Steve.Robb
GitHub #4105 : Removed redundant class access modifier
Change 3697154 by Steve.Robb
Removal of deprecated functions in delegates.
Mutable lambdas to can now be bound to delegates.
Change 3697180 by Steve.Robb
GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty
Change 3697239 by Steve.Robb
Allow TArray::Insert to take an array with any allocator type.
Change 3697269 by Steve.Robb
RelocateConstructItems instead of MoveConstructItems.
Change 3697558 by Steve.Robb
New _GetRef functions for TArray, which return a reference to the newly-added element.
Unit tests for these functions.
Change 3699776 by Steve.Robb
TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled.
Change 3702397 by Steve.Robb
TIsTrivial type trait.
Change 3702569 by Steve.Robb
Allow a TGuardValue to be assigned to a different type from the one being guarded.
Change 3706644 by Robert.Manuszewski
Different stack ingore count for development builds for FArchiveStackTrace
Change 3709272 by Steve.Robb
Removal of redundant UpdateVertices, which causes a race condition on the renderer thread.
Change 3709452 by Robert.Manuszewski
Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies
Change 3709454 by Robert.Manuszewski
Added command line option -NOEDL to disable EDL
Change 3709487 by Steve.Robb
Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1.
Change 3709645 by Ben.Marsh
Fix race condition between multiple instances of UBT trying to write out the XML config cache.
Change 3711193 by Ben.Marsh
Add an editor setting for the shared DDC location to use.
#jira UE-51487
Change 3713811 by Steve.Robb
Update .modules files after a hot reload.
Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks.
Pass hotreload flags around in UBT instead of relying on global state.
This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205.
#jira UE-51472
Change 3715654 by Steve.Robb
GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy.
Change 3718782 by Steve.Robb
TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called.
Change 3720830 by Steve.Robb
Initial import of TAtomic object wrapper, which guarantees atomic access to an object.
Change 3720881 by Steve.Robb
FCompression ThreadSanitizer data race fixes.
Change 3722640 by Graeme.Thornton
Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading.
#jira UE-51463
Change 3722655 by Steve.Robb
Don't null name table because it's already zeroed at startup.
Some tidy-ups.
Change 3722754 by Steve.Robb
Thread sanitizer fix.
Small typo fix.
Change 3722849 by Graeme.Thornton
Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server
Change 3723081 by Steve.Robb
TAtomic is now aligned to the underlying integer type.
TAtomic will now static assert with a better error message when given an unsupported type.
Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number.
Misc renames.
Change 3723270 by Ben.Marsh
Include /d2cgsummary argument when running UBT with -Timing.
Change 3723683 by Ben.Marsh
Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance.
Change 3725422 by Robert.Manuszewski
When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning.
Change 3725735 by Robert.Manuszewski
Making all CheckDefaultSubobjects related functions const
Change 3726167 by Steve.Robb
FMinimalName::IsNone added.
Change 3726458 by Steve.Robb
TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer.
Change 3726542 by Ben.Marsh
UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths.
Change 3726595 by Ben.Marsh
Allow building multiple game targets in the example BuildEditorAndTools.xml script.
Change 3726724 by Ben.Marsh
Fix ambiguities in calculating root directory. (GitHub #4172)
Change 3726959 by Ben.Marsh
Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does.
Change 3728437 by Steve.Robb
VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel.
Some improved documentation.
NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping.
Change 3732262 by Gil.Gribb
UE4 - Fixed rare hangs in the task graph.
Change 3732755 by Steve.Robb
Stats TSAN fixes.
Optimizations to FCycleCounter::Start() to only read the stat name once.
Change 3735000 by Robert.Manuszewski
Always preload the AssetRegistry module on startup. even if EDL is disabled.
Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert.
Change 3735292 by Robert.Manuszewski
Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates.
Change 3735332 by Steve.Robb
Refactoring of UDelegateProperty::Identical() to clarify logic.
Fixed UMulticastDelegateProperty::Identical() to compare the bound function names.
PPF_DeltaComparison removed, as it doesn't seem useful.
Change 3737960 by Graeme.Thornton
VSCode - Add launch task for generating project files for the given folder
Change 3738398 by Graeme.Thornton
Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor
#jira UE-51451
Change 3738405 by Graeme.Thornton
VSCode: Format c/cpp settings strings using comment path formatting function
Change 3738928 by Steve.Robb
Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18)
#jira UE-51842
Change 3739135 by Ben.Marsh
Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history.
#jira UE-51855
Change 3739360 by Ben.Marsh
UAT: Fix issue with P4PORT setting not being parsed correctly.
Change 3745959 by James.Hopkin
#core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types
Change 3746125 by Steve.Robb
FName ThreadSanitizer fixes.
Change 3747274 by Steve.Robb
TSAN fix for FMediaTicker::Stopping.
Change 3747618 by Steve.Robb
ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish.
Change 3747720 by Steve.Robb
ThreadSanitizer fix for FMessageRouter::Stopping.
Change 3749207 by Graeme.Thornton
First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys.
Change 3749323 by Graeme.Thornton
Fix UAT crash when only -targetplatform is specifiied
Change 3749349 by Steve.Robb
TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer.
Change 3749617 by Steve.Robb
Logf static_assert for formatting string enabled.
Change 3749897 by Steve.Robb
FDebug::LogAssertFailedMessage static assert for formatting string enabled.
Change 3754011 by Steve.Robb
Static asserts that the allocator supports move.
Move-enabled our allocators which don't support move.
Change 3754227 by Ben.Marsh
Fix build command line in generated projects missing a space before the compiler version override.
#jira UE-52226
Change 3754562 by Ben.Marsh
PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk)
Change 3755616 by Graeme.Thornton
Runtime code for using the new crypto ini files to define signing/encryption keys
#jira UE-46580
Change 3755666 by James.Hopkin
Used ImplicitConv to remove Casts being used for up-casts
#review-3745965
Change 3755671 by Graeme.Thornton
Add log message in unrealpak to say which config file system it is using for crypto keys
Change 3755672 by Graeme.Thornton
Updating ShooterGame with new CryptoKeys based security setup
Change 3756778 by Ben.Marsh
Add support for running multiple jobs simultaneously on a single builder.
When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used.
Change 3758498 by Ben.Marsh
Re-throw exceptions when a file cannot be deleted when cleaning a target.
Change 3758921 by Steve.Robb
ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access.
DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory.
Change 3760599 by Graeme.Thornton
Added missing epic header comment to some new source files
Change 3760642 by Steve.Robb
ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread.
Change 3760669 by Graeme.Thornton
Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually.
Added a test mode to the cryptokeys commandlet to test signing key generation
Change 3760711 by Steve.Robb
ThreadSanitizer fixes to GIsRenderingThreadSuspended.
Change 3760739 by Steve.Robb
ThreadSanitizer fix for FQueuedThread::TimeToDie.
Change 3760763 by Steve.Robb
ThreadSanitizer fix for GRunRenderingThreadHeartbeat.
Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread.
Change 3760793 by Steve.Robb
Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos.
Change 3760817 by Steve.Robb
ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos.
Change 3761331 by Josh.Engebretson
UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj
#jira UE-52416
Change 3761521 by Steve.Robb
ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId.
Change 3763117 by Graeme.Thornton
PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL)
Change 3763358 by Graeme.Thornton
Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes
Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path
Derived from the content of this PR:
PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang)
Change 3764058 by Graeme.Thornton
Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes
#jira UE-52359
Change 3764705 by Steve.Robb
Better handling of whitespace in ImportText_Internal() for set and map properties.
Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data).
Fix to USetProperty's temp buffer size to avoid buffer overruns.
Duplicate map keys are now skipped during import, same as USetProperty's behavior.
Change 3764731 by Steve.Robb
Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that.
Change 3765923 by Graeme.Thornton
VSCode - "taskName" -> "label" for C# build tasks
Change 3766018 by Steve.Robb
constexpr constructor for TAtomic.
Change 3766037 by Steve.Robb
Misc tidyings in HotReload.cpp.
Change 3766046 by Steve.Robb
ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local.
Change 3766288 by Steve.Robb
Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects.
Change 3766374 by Josh.Engebretson
Fix issue with ini quoted value comparison
#jira UE-52066
Change 3766532 by Josh.Engebretson
PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu)
#jira UE-46156
Change 3766740 by Steve.Robb
TMultiMap::Append added.
Change 3767523 by Steve.Robb
ThreadSanitizer fix for UE4Delegates_Private::GNextID.
Change 3767601 by Steve.Robb
ThreadSanitizer fix for FStats::GameThreadStatsFrame.
Change 3770567 by Ben.Marsh
Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives.
Change 3770826 by Ben.Marsh
Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it.
Change 3770875 by Steve.Robb
Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps.
Change 3772167 by Ben.Marsh
Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data.
Change 3772248 by Steve.Robb
ThreadSanitizer fixes to FMalloc call counters.
Change 3772383 by Ben.Marsh
Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive.
Change 3772906 by Graeme.Thornton
TextAssetCommandlet - Utility commandlet for testing/converting to text asset format
Change 3772932 by Ben.Marsh
Fix "String:" prefix not being stripped from escaped string values.
Change 3772942 by Graeme.Thornton
Add experimental setting to enable in-editor text asset format functionality
Add "export to text" option into the content browser asset actions context menu
Change 3772955 by Ben.Marsh
Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility.
Change 3772963 by Ben.Marsh
Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries.
Change 3773010 by Graeme.Thornton
Added CORE_API to FArchiveFromStructuredArchive
Gave text asset format experimental option a slightly less random tooltip comment
Change 3773057 by Ben.Marsh
Add a flag to FArchive to determine whether the archive is text (IsTextFormat()).
Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive.
Also rename FStructuredArchive::TryEnterSlot() to TryEnterField().
Change 3773118 by Steve.Robb
TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size.
Change 3773122 by Steve.Robb
TAtomic fixes for pointer arithmetic.
TSignedIntType used instead of reimplementing its own trait.
Change 3773123 by Steve.Robb
Unit tests for TAtomic.
Change 3773138 by Steve.Robb
Run numeric tests on integer types instead of basic tests.
Fix for compiler warnings when subtracting from unsigned atomics.
Change 3773166 by Steve.Robb
Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that.
Change 3774216 by Gil.Gribb
UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file.
Change 3774426 by Ben.Marsh
Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all.
See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html
Change 3774658 by Ben.Marsh
Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it.
Change 3775141 by Ben.Marsh
Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor.
Change 3775459 by Ben.Marsh
Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically.
Change 3775522 by Ben.Marsh
UGS: Treat .uproject and .uplugin files as code changes.
Change 3775597 by Ben.Marsh
Fix post-build steps for plugins not being executed.
#jira UE-52754
Change 3777895 by Graeme.Thornton
StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive
Change 3777931 by Graeme.Thornton
Refactored FArchiveUObjects serialization code into some static helpers
Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers
Change 3777942 by Graeme.Thornton
Added missing CORE_API to FStructuredArchive::FStream
Added FStructuredArchive::FSlot insertion operator for char
Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value
Change 3778084 by Graeme.Thornton
Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files
Change 3778096 by Graeme.Thornton
Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class
Change 3778389 by Josh.Engebretson
Fix an optimization issue with CPU benchmarking
Add better support for debugging/testing local rocket builds
UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html
#jira UE-52192
Change 3778701 by Josh.Engebretson
Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets
UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html
#jira UE-40317
Change 3778832 by Chad.Garyet
Adding enterprise path support for PCB's for UGS
Change 3780258 by Graeme.Thornton
TextAssetCommandlet - Accumulate timings for loading packages and saving packages
Change 3780463 by Graeme.Thornton
CryptoKeys improvements
- Enable CryptoKeys plugin by default
- Attempt to inherit settings from the old system by default
- Hide ini/index encryption settings from packaging settings and just inherit previous values into new system
Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings
Change 3780557 by Ben.Marsh
Fix LoginFlow module not being precompiled for the binary release.
Change 3780846 by Josh.Engebretson
Improve filename to long package name resolution when provided a relative path
Change 3780863 by Ben.Marsh
UAT: Add a better error message when a C# project has an invalid reference.
Change 3780911 by Ben.Marsh
Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce.
The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument.
Change 3780956 by Josh.Engebretson
Add support for ! (RemoveKey) config command to UBT
UDN Link: https://udn.unrealengine.com/questions/397267/index.html
#jira UE-52033
Change 3782957 by Robert.Manuszewski
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps.
Change 3784503 by Ben.Marsh
Optimizations for FStructuredArchive:
* Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it.
* Prevent shrinking of arrays when removing elements.
* Add an inline allocator to the scope and container stacks.
Change 3784700 by Ben.Marsh
Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front.
Change 3784989 by Ben.Marsh
Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0.
Change 3786860 by Gil.Gribb
UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely.
Change 3787159 by Ben.Marsh
Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution.
Change 3787493 by Josh.Engebretson
Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores
Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile
Fix for multiple threads parsing ini keys (PR 3995)
#PR 3995
#jira 52913
#jira 49503
Change 3787773 by Steve.Robb
Fix for missing final values from FOREACH_ENUM_ macros.
Change 3788287 by Ben.Marsh
TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique.
Change 3788678 by Ben.Marsh
Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive.
Change 3789353 by Graeme.Thornton
Removed unused/rotten modes from TextAsset commandlet.
Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing.
Change 3789396 by Ben.Marsh
Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h
Change 3789772 by Ben.Marsh
Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line.
Change 3790003 by Ben.Marsh
TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record.
Change 3790051 by Steve.Robb
PIE is disabled during a hot reload.
Hot reload in editor is disabled during PIE.
Hot reload from IDE is deferred until after PIE is exited.
Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change.
#jira UE-20357
#jira UE-52137
Change 3790709 by Steve.Robb
Better move support for TVariant.
EVariantTypes switched over to using an enum class to aid debugger visualization.
Change 3791422 by Ben.Marsh
TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time.
Change 3791489 by Graeme.Thornton
TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record
Change 3792344 by Ben.Marsh
Improvements to base64 encoding library.
* Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations.
* Added support for decoding base-64 blobs without padding marks.
* Added support for decoding into pre-allocated buffer.
* Added constexpr functions for determining the encoded and maximum decoded size of an input buffer.
* Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes).
Change 3792949 by Ben.Marsh
TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter.
Change 3794078 by Robert.Manuszewski
Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine
#jira UE-52392
Change 3794413 by Ben.Marsh
TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack.
Change 3794731 by Ben.Marsh
TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable.
Change 3795081 by Ben.Marsh
UBT: Move LinuxCommon.cs into Platform/Linux folder.
Change 3795137 by Ben.Marsh
UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property).
Change 3795247 by Ben.Marsh
Fix missing header when creating a new interface from the editor new code wizard.
#jira UE-53174
Change 3796025 by Graeme.Thornton
Fixed some deprecated "Definitions" warnings in OpenCV build files
Change 3796103 by Graeme.Thornton
Disable experimental text asset option - it does nothing useful yet.
Change 3796157 by Graeme.Thornton
Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open.
#jira UE-53206
Change 3796315 by Ben.Marsh
Move Formatter to the correct position for initializer.
#jira UE-53208
Change 3797082 by Ben.Marsh
UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT.
#jira UE-53232
Change 3799050 by Ben.Marsh
Make UnrealPak.version files writable for Mac and Linux.
Change 3801012 by Graeme.Thornton
VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory
Change 3801214 by Gil.Gribb
UE4 - Remove assert to work around minor problem with lock free lists.
#jira UE-49600
Change 3801219 by Steve.Robb
WeakObjectPtrs now warn when casting away const.
Change 3801299 by Graeme.Thornton
Fix quote issue with foreign project build tasks on PC
Change 3803292 by Graeme.Thornton
Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries
Change 3803559 by Steve.Robb
TSAN fix for FMalloc::MaxSingleAlloc.
Change 3803735 by Graeme.Thornton
Last set of cryptokeys changes
- Added some comments for editor exposed settings
- Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets"
Change 3803929 by Ben.Marsh
UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog.
Change 3624590 by Steve.Robb
AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector.
Tidy-up of existing calls to AddReferencedObjects.
Change 3629473 by Ben.Marsh
Build: Rename the option for embedding source server information in PDB files for installed engine builds.
Change 3632894 by Steve.Robb
VARARG* macros deprecated and usage replaced with variadic templates.
Change 3640704 by Steve.Robb
MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type.
Fix to TWeakObjectPtr's constructor which implicitly removed const.
Fixes to everything which didn't compile as a result.
Change 3650813 by Graeme.Thornton
Removed FStartupPackages and associated code
Change 3651000 by Ben.Marsh
Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out.
#jira UE-49980
Change 3690842 by Steve.Robb
FPlatformAtomics::AtomicRead added - needs optimizing.
AtomicRead() used in FThreadSafeCounter::GetValue().
Change 3699416 by Steve.Robb
Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator.
Improved readability of TSparseArray visualization.
Change 3720812 by Steve.Robb
Atomic functions for 8-bit and 16-bit.
Android, Linux and Switch implementations now just use the Clang implementation.
AtomicRead64 deprecated in favor of the int64* AtomicRead overload.
Change 3722698 by Steve.Robb
VS debugger visualizers for TAtomic.
Change 3732270 by Steve.Robb
Relaxed stores and loads.
Change 3749315 by Graeme.Thornton
If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform
#jira UE-52034
Change 3750657 by Josh.Engebretson
Fixed issue when debugging editor cook/package and project launch operations
#jira UE-52207
Change 3758514 by Steve.Robb
Fixes to FString::Printf having non-literals being passed as its formatting string.
Change 3763356 by Steve.Robb
ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters.
Change 3770549 by Steve.Robb
Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES.
Tidy up of existing code which uses it.
Change 3770553 by Ben.Marsh
Adding structured serialization API to Core/CoreUObject for use with text-based assets.
* FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types.
* Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Maps are string -> value dictionaries where the key names are present regardless of the build type.
* Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects.
* Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type.
* The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Includes implementations of FArchiveFormatter for binary and JSON formats.
Change 3771105 by Steve.Robb
Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS.
Fix for incorrect warning formatting on Clang platforms.
Change 3771520 by Steve.Robb
Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header.
Change 3771564 by Steve.Robb
More common macros moved to the Clang pre-setup header.
Change 3771613 by Steve.Robb
EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h.
Change 3772881 by Ben.Marsh
Add support for serializing FName and UObject through FStructuredArchive.
In order to allow custom linker behavior when serializing objects:
* The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer.
* The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table)
Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix).
Change 3772941 by Graeme.Thornton
Make build work when including StructuredArchive.h from core container types
Added standard header to new files
Add structured archive serializer for TArray
Fix bug in structured archive where containers weren't being popped from the scope stack
Change 3772972 by Ben.Marsh
Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot.
Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately.
When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields.
Change 3773006 by Ben.Marsh
Rename FStructuredArchive::FRecord::EnterSlot() to EnterField().
Change 3773013 by Steve.Robb
bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes.
Change 3774499 by Ben.Marsh
Minor fixes for FStructuredArchive related classes:
* Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types.
* FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions.
Change 3774600 by Ben.Marsh
Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data.
This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data.
Change 3789721 by Ben.Marsh
TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing.
Change 3789920 by Ben.Marsh
TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double.
#jira UECORE-364
Change 3789982 by Ben.Marsh
TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter.
Change 3792466 by Ben.Marsh
TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly.
In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations.
Change 3792935 by Ben.Marsh
TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive.
Change 3795100 by Ben.Marsh
UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer.
Change 3795106 by Ben.Marsh
Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions.
Change 3796275 by Ben.Marsh
Fix paths to Version.h includes from resource files.
Change 3800683 by Josh.Engebretson
Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format
#jira UE-50073
Change 3803545 by Steve.Robb
TWeakObjPtr const-dropping assignment fix.
Fixes to change.
[CL 3805231 by Ben Marsh in Main branch]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3198996 on 2016/11/15 by Marc.Audy
BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned
AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead.
#jira UE-21136
Change 3199019 on 2016/11/15 by Marc.Audy
Mark user-facing BeginPlay calls as protected
Change 3200128 on 2016/11/16 by Thomas.Sarkanen
Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks
Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance.
#jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe
Change 3200133 on 2016/11/16 by Martin.Wilson
Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called)
#jira UE-18798
Change 3200167 on 2016/11/16 by Martin.Wilson
Newly added virtual bones are now selected in the skeleton tree
#jira UE-37776
Change 3200255 on 2016/11/16 by James.Golding
Stop SkeletalMeshTypes.h being globally included
Change 3200289 on 2016/11/16 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix Make sure that in PostEditChangeProp we reset the override material arrays
#misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead
#jira UE-38108
Change 3200291 on 2016/11/16 by Jurre.deBaare
Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds
#fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence
#jira UE-37274
Change 3200293 on 2016/11/16 by Jurre.deBaare
Overlapping UV's cause merge actor texture baking issues
#fix Only look for overlapping UVs if vertex data baking is actually expected/enabled
#jira UE-37220
Change 3200294 on 2016/11/16 by Jurre.deBaare
Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive
#fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!)
#jira UE-36679
Change 3200295 on 2016/11/16 by Jurre.deBaare
Merge Actor Specific LOD level can be set to 8
#fix Change clamping value and added UI clamp metadata
#jira UE-37134
Change 3200296 on 2016/11/16 by Jurre.deBaare
In Merge Actors if you select use specific Lod level you have access to all the merge material settings
#fix Added edit condition to non-grayed out material settings
#jira UE-36667
Change 3200303 on 2016/11/16 by Thomas.Sarkanen
Fixed diagonal current scrub value in anim curves
#jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted
Change 3200304 on 2016/11/16 by Thomas.Sarkanen
Rezero is now explicit about what it does (current vs. specified frame)
Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D).
#jira UE-35985 - Rezero doesn't work by frame
Change 3200307 on 2016/11/16 by Thomas.Sarkanen
Add curve panel to anim BP editor
Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.).
#jira UE-35742 - Anim Curve Viewer allowed in Anim BP
Change 3200313 on 2016/11/16 by Jurre.deBaare
Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened
#fix in debug skeletal mesh component just mark the cached parameters dirty every tick
#jira UE-35786
Change 3200316 on 2016/11/16 by Jurre.deBaare
Converted Skeletal To Static Mesh Gets Corrupted When Merged
#fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well)
#misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used
#jira UE-37988
Change 3200321 on 2016/11/16 by Jurre.deBaare
Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down
#fix change the way the layout is constructed
#jira UE-37260
Change 3200323 on 2016/11/16 by Jurre.deBaare
Toggling sky in Persona does not effect reflections
#fix turn of skylight together with the actual environment sphere
#misc found incorrect copy paste in toggling floor/environment visibility with key stroke
#jira UE-26796
Change 3200324 on 2016/11/16 by Jurre.deBaare
Open Merge Actor menu on right clicking two selected actors
#fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport
#jira UE-36892
Change 3200331 on 2016/11/16 by Benn.Gallagher
Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused.
#jira UE-38620
Change 3200334 on 2016/11/16 by Jurre.deBaare
Dynamic light settings in Persona viewport cause edges to appear hardened
#fix Makeing the directional light stationary to ups the shadowing quality
#jira UE-37188
Change 3200356 on 2016/11/16 by Jurre.deBaare
Rate scale option for animation nodes in blend spaces
#added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback
#misc bumped framework object version to update all blendspaces on load
#jira UE-16207
Change 3200380 on 2016/11/16 by Jurre.deBaare
Fix for Mac CIS issues
Change 3200383 on 2016/11/16 by Marc.Audy
Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback
Change 3200385 on 2016/11/16 by James.Golding
Refactor SkeletalMesh to use same color buffer type as StaticMesh
Change 3200407 on 2016/11/16 by James.Golding
Fix CIS error in FbxAutomationTests.cpp
Change 3200417 on 2016/11/16 by Jurre.deBaare
Fix for CIS issues
#fix Rogue }
Change 3200446 on 2016/11/16 by Martin.Wilson
Change fix for Set Anim Instance Class from CL 3200133
#jira UE-18798
Change 3200579 on 2016/11/16 by Martin.Wilson
Fix for serialization crash in Odin
#jir UE-38683
Change 3200659 on 2016/11/16 by Martin.Wilson
Fix build errors
Change 3200801 on 2016/11/16 by Lina.Halper
Fix error message
Change 3200873 on 2016/11/16 by Lina.Halper
Test case for Update Rate Optimization
- LOD_URO_Map.umap - test map
- LODPawn - pawn that contains mesh with URO setting
- You can tweak the value in LODPawn
Change 3201017 on 2016/11/16 by Lina.Halper
- Allow slave component to be removed when setting master pose to nullptr
- licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html
Change 3201765 on 2016/11/17 by Jurre.deBaare
Improved tooltip for FBlendParameter.GridNum
Change 3201817 on 2016/11/17 by Thomas.Sarkanen
Added display/edit of bone transforms in details panel
Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick().
Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene.
Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection).
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3201819 on 2016/11/17 by Thomas.Sarkanen
Fix CIS error
Change 3201901 on 2016/11/17 by Lina.Halper
With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids().
- removed GetCurveNumber from skeleton
- changed curve count to use BoneContainer's curve list.
#code review: Laurent.Delayen
Change 3201999 on 2016/11/17 by Thomas.Sarkanen
Add local/world transform editing to bone editing
Added details customization & support code for world-space editing of bone transforms
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3202111 on 2016/11/17 by mason.seay
Potential test assets for HLOD
Change 3202240 on 2016/11/17 by Thomas.Sarkanen
Fixed extra whitespace not being removed in front of console commands.
GitHub #2843
#jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands.
Change 3202259 on 2016/11/17 by Jurre.deBaare
Readded missing shadows in advanced preview scene
Change 3203180 on 2016/11/17 by mason.seay
Moved and updated URO Map
Change 3203678 on 2016/11/18 by Thomas.Sarkanen
Bug fix for menu extenders in PhAT.
GitHub #2550
#jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT.
Change 3203679 on 2016/11/18 by Thomas.Sarkanen
Fixed LOD hysteresis not being properly converted from the old metric
This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed.
#jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently
Change 3203747 on 2016/11/18 by Jurre.deBaare
Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex
#fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc.
#jira UE-38734
Change 3203748 on 2016/11/18 by Jurre.deBaare
Crash Generating Proxy Meshes after replacing static meshes in the level
#fix just calculate bounds for the used UVs (old behaviour was wrong)
#jira UE-38764
Change 3203751 on 2016/11/18 by james.cobbett
Changes to TM-PoseSnapshot and new test assets
Change 3203799 on 2016/11/18 by Thomas.Sarkanen
Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal
Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method.
Also fixed up the naming of some variables that still referred to screen areas & LOD distances.
#jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result
Change 3203856 on 2016/11/18 by james.cobbett
TM-PoseSnapshot - Rebuild lighting and updated anims
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3203940 on 2016/11/18 by Ori.Cohen
Fix missing newline for ps4
Change 3203960 on 2016/11/18 by Ori.Cohen
Readd fix for linux macro expansion warning
Change 3203975 on 2016/11/18 by Ori.Cohen
Fix for linux toolchain not knowing about no-unused-local-typedef
Change 3203989 on 2016/11/18 by Ori.Cohen
Make sure physx automation doesn't try to build html5 APEX.
Change 3204031 on 2016/11/18 by james.cobbett
Minor update to test level
Change 3204035 on 2016/11/18 by Marc.Audy
Additional Attenuation refactor cleanup
Change 3204044 on 2016/11/18 by Ori.Cohen
Fix typo of NV_SIMD_SSE2
Change 3204049 on 2016/11/18 by Ori.Cohen
Fix missing newline for PS4 compiler
Change 3204463 on 2016/11/18 by mason.seay
Finalized URO test map
Change 3204621 on 2016/11/18 by mason.seay
Small improvements
Change 3204751 on 2016/11/18 by Ori.Cohen
Make PhAT highlight selected bodies and constraints in the tree view
Change 3205868 on 2016/11/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744
Change 3205887 on 2016/11/21 by Jurre.deBaare
Fix for similar crash in blendspace editor like UE-38734
Change 3206121 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
#jira UE-38803
#jira UE-38692
Change 3206187 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
Additional bits
#jira UE-38519
#jira UE-38803
#jira UE-38692
Change 3206318 on 2016/11/21 by Marc.Audy
Fix Linux compiler whinging
Change 3206379 on 2016/11/21 by Marc.Audy
Fix crash when streaming in a sublevel with a child actor in it (4.14.1)
#jira UE-38906
Change 3206591 on 2016/11/21 by Marc.Audy
Refactor restrictions to allow hidden and clarify disabled
Change 3206776 on 2016/11/21 by Marc.Audy
ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect.
ForceFeedback Attenuation settings can be defined via the content browser or directly on the component.
#jira UEFW-244
Change 3206901 on 2016/11/21 by Marc.Audy
Fix compile error in automation tests
Change 3207235 on 2016/11/22 by danny.bouimad
Updated Map
Change 3207264 on 2016/11/22 by Thomas.Sarkanen
Disable bone editing in anim blueprint editor
#jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable
Change 3207303 on 2016/11/22 by Lina.Halper
Clear material curve by setting it directly because the flag might not exist
#jira: UE-36902
Change 3207331 on 2016/11/22 by Jon.Nabozny
Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully.
Change 3207357 on 2016/11/22 by Danny.Bouimad
Updating testcontent for pose drivers
Change 3207425 on 2016/11/22 by Lina.Halper
Fix frame count issue with montage
#jira: UE-30048
Change 3207478 on 2016/11/22 by Lina.Halper
Fix so that curve warning doesn't happen when your name is same.
#jira: UE-34246
Change 3207526 on 2016/11/22 by Marc.Audy
Fix crash when property restriction introduces a hidden entry
Change 3207731 on 2016/11/22 by danny.bouimad
MoreUpdates
Change 3207764 on 2016/11/22 by Lina.Halper
#fix order of morphtarget to first process animation and then BP for slave component
Change 3207842 on 2016/11/22 by Ben.Zeigler
Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work.
Change 3208202 on 2016/11/22 by Ben.Zeigler
#jira UE-38811 Fix regression with gimbal locking in player camera manager.
The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise.
Change 3208510 on 2016/11/23 by Wes.Hunt
Disable UBT Telemetry on internal builds #jira AN-1059
#tests build a few different ways, add more diagnostics to clarify if the provider is being used.
Change 3208734 on 2016/11/23 by Martin.Wilson
Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class
#jira UE-38899
Change 3208782 on 2016/11/23 by Thomas.Sarkanen
Fixed material and vert count issues with skeletal to static mesh conversion
Material remapping was not bein gbuilt, so material indices were overwitten inappropriately.
Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase.
#jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh
Change 3208798 on 2016/11/23 by James.Golding
UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds
Change 3208801 on 2016/11/23 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something
#jira UE-38108
Change 3208807 on 2016/11/23 by Thomas.Sarkanen
CIS fix
Change 3208824 on 2016/11/23 by danny.bouimad
More content updates for Testing
Change 3208827 on 2016/11/23 by Danny.Bouimad
Removing Old Pose driver Testassets I created awhile ago.
Change 3209026 on 2016/11/23 by Martin.Wilson
CIS Fix for FRichCurve
Change 3209083 on 2016/11/23 by Marc.Audy
Don't crash if after an undo the previously selected object no longer exists (4.14.1)
#jira UE-38991
Change 3209085 on 2016/11/23 by Marc.Audy
Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1)
#jira UE-38992
Change 3209124 on 2016/11/23 by Ben.Zeigler
#jira UE-38867 Fix some game mode log messages
From PR #2955
Change 3209231 on 2016/11/23 by Marc.Audy
Auto removal
Change 3209232 on 2016/11/23 by Marc.Audy
GetComponents now optionally can include components in Child Actors
Change 3209233 on 2016/11/23 by Marc.Audy
ParseIntoArray resets instead of empty
Change 3209235 on 2016/11/23 by Marc.Audy
Allow child actor components to be selected in viewports
Fix selection highlight not working on nested child actors
#jira UE-16688
Change 3209247 on 2016/11/23 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194
Change 3209299 on 2016/11/23 by Marc.Audy
Use MoveTemp to reduce some memory churn in graph schema actions
Change 3209347 on 2016/11/23 by Marc.Audy
Don't dispatch a tick function that had been scheduled but has been disabled before being executed.
#jira UE-37459
Change 3209507 on 2016/11/23 by Ben.Zeigler
#jira UE-38185 Keep player controllers in their same order during a seamless travel
From PR #2908
Change 3209882 on 2016/11/24 by Thomas.Sarkanen
Copy-to-array now works with the fast path
Refactored the copy record generation/validation code to be clearer with better seperation of concerns.
Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen).
Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped.
Added tests for fast path validity to EditorTests project. Assets to follow.
#jira UE-34569 - Fast Path gets turned off if you link to multiple input pins
Change 3209884 on 2016/11/24 by Thomas.Sarkanen
File I missed
Change 3209885 on 2016/11/24 by Thomas.Sarkanen
Support assets for fast path tests
Change 3209939 on 2016/11/24 by Benn.Gallagher
Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list
#jira UE-35557
Change 3209941 on 2016/11/24 by Jurre.deBaare
Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly.
#fix make sure that when we delete a sample point we reset the preview base pose
#misc changed how the preview base pose is determined/updated
#jira UE-38733
Change 3209942 on 2016/11/24 by Thomas.Sarkanen
Fixed transactions being made when setting bone space in details panel
Also added reset to defaults to allow easy removal of bone modifications.
#jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction
Change 3209945 on 2016/11/24 by james.cobbett
Test assets for Pose Snapshot Test Case
Change 3210239 on 2016/11/25 by Mieszko.Zielinski
Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4
#jira UE-29415
Change 3210279 on 2016/11/25 by Benn.Gallagher
Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation
#jira UE-38040
Change 3210288 on 2016/11/25 by danny.bouimad
Cleaned up Pose Driver Anim BP's
Change 3210334 on 2016/11/25 by Benn.Gallagher
Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr
#jira UE-22145
Change 3210349 on 2016/11/25 by James.Golding
UE-35783 Fix scrolling in PoseAsset editor panels
Change 3210356 on 2016/11/25 by James.Golding
UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables)
Change 3210357 on 2016/11/25 by Jurre.deBaare
Numeric textbox value label incorrect for aimoffset/blendspaces in grid
#fix change lambda capture type (was referencing local variable)
Change 3210358 on 2016/11/25 by Jurre.deBaare
Crash Generating Proxy Mesh with Transition Screen Size set to 1
#fix 1.0 was not included within the possible range
#jira UE-38810
Change 3210364 on 2016/11/25 by James.Golding
Improve BuildVertexBuffers to use stride and avoid copying colors
Change 3210371 on 2016/11/25 by Jurre.deBaare
You can no longer enable tooltip display when using anim offset
#fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down
#jira UE-38808
It's not clear that the user has to hold shift to preview in blend spaces
#fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value
#jira UE-38711
#misc refactored out some duplicate code :)
Change 3210387 on 2016/11/25 by james.cobbett
Updating test asset
Change 3210550 on 2016/11/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927
Brings IWYU in and required substantial fixups
Change 3210551 on 2016/11/26 by Marc.Audy
Delete empty cpp files
Change 3211002 on 2016/11/28 by Lukasz.Furman
added navigation update on editting volume's brush
#ue4
Change 3211011 on 2016/11/28 by Marc.Audy
Roll back CL# 3210334 as it is causing deadlocks during GC
Change 3211039 on 2016/11/28 by Jurre.deBaare
Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors.
#fix prevent using the wedge map when propagating spline mesh vertex colours
#jira UE-36011
Change 3211053 on 2016/11/28 by Ori.Cohen
Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide
#JIRA UE-38989
Change 3211101 on 2016/11/28 by mason.seay
Adjusting trigger collision so it can't be triggered by projectiles
Change 3211171 on 2016/11/28 by Jurre.deBaare
Previewing outside of Blendspace Graph points causes unexpected weighting
#jira UE-32775
Second Animation Sample added to AimOffset or Blendspace swaps with the first sample
#jira UE-36755
#fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles
- One: fill grid weights to single sample
- Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line
- Colinear: find two closest samples and apply behaviour above
#misc rename variables to make the code more clear and correct
Change 3211491 on 2016/11/28 by Marc.Audy
Provide proper tooltip for GetParentActor/Component
Expose GetAttachParentActor/SocketName to blueprints
De-virtualize Actor GetAttach... functions
#jira UE-39056
Change 3211570 on 2016/11/28 by Lina.Halper
Title doesn't update when asset is being dropped
#jira: UE-39019
Change 3211766 on 2016/11/28 by Ori.Cohen
Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically.
#JIRA UE-36089
Change 3211938 on 2016/11/28 by Mason.Seay
CSV's for testing gameplay tags
Change 3212090 on 2016/11/28 by Ori.Cohen
Expose angular SLERP drive to blueprints
#JIRA UE-36690
Change 3212102 on 2016/11/28 by Marc.Audy
Fix shadow variable issue
#jira UE-39099
Change 3212182 on 2016/11/28 by Ori.Cohen
PR #2902: Fix last collision preset display (Contributed by max99x)
#JIRA UE-38100
Change 3212196 on 2016/11/28 by dan.reynolds
AEOverview Update:
Minor tweaks and fixes
Added Attenuation Curve Tests
Renamed SC to SCLA for Sound Class prefix
WIP SCON (Sound Concurrency)
Change 3212347 on 2016/11/28 by Ben.Zeigler
#jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor
Fix chained tag redirectors to work properly
Const fixes and removed a bad error message spam, and fix rename message
Change 3212385 on 2016/11/28 by Marc.Audy
Avoid duplicate GetWorld() calls
Change 3212386 on 2016/11/28 by Marc.Audy
auto shoo
Change 3213018 on 2016/11/29 by Marc.Audy
Fix shadow variable for real
Change 3213037 on 2016/11/29 by Ori.Cohen
Fix deprecation warnings
Change 3213039 on 2016/11/29 by Marc.Audy
Generalize logic for when a component prevents an Actor from auto destroying
Add forcefeedback component to the components that will hold up the auto destroy of an actor
Change 3213088 on 2016/11/29 by Marc.Audy
Move significance manager out of experimental
Change 3213187 on 2016/11/29 by Marc.Audy
Add InsertDefaulted to mirror options available when Adding
Change 3213254 on 2016/11/29 by Marc.Audy
add auto-complete for showdebug forcefeedback
Change 3213260 on 2016/11/29 by Marc.Audy
Allow systems to inject auto-complete console entries
Change 3213276 on 2016/11/29 by Marc.Audy
add auto-complete entry for showdebug significancemanager
Change 3213331 on 2016/11/29 by James.Golding
Split SkeletalMesh skin weights into their own stream
Remove unused FGPUSkinVertexColor struct
Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool
Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights
Update friendly name for FColorVertexBuffer now it's used by skel mesh as well
Change 3213349 on 2016/11/29 by Ben.Zeigler
Fix tag rename feedback message
Change 3213355 on 2016/11/29 by Ben.Zeigler
#jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome)
Change 3213406 on 2016/11/29 by Ori.Cohen
Make sure body transforms are not set while the physx simulation is running.
#JIRA UE-37270
Change 3213508 on 2016/11/29 by Jurre.deBaare
When performing a merge actor on an actor merging multiple materials certain maps aren't generated
#fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map
#jira UE-38526
Change 3213557 on 2016/11/29 by Ben.Zeigler
#jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away
Change 3213634 on 2016/11/29 by Ori.Cohen
Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor.
Change 3213639 on 2016/11/29 by Ori.Cohen
Fix from nvidia for vehicle suspension exploding when given a bad normal.
#JIRA UE-38716
Change 3213812 on 2016/11/29 by James.Golding
UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead
Change 3213824 on 2016/11/29 by Ori.Cohen
Fix CIS
Change 3213873 on 2016/11/29 by Ori.Cohen
Fix welded bodies not properly computing mass properties.
#JIRA UE-35184
Change 3213950 on 2016/11/29 by Mieszko.Zielinski
Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion
#jira UE-37221
Change 3213951 on 2016/11/29 by Mieszko.Zielinski
Fixed perception system having issue with registering perception listener spawned in sublevels #UE4
#jira UE-37850
Change 3214005 on 2016/11/29 by Ori.Cohen
Fix mass kg override not propagating to blueprint instances.
Change 3214046 on 2016/11/29 by Marc.Audy
Duplicate all instanced subobjects, not just those that are editinlinenew
Make AABrush.Brush instanced rather than export
#jira UE-39066
Change 3214064 on 2016/11/29 by Marc.Audy
Use GetComponents directly where safe instead of copying in to an array
Change 3214116 on 2016/11/29 by James.Golding
Fix tooltip when dragging anim assets onto players
Change 3214136 on 2016/11/29 by Ori.Cohen
Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data
#JIRA UE-35864
Change 3214162 on 2016/11/29 by Mieszko.Zielinski
Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4
#jira UE-12077
Change 3214177 on 2016/11/29 by Marc.Audy
Use correct SocketName (broken in CL#2695130)
#jira UE-39153
Change 3214427 on 2016/11/29 by dan.reynolds
AEOverview Update
Fixed Attenuation tests when overlapping attenuation ranges between streamed levels
Added Sound Concurrency Far then Prevent New testmap
Removed some Sound Concurrency assets
Change 3214469 on 2016/11/29 by dan.reynolds
AEOverview Update
Added Sound Concurrency Test for Stop Farthest then Oldest
Change 3214842 on 2016/11/30 by Jurre.deBaare
LookAt AimOffset in the Anim Graph causes character to explode
#jira UE-38533
#fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime
Change 3214866 on 2016/11/30 by james.cobbett
Updating Pose Snapshot test assets
Change 3214964 on 2016/11/30 by thomas.sarkanen
Added test data for facial animtion curves
Change 3215015 on 2016/11/30 by Jurre.deBaare
When a Aim Offset axis value is edited drastically the preview mesh will be deformed
#fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range
#misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit)
#jira UE-38880
Change 3215029 on 2016/11/30 by Marc.Audy
Fix CIS
Change 3215033 on 2016/11/30 by Marc.Audy
Add a delegate for when new classes are added via hotreload
Change existing hotload class reinstancing delegates to be multicast
Change 3215048 on 2016/11/30 by Jon.Nabozny
Use getKinematicTarget whenever a body is kinematic.
This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics.
#jira UE-37877
Change 3215052 on 2016/11/30 by Marc.Audy
Generalize the volume actor factory logic
Create volume factories when hotreload adds a new volume class
#jira UE-39064
Change 3215055 on 2016/11/30 by Marc.Audy
Probable fix for IOS CIS failure
Change 3215091 on 2016/11/30 by Lina.Halper
Easy alternative fix for blending two curves per bone. For now we just combine.
To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15.
#jira: UE-39182
Change 3215179 on 2016/11/30 by Jurre.deBaare
Preview viewport should only use rendering features supported in project
#fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity
#jira UE-37252
Change 3215189 on 2016/11/30 by Jurre.deBaare
CIS fix
Change 3215326 on 2016/11/30 by Ben.Zeigler
#jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode.
Regression caused by CL #3104976
Change 3215523 on 2016/11/30 by James.Golding
Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash
Change 3215539 on 2016/11/30 by Marc.Audy
Fix failure to cleanup objects in a hidden always loaded sub-level
#jira UE-39139
Change 3215568 on 2016/11/30 by Aaron.McLeran
UE-39197 Delay node of 0.0 causes crash
Change 3215719 on 2016/11/30 by Aaron.McLeran
UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528
Change 3215773 on 2016/11/30 by Aaron.McLeran
PR #2819 : Fixed typo in SoundWave.h
Change 3215828 on 2016/11/30 by James.Golding
PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus)
Change 3215831 on 2016/11/30 by James.Golding
UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode
Change 3215904 on 2016/11/30 by Marc.Audy
Fix significance calculations
Change 3215955 on 2016/11/30 by James.Golding
UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data.
Change 3215959 on 2016/11/30 by James.Golding
Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass
Change 3216057 on 2016/11/30 by Marc.Audy
Don't reset expose on spawn properties when in a PIE world
#jira UE-36771
Change 3216114 on 2016/11/30 by James.Golding
Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files
Change 3216144 on 2016/11/30 by Jon.Nabozny
Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.
InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with.
This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset.
#jira UE-38434
Change 3216148 on 2016/11/30 by Jon.Nabozny
Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling.
Change 3216160 on 2016/11/30 by Aaron.McLeran
Fixing a memory leak in concurrency management
Change 3216164 on 2016/11/30 by James.Golding
Move SkeletalMeshActor code into its own cpp file
Fix CIS for SkeletalMeshComponent.cpp
Change 3216371 on 2016/11/30 by dan.reynolds
AEOverview Update
Minor tweaks
Completed Sound Concurrency Rule Test Maps
Added additional test files
Change 3216509 on 2016/11/30 by Marc.Audy
Fix missing include
Change 3216510 on 2016/11/30 by Marc.Audy
Code cleanup
Change 3216723 on 2016/12/01 by Jurre.deBaare
When clearing a blend sample animation the animation will try and blend to the ref pose
#fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation
#fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error)
#misc weird whitespace changes
#jira UE-39078
Change 3216745 on 2016/12/01 by Jurre.deBaare
- Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised.
- UDN user was hitting a check within the triangle flipping behaviour
#fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle
#fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check
#misc refactored triangle flipping code to make it smaller (more readible)
Change 3216903 on 2016/12/01 by mason.seay
Imported mesh for quick test
Change 3216904 on 2016/12/01 by Jurre.deBaare
CIS Fix
#fix replaced condition by both non-editor as editor valid one
Change 3216998 on 2016/12/01 by Lukasz.Furman
fixed AI slowing down on ramps due to 3D input vector being constrained by movement component
#jira UE-39233
#2998
Change 3217012 on 2016/12/01 by Lina.Halper
Checking in James' fix on drag/drop to replace assets
#code review: James.Golding
#jira: UE-39150
Change 3217031 on 2016/12/01 by james.cobbett
Updating Pose Snapshot Assets. Again.
Change 3217033 on 2016/12/01 by Martin.Wilson
Update bounds on all skel meshes when physics asset is changed
#jira UE-38572
Change 3217181 on 2016/12/01 by Martin.Wilson
Fix imported animations containing a black thumbnail
#jira UE-36559
Change 3217183 on 2016/12/01 by Martin.Wilson
Add some extra debugging code for future animation compression / ddc issues
Change 3217184 on 2016/12/01 by james.cobbett
Fixing a test asset by checking a check box. Sigh.
Change 3217216 on 2016/12/01 by Martin.Wilson
Undo part of CL 3217183. Will need to add this back differently.
Change 3217274 on 2016/12/01 by Marc.Audy
When serializing in an enum tagged property follow redirects
#jira UE-39215
Change 3217419 on 2016/12/01 by james.cobbett
Changes to test assets for more Pose Snapshot tests
Change 3217449 on 2016/12/01 by Aaron.McLeran
Adding new audio setting to disable EQ and reverb.
Hooked up to XAudio2 (for now).
Change 3217513 on 2016/12/01 by Marc.Audy
Improve bWantsBeginPlay deprecation message
Change 3217620 on 2016/12/01 by mason.seay
Updated test assets for HLOD
Change 3217872 on 2016/12/01 by Aaron.McLeran
UEFW-113 Adding master reverb to audio mixer
- Added new submix editor to create new submixes
- Created new default master submixes for reverb and EQ and master submixes
- Fixed a number of minor issues found in auido mixer while working on feature
Change 3218053 on 2016/12/01 by Ori.Cohen
Added mass debug rendering
#JIRA UE-36608
Change 3218143 on 2016/12/01 by Aaron.McLeran
Fixing up reverb to support multi-channel (5.1 and 7.1) configurations.
- Added default reverb send amount
Change 3218440 on 2016/12/01 by Zak.Middleton
#ue4 - Made some static FNames const.
Change 3218715 on 2016/12/02 by james.cobbett
Fixed bug in test asset.
Change 3218836 on 2016/12/02 by james.cobbett
Fixing up test asset
Change 3218884 on 2016/12/02 by james.cobbett
Moar test asset changes
Change 3218943 on 2016/12/02 by Ori.Cohen
Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space
#JIRA UE-35184
Change 3218955 on 2016/12/02 by Marc.Audy
Fix initialization order issues
Remove monolithic includes
Change signature to pass string by const ref
Change 3219149 on 2016/12/02 by Ori.Cohen
Fix SetCollisionObjectType not working on skeletal mesh components
#JIRA UE-37821
Change 3219162 on 2016/12/02 by Martin.Wilson
Fix compile error when blend space on aim offset nodes is exposed as pin
#jira UE-39285
Change 3219198 on 2016/12/02 by Marc.Audy
UEnum::FindValue/IndexByName will now correctly follow redirects
#jira UE-39215
Change 3219340 on 2016/12/02 by Zak.Middleton
#ue4 - Optimized and cleaned up some Actor methods related to location and rotation.
- Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors.
- Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent().
- Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods.
Change 3219482 on 2016/12/02 by Ori.Cohen
Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent.
#JIRA UE-39172
Change 3219676 on 2016/12/02 by Martin.Wilson
Make clearer that ref pose is from skeleton
Change 3219687 on 2016/12/02 by Aaron.McLeran
Supporting multi-channel reverb with automatic downmixing of input to stereo
Change 3219688 on 2016/12/02 by Martin.Wilson
Fix crash when remapping additive animations after skeleton hierarchy change
#jira UE-39040
Change 3219699 on 2016/12/02 by Zak.Middleton
#ue4 - Fix template's use of old GetActorRotation() function.
Change 3219969 on 2016/12/02 by Ben.Zeigler
#jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication
Modified from shelve Zak.Middleton made of PR #1885, after some more testing
Change 3220010 on 2016/12/02 by Aaron.McLeran
Fixing up sound class editor
Change 3220013 on 2016/12/02 by Aaron.McLeran
Deleting monolithic file
Change 3220249 on 2016/12/02 by Aaron.McLeran
Changing reverb settings parameter thread sync method
- Switching to a simple ring buffer rather than using a crit sect
Change 3220251 on 2016/12/02 by Aaron.McLeran
Removing hard-coded audio mixer module name for the case when using -audiomixer argument,
-added new entry to ini file that allows you to specify the audio mixer module name used for the platform.
Change 3221118 on 2016/12/05 by Jurre.deBaare
Back out changelist 3220249 to fix CIS
Change 3221363 on 2016/12/05 by Martin.Wilson
Change slot node category from Blends to Montage
Change 3221375 on 2016/12/05 by Jon.Nabozny
Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set.
#jira UE-39325
Change 3221402 on 2016/12/05 by Jon.Nabozny
Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path.
#jira UE-33562
Change 3221441 on 2016/12/05 by Thomas.Sarkanen
Fixed crash when reimporting a mesh when a different animation was open
#jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents
Change 3221473 on 2016/12/05 by Marc.Audy
Get rid of auto.
Use GetComponents directly instead of copying in to temporary arrays
Change 3221584 on 2016/12/05 by Jon.Nabozny
Fix CIS for Mac builds from CL-3221375
Change 3221631 on 2016/12/05 by Martin.Wilson
Possible fix for rare marker sync crash on live servers
#jira UE-39235
#test ai match, animation seemed fine, no crashes
Change 3221660 on 2016/12/05 by mason.seay
Resubmitting to add Viewport Bookmark
Change 3221683 on 2016/12/05 by Mieszko.Zielinski
Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4
#jira UE-30355
Change 3221750 on 2016/12/05 by Jon.Nabozny
Real CIS fix.
Change 3221917 on 2016/12/05 by Jon.Nabozny
Fix CIS for real this time.
Change 3222370 on 2016/12/05 by mason.seay
Start of Gameplay Tag testmap
Change 3222396 on 2016/12/05 by Aaron.McLeran
UEFW-44 Implementing EQ master submix effect for audio mixer
- New thread safe param setting temlate class (for setting EQ and Reverb params)
- Hook up reverb submix effect to source voices
- Implementation of FBiquad for biquad filter coefficients and audioprocessing
- Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once
- Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type
Change 3222425 on 2016/12/05 by Aaron.McLeran
Checking in missing files
Change 3222429 on 2016/12/05 by Aaron.McLeran
Last missing file!
Change 3222783 on 2016/12/05 by Jon.Nabozny
Update SkelMeshScaling map.
Change 3223173 on 2016/12/06 by Martin.Wilson
Fix crash in thumbnail rendering when creating a new montage
#jira UE-39352
Change 3223179 on 2016/12/06 by Marc.Audy
auto/NULL cleanup
Change 3223329 on 2016/12/06 by Marc.Audy
Fix (hard to explain) memory corruption
#jira UE-39366
Change 3223334 on 2016/12/06 by Jon.Nabozny
Add HasBeenInitialized check inside AActor::InitializeComponents
Change 3223340 on 2016/12/06 by Jon.Nabozny
Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid.
#jira UE-39238
Change 3223372 on 2016/12/06 by Marc.Audy
Probably fix HTML5 CIS failure
Change 3223511 on 2016/12/06 by Jon.Nabozny
Fix Mac CIS shadow warning
Change 3223541 on 2016/12/06 by Lukasz.Furman
fixed missing NavCollision data in static meshes
#jira UE-39367
Change 3223672 on 2016/12/06 by Ben.Zeigler
#jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button
Remove unnecessary code from both customizations
Change 3223751 on 2016/12/06 by Marc.Audy
Properly remove components from their owner when manipulating through editinlinenew properties
#jira UE-30548
Change 3223831 on 2016/12/06 by Ben.Zeigler
#jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled
#jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children
Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive
Add Tag Source to tooltip in management mode
Fix RequestGameplayTagChildrenInDictionary to work properly
Change 3223862 on 2016/12/06 by Marc.Audy
Hide deprecated attach functions for all games not just Paragon
Change 3224003 on 2016/12/06 by Marc.Audy
Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way.
#jira UE-39207
Change 3224602 on 2016/12/07 by Jurre.deBaare
Crash on creating LODs with Medic
#fix Added clamp for UVs -1024 to 1024
#jira UE-37726
Change 3224604 on 2016/12/07 by Jurre.deBaare
Fix for incorrect normal calculation in certain circumstances
#fix Make sure we propagate the matrices to samples after we (re)calculated normals
#fix Conditionally swap/inverse the vertex data buffers instead of always
#fix Set preview mesh for alembic import animation sequences
#misc removed commented out code and added debug code
Change 3224609 on 2016/12/07 by Jurre.deBaare
Alembic Import Issues (skeletal) w. UVs and smoothing groups
#fix Changed the way we populate smoothing group indices for alembic caches
#misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences
#jira UE-36412
Change 3224783 on 2016/12/07 by James.Golding
Support per-instance skeletal mesh vertex color override
Change 3224784 on 2016/12/07 by James.Golding
Add skelmesh vert color override map. Fix my vert color material to work on skel mesh.
Change 3225131 on 2016/12/07 by Jurre.deBaare
Crash when baking matrix animation when importing an alembic file as skeletal
#fix condition whether or not to apply matrices had not been moved over in previous change
#jira UE-39439
Change 3225491 on 2016/12/07 by Lina.Halper
- Morphtarget fix on the first frame
#jira: UE-37702
Change 3225597 on 2016/12/07 by mason.seay
Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting
Change 3225758 on 2016/12/07 by Aaron.McLeran
UE-39421 Fix for sound class graph bug
Change 3225957 on 2016/12/07 by Ben.Zeigler
#jira UE-39433 Fix crash with mass debug data
Change 3225967 on 2016/12/07 by Lina.Halper
Fix not removing link up cache when removed.
#jira: UE-33738
Change 3225990 on 2016/12/07 by Ben.Zeigler
#jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues
Change 3226123 on 2016/12/07 by Aaron.McLeran
Fix for sound class asset creation from within the sound class graph
Change 3226165 on 2016/12/07 by mason.seay
Replaced skelmesh gun with static mesh cube
Change 3226336 on 2016/12/07 by Aaron.McLeran
Fixing up sound class replacement code.
If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them
Change 3226701 on 2016/12/08 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613
Change 3226710 on 2016/12/08 by Jurre.deBaare
Fix for alembic import crash
#misc update num mesh samples and take into account user set start frame in case of skipping preroll frames
Change 3226834 on 2016/12/08 by Jurre.deBaare
Fix for incorrect matrix samples being applied during Alembic cache importing
#fix Change way we loop through samples and determine correct matrix and mesh sample indices
Change 3227330 on 2016/12/08 by Jurre.deBaare
Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error
#UE-39499
#fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad
#misc corrected socket name output, removed unnecessary nullptr check
Change 3227575 on 2016/12/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387
Change 3227602 on 2016/12/08 by Marc.Audy
Copyright 2016 to 2017 updates for new Framework files
[CL 3227721 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2997066 on 2016/06/01 by Michael.Noland
Engine: Marked engine performance target cvars ECVF_Scalability so they can be adjusted via scalability buckets at runtime for games that target different framerates on different levels of hardware
#rb none
#tests Ran Paragon and changed video settings and tested t.TargetFrameTimeThreshold
Change 2996816 on 2016/06/01 by Dan.Youhon
Add FixedWorldDirection option for Root Motion Radial Forces; code/BP hook-up for allowing Price's reworked RMB to send all targets in the same (correct) direction
- FixedWorldDirection added to both root motion system and corresponding ability tasks
- Exposed AddHitResult for EffectContexts for modifying EffectContext hit results from BP
- Hooked up to Price RMB - we (somewhat dirtily) route Price's location and facing through the HitResult of the EffectContext for his displacement GE
#rb Dave.Ratti
#tests MultiPIE
#codereview Billy.Rivers
#lockdown Billy.Rivers
Change 2996526 on 2016/06/01 by Brian.Karis
Fixed tube light typo
JB made this robomerge up. Shader recompiling in our future.
#RB:none
#Tests:none
#ROBOMERGE: MAIN, 27, 26.2
Change 2996428 on 2016/06/01 by Rolando.Caloca
O - Made r.D3D.RemoveUnusedInterpolators a system setting which now also alters ddc key; fix r.Shaders.FastMath actually affecting compilation when =0
#rb Chris.Bunner
#codereview Michael.Noland, Marcus.Wassmer
#jira OR-22573
#tests Run with and without r.D3D.RemoveUnusedInterpolators=1 on DefaultEngine.ini
Change 2996090 on 2016/06/01 by Jason.Bestimt
#ORION_MAIN - Merge 26.2 @ CL 2995754
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2995816 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#CodeReview: jason.bestimt
Change 2995785 on 2016/06/01 by Robert.Manuszewski
Don't delete non-backup log files when cleaning up the logs folder.
#rb none
#tests Tested in the editor with multiple old log files
Change 2995556 on 2016/05/31 by Dmitry.Rekman
More info about timers on crash (OR-21986).
- Somewhat desperate attempt to get more clue about timer crash. Intended to be removed later.
#rb Michael.Noland
#codereview Marc.Audy, Michael.Noland
#tests Compiled the Linux server, ran it, crashed a few times.
Change 2995397 on 2016/05/31 by Michael.Noland
Rendering: Made the optimization to combine upscaling/downscaling and tonemapping optional based on the amount of upscaling that will occur
- r.Tonemapper.ScreenPercentage has been renamed to r.Tonemapper.MergeWithUpscale.Mode
- r.Tonemapper.MergeWithUpscale.Threshold is a new setting used when r.Tonemapper.MergeWithUpscale.Mode is set to 2, which indcates to only try to merge the passes if the ratio of the area before upscale/downscale to the area afterwards is greater than the threshold
This prevents running the tonemapper on all of the target res pixels when the source res is far smaller, as that can cause it to be a loss to merge the passes
Upgrade Notes: r.Tonemapper.ScreenPercentage has been renamed to r.Tonemapper.MergeWithUpscale.Mode
#rb marcus.wassmer
#tests Ran Paragon at various resolutions on Intel and NV cards
#rn
Change 2995118 on 2016/05/31 by David.Decker
- Fix for build failure
#rb none
#tests golden path game
Change 2994929 on 2016/05/31 by David.Decker
#Orion_Analytics
-Added PacketRecievedHistogram event that fires every minute in game the rate is configurable in DefaultGame.ini
-Moved FHistogram from PerfCountersModule to ProfilingHelpers
-Re-enabled Location event
#rb Dmitry.Rekman
#codereview Dmitry.Rekman, John.Pollard, Christopher.Wright
#tests golden path game
Change 2994920 on 2016/05/31 by Daniel.Lamb
Added some more cooking stats to save package.
#rb Wes.Hunt
#test Cook Orion.
Change 2994622 on 2016/05/31 by Zak.Middleton
#orion - Pickup and Coin filter collision optimizations.
- Added coin collision profile preset and made it ignore everything but Pawn (importantly, now ignores triggers).
- Pickups filter out collision with AI earlier. Profile already did this but this avoids more branches and cache misses in PreFilter.
- Coins now additionally filter out more efficiently Heroes that can't pick them (no overlap events generated at all).
#rb Jon.Lietz, Frank.Gigliotti
#tests PlayGo MultiPIE
Change 2994305 on 2016/05/31 by Andrew.Grant
Restoring prompt/exit on signed archive issue to help identify causes
#rb none
#tests compiled
Change 2994226 on 2016/05/31 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 27 @ CL 2993946
#RB:none
#Tests:none
[CodeReviewed]: graeme.thornton
#ROBOMERGE-SOURCE: CL 2994225 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2994204 on 2016/05/31 by bruce.nesbit
More banner changes
-Fixed an issue with InterpToComponent with very short times
-revisions to test banner
-added fade to banner/charms
-tries to set team color on decativate FX
#rb none
#tests Game+PIE
#codereview Jason.Bestimt
Change 2993973 on 2016/05/30 by Robert.Manuszewski
Updated protection handling
#rb none
#tests Compiled and applied protection
Change 2993588 on 2016/05/27 by Michael.Noland
Engine: Removed a bogus autocomplete for ShowMaterialDrawEvents, which was previously renamed r.ShowMaterialDrawEvents
#rb none
#tests Typed in ShowMat in the console and verified that no autocomplete appeared
#rn
Change 2993510 on 2016/05/27 by John.Pollard
Fix issue with root motion sources and replays, fixes TwinBlast RMB ability animation issue, and other artifacts
#rb RyanG
#tests Replays
Change 2993484 on 2016/05/27 by Uriel.Doyon
New logic for computing the skel mesh streaming scales
#rb marcus.wassmer
#tests loaded editor, played with streaming scale
Change 2993211 on 2016/05/27 by Uriel.Doyon
Workaround for lightmap streaming flags not being correctly set.
#codereview marcus.wassmer
#rb marcus.wassmer
#tests building lighting and investigating streaming
Change 2993068 on 2016/05/27 by Marcus.Wassmer
Duplicate 2989729
Fix for lightmaps and shadowmaps having low resolutions after building lightings
#rb none
#test PC at various scalability
#codereview Uriel.Doyon
Change 2993066 on 2016/05/27 by Lukasz.Furman
fixed behavior tree getting stuck on ResumeLogic call
copied from //UE4/Dev-Framework, CL# 2993058
#jira OR-22498
#rb none
#tests none
Change 2992706 on 2016/05/27 by Marcus.Wassmer
Duplicate 2991726
Fix for grey skin in simple lighting model (shadows off)
#rb none
#test lowest settings on PC
Change 2992705 on 2016/05/27 by Marcus.Wassmer
Duplicate 2991727
Fix emissive decals in simple forward renderer
#rb none
#test PC lowest settings
Change 2992658 on 2016/05/27 by David.Ratti
Remove all occurrences of Ability.PersistPastDeath from granted tags. Fix code to *only* check asset tags for this tag, instead of both.
#rb none
#test pie
Change 2992646 on 2016/05/27 by Ben.Marsh
BuildGraph: Add a BuildGraph task to run a UE4 commandlet. Syntax is <Commandlet Name="..." Project="..." Arguments="...">.
#rb none
#tests none
Change 2992252 on 2016/05/26 by Jason.Bestimt
#ORION_DG - Unclog ROBO Merge in DG
#RB:none
#Tests:none
Change 2992180 on 2016/05/26 by John.Pollard
Fix issue where external data wasn't saving out properly
#rb RyanG
#tests Replays
Change 2992159 on 2016/05/26 by Michael.Noland
CVar to disable/freeze GPU particle simulation (r.GPUParticle.Simulate)
[Replicated from Dev-Rendering checkin CL# 2989752 by Olaf]
#rb olaf.piesche
#tests Tested the command in Agora and verified that GPU particles were not being drawn
Change 2992158 on 2016/05/26 by Michael.Noland
Rendering: Added a cvar that controls unbinding of all texture resources between materials changes in the DX11 renderer (r.UnbindResourcesBetweenDrawsInDX11) to improve the readability of GPA captures
Note: This will probably be moved to be on when markers are on rather than an independent cvar, but it is currently separate for testing
#codereview marcus.wassmer
#rb none
#tests Ran with the var off and on and verified in GPA captures
Change 2991645 on 2016/05/26 by Andrew.Grant
Fix for filesize returning 0 if file not found
#rb none
#tests bugit now works
#jira OR-20488
Change 2991290 on 2016/05/26 by Mieszko.Zielinski
Added a static flag to NavigationSystem that can be used to short-circuit dynamic navigation related functions #UE4
Will save some perf on PS4 in Orion, since clients do use navigation system there.
#rb Lukasz.Furman
#test golden path
Change 2991288 on 2016/05/26 by Mieszko.Zielinski
CL#2990243 manually redone in for Orion #UE4
Original description:
> Fixed behavior tree observers not being applied correctly
#rb Lukasz.Furman
#test golden path
Change 2991271 on 2016/05/26 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2990688
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2991269 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2991185 on 2016/05/26 by Mieszko.Zielinski
Fixed UAITask_MoveTo not releasing paths properly, or clearing path observing when task is being reused #UE4
Also, fixed FNavigationPath::DoneUpdating not converting ENavPathUpdateType properly
#rb Lukasz.Furman
#test golden path
Change 2990788 on 2016/05/25 by Marcus.Wassmer
Fix deprecation warning
#rb none
#test none
Change 2990582 on 2016/05/25 by Marcus.Wassmer
Now that render commands are enqueued again on servers, we shouldn't outright crash if an allocation gets to nullrhi
#codereview Dmitry.Rekman
#rb none
#test none
Change 2990450 on 2016/05/25 by Martin.Mittring
OR-22233 GPU Sprites invisible unless solo'd
#rb:David.Hill
#jira:OR-22233
#test:PC
Change 2990199 on 2016/05/25 by Marcus.Wassmer
Remove experimental HDR support in tonemapper. Brings tonemapper cost back down into line
#rb none
#codereview Michael.Noland,Brian.Karis
Change 2989908 on 2016/05/25 by Andrew.Grant
Changed warning about DDC cache full to Display
#rb none
#tests compiled
Change 2989903 on 2016/05/25 by Mieszko.Zielinski
Made BT component ignore subtree injection request if relevant BT nodes already use indicated asset #UE4
#rb Lukasz.Furman
#test golden path
Change 2989795 on 2016/05/25 by Ryan.Gerleve
Fix for storing the correct URL on the pending net game for replay playback.
Re-implemented this fix from Dev-Networking CL 2981198, fixes deathcam after latest main integration.
#tests played a reply, enabled deathcam
#rb none
Change 2989483 on 2016/05/25 by David.Ratti
ToggleJuggernaut cheat
#rb danY
#tests pie
Change 2989384 on 2016/05/25 by Graeme.Thornton
Extra chunk decryption tests and logging to help diagnose the random failure we're seeing in the wild
- retry decrypt three times
- after the first attempt, re-decrypt original source, just incase the decrypt cache has been corrupted
#tests cooked pc client + dedicated server
#rb robert.manuszewski
Change 2989225 on 2016/05/24 by Dmitry.Rekman
Fix rare crash in Linux threading code (OR-22193).
- Sometimes, for some reason, freeing memory for an alternate thread from a thread in PostRun() can crash because the jemalloc apparently does not have an arena for this thread anymore.
- This change works around the problem by allocating the said memory statically in LinuxThread class.
#rb none
#codereview Bob.Tellez, David.Vossel
#tests Compiled Linux server, started it.
Change 2988768 on 2016/05/24 by Uriel.Doyon
Added support for SkinnedMesh in the texture streaming MeshCoordSize accuracy viewmode.
#RB marcus.wassmer
#tests loaded game and editor
Change 2988462 on 2016/05/24 by Mieszko.Zielinski
Added a piece of logging to both scenarios or movement aborting in UPathFollowingComponent::UpdatePathSegment to be able to tell them appart while reading the log #Orion
#rb Lukasz.Furman
#test golden path
Change 2988036 on 2016/05/24 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2987910
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2988035 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2987457 on 2016/05/23 by Mieszko.Zielinski
Redone changes from CL#2981193 #UE4
Original description: fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes)
#rb Lukasz.Furman
#test golden path
Change 2987388 on 2016/05/23 by Olaf.Piesche
Replicating CL 2985226; don't push mesh emitter transform to pixel shader unless used in the material graph
#rb marcus.wassmer
#tests editor game PC
Change 2986255 on 2016/05/22 by Mieszko.Zielinski
Manually resolving conflict that stoped robomerge from Main to DG #Orion
#rb none
#test compile
#codereview Jason.Bestimt
Change 2986209 on 2016/05/21 by Andrew.Grant
Removed hitchunter logging from http thread
#rb none
#tests compiled
Change 2986202 on 2016/05/21 by Andrew.Grant
Merging //UE4/Main @ 2981382 from //UE4/Orion-Staging
#rb none
#tests engine & game QA passed, built locally
Change 2985899 on 2016/05/20 by Rob.Cannaday
Move PS4 HTTP processing to HTTP thread
#tests golden path
#rb dmitry.rekman
Change 2985884 on 2016/05/20 by Bart.Bressler
Fix issue where oodle wasn't enabled in shipping correctly.
#rb john.pollard
#tests ran orion server in shipping and connecting with a client
Change 2985778 on 2016/05/20 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2985753
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2985774 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2985760 on 2016/05/20 by Rob.Cannaday
Second pass on HTTP threading
Move threaded objects into separate class, FHttpThread. FCurlHttpThread derives from FHttpThread and the curl multi work is performed in FCurlHttpThread
Removed code that limited number of curl easy requests that were added to the multi simultaneously / per frame as now that curl work is performed on a separate thread the performance no longer directly impacts the game thread
Remove lock from CurlHttp and instead of use FThreadSafeCounter
#rb dmitry.rekman
#tests golden path (PC & PS4)
Change 2985658 on 2016/05/20 by John.Pollard
Fixed issue with cached http replay results making time go backwards
#rb none
#tests replays
Change 2985640 on 2016/05/20 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.ratti
Ability System: call OnRemove event for gameplay cues that are mispredicted. Previously if a looping GC was predictively added, it would only get the OnRemove event if the replicated GC was removed. In the case of a mis prediction there is no replicated version, so the OnRemove was never called and cleanup was never happening.
#rb FrankG
#tests multi pie
#ROBOMERGE-SOURCE: CL 2985638 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2985631 on 2016/05/20 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.ratti
Fast TArray serialization fixes:
1. Fix case where Array ReplicationKey has changed no items between base and current state have changed. Previously server would early out and not send an update: but this needs be sent so that the client can potentially perform an implicit delete.
This fixes the case where client TArray would have stale items hanging around until a new update was sent (which could potentially be never).
2. Fix case where an array item would be deleted by both explicit delete and implicit delete: causing other items in the array to be deleted (!).
#rb frankG, pollard
#tests golden path
[CodeReviewed] Bob.Tellez, Billy.Bramer, Ben.Zeigler
#ROBOMERGE-SOURCE: CL 2985629 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2985542 on 2016/05/20 by Daniel.Lamb
Added per package stats.
Optimized cooker, moved FTextureSource::Compress from UTexture::Presave to UTexture::Serialize so we can avoid it in the cooker.
#rb Robert.Manuszewski, Andrew.Grant, Marcus.Wassmer
#test cook paragon, save packages paragon editor
Change 2985152 on 2016/05/20 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2985092
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2985150 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2985001 on 2016/05/20 by Chris.Wood
Move fullcrashdump location for Paragon from QA deptartment storage to Paragon project storage. Changes CrashReportClient config only.
Change 2984839 on 2016/05/20 by Robert.Manuszewski
Renaming some confusing function names and updating messages related to exception handling.
#rb none
#tests Cooked Win64 Client and Server, Tested crash reporting in cooked game
Change 2984517 on 2016/05/19 by Mike.Larson
Adjusted 'PlatformHeadroom' audio volume settings to DB-3 on both Windows and PS4
Change 2983932 on 2016/05/19 by jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2983814
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2983921 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 2983864 on 2016/05/19 by Wes.Hunt
Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS...
#codereview:steve.robb
#rb none
#tests compiled Orion Editor Win64
Change 2983780 on 2016/05/19 by Wes.Hunt
Modernize FAnalyticsEventAttribute usage. #jira UE-30551.
Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings.
* The Name must be convertible to a string
* The value must be convertible to a string via an AnalyticsConversion::ToString() overload.
* Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more.
Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of:
RecordEvent("EventName", MakeAnalyticsEventAttributeArray(
"Attr1", false,
"Attr2", 42.0,
"Attr3", SomeMap,
"Attr4", SomeArray);
#codereview:steve.robb,david.decker,sam.spiro
SamS - you've been asking for better attribute conversion facilities for years. Finally got it, haha.
SteveR - I only added copy/move ctors to FAnalyticsEventAttribute. Do I also need to explicitly add the copy/move assignment ops?
DavidD - This will allow you to create attributes a lot more easily and efficiently now.
#rb steve.robb,david.decker
#tests orion editor runs
Change 2983702 on 2016/05/19 by Daniel.Lamb
Renumbered cooking stats to be more correct
#rb Wes.Hunt
#test cook paragon.
Change 2983392 on 2016/05/19 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2983342
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2983391 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2982910 on 2016/05/18 by Marcus.Wassmer
Don't fail entire deployments because obsolete manifest can't find the files to delete
#rb none
#codereview Peter.Sauerbrei
#test none
Change 2982902 on 2016/05/18 by Marcus.Wassmer
Disable HTTP networkfilesystem because it constantly crashes cookonthefly servers. platform team is aware
#rb none
#test cookonthefly
Change 2982837 on 2016/05/18 by David.Ratti
Spot merge safety check in ~FAgggregator. From BobT CL 2966255.
#rb none
#tests compile
Change 2982723 on 2016/05/18 by Wes.Hunt
Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #jira UE-30559
#rb none
#tests none
Change 2982716 on 2016/05/18 by Wes.Hunt
Remove Analytics code to divert legacy code to source data collector. #jira UE-27794
#rb none
#tests run orion editor
Change 2982707 on 2016/05/18 by Wes.Hunt
AnalyticsET support for arbitrary Json events. #jira UE-30375
* AnalyticsET supports a new API, RecordEventJson.
* API supports rvalue refs to avoid unnecessary copies of the attribute array.
/**
* Sends an event where each attribute value is expected to be a string-ified Json value.
* Meaning, each attribute value can be an integer, float, bool, string,
* arbitrarily complex Json array, or arbitrarily complex Json object.
*
* The main thing to remember is that if you pass a Json string as an attribute value, it is up to you to
* quote the string, as the string you pass is expected to be able to be pasted directly into a Json value. ie:
*
* {
* "EventName": "MyStringEvent",
* "IntAttr": 42 <--- You simply pass this in as "42"
* "StringAttr": "SomeString" <--- You must pass SomeString as "\"SomeString\""
* }
*
* @param EventName The name of the event.
* @param AttributesJson array of key/value attribute pairs where each value is a Json value (pure Json strings mustbe quoted by the caller).
*/
virtual void RecordEventJson(const FString& EventName, TArray<FAnalyticsEventAttribute>&& AttributesJson) = 0;
#codereview:david.decker
#rb david.decker
#tests run orion editor
Change 2982057 on 2016/05/18 by David.Ratti
GameplayCue loading - fix issue where GCM would invoke fully loaded when there were still UGameplayCueNotify_Statics to be loaded.
#rb Ori.Cohen
#tests golden path
Change 2981943 on 2016/05/18 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2981896
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2981942 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2981812 on 2016/05/18 by Robert.Manuszewski
Suspending thread heartbeat when a message box is being displayed. Fixes false positives in hand detection.
#rb Steve.Robb
#tests Cooked and launched win64 client and server
Change 2981718 on 2016/05/18 by Robert.Manuszewski
Changed how suspending/resuming thread heartbeat works: it will no longer create a heartbeat for a thread that hasn't sent any heartbeats yet.
Reimplementing CL #2951209 from Dev-Core
#rb Steve.Robb
#tests None
Change 2981108 on 2016/05/17 by Wes.Hunt
Fix perfect forwarding constructor in CookStats stuff.
#rb none
#tests investigating assembly output of cook stats code.
#codereview:daniel.lamb
Change 2981028 on 2016/05/17 by Nick.Atamas
Fixing hittest grid with virtual cursor.
We now prefer any directly hit-test widgets with higher layer ids to those discovered through a distance search.
#rb none
#test Game menus
#codereview Cody.Haskell,Matt.Kuhlenschmidt,Sammy.James,Dan.Hertzka
Change 2980963 on 2016/05/17 by Marc.Audy
Fix shadowed variable
#rb None
#tests Compile
Change 2980917 on 2016/05/17 by Daniel.Lamb
Removed script packages from unable to find packages warning.
#rb Andrew.Grant
#test cook paragon
Change 2980838 on 2016/05/17 by Marc.Audy
Shave some time out of UPlayerInput::ProcessInputStack
#rb Michael.Noland
#tests Input works, performance improvement
Change 2980710 on 2016/05/17 by Michael.Noland
Engine: Added helpful comments to the LOD visualization colors
#rn
#rb david.ratti
#tests none
Change 2980706 on 2016/05/17 by Michael.Noland
Engine: Removed unused setting bAllowDebugViewmodesOnConsoles (replaced some time ago by r.ForceDebugViewModes)
#rn
#rb david.ratti
#tests Ran a cooked build with only r.ForceDebugViewModes=1 and confirmed that debug view modes still worked
Change 2980703 on 2016/05/17 by Michael.Noland
Blueprints: Added support for emitting the Blueprint Description as tooltip metadata for the compiled Blueprint class (displayed in class pickers, etc...)
#rb david.ratti
#tests Tested on a Blueprint in Paragon
#codereview mike.beach
#rn
Change 2980702 on 2016/05/17 by Michael.Noland
Rendering: Added ProfileGPU to the console autocomplete list
#rb david.ratti
#tests Tried typing Profile in the console and verified that the completion worked and tooltip was displayed
#rn
Change 2980697 on 2016/05/17 by Michael.Noland
Landscape: Added a 'resource' name for landscape to improve display in the mesh summary list of ProfileGPU
#codereview jack.porter
#rb david.ratti
#tests Used ProfileGPU while standing on some terrain
#rn
Change 2980692 on 2016/05/17 by Michael.Noland
Landscape: Added a scalability CVar for landscape LOD biasing (r.LandscapeLODBias)
#codereview jack.porter
#rb david.ratti
#tests Ran around in Paragon with various r.LandscapeLODBias values
#rn
Change 2980630 on 2016/05/17 by Daniel.Lamb
Added more warnings to help track down crash in paragon cook.
#rb Andrew.Grant
#test cook orion
Change 2980585 on 2016/05/17 by Jamie.Dale
Fixed an issue where the editable text caret could become invisible when using UI scaling
It's now clamped to a min draw size of 1px.
#jira OR-18524
#rb none
#tests Built and ran the game. Verified that the caret now appears where it didn't before.
Change 2979908 on 2016/05/16 by jason.bestimt
#ORION_MAIN - Merge 26.2 @ CL 2979859
#RB:none
#Tests:none
#CodeReview: jaymee.stanford
Change 2979472 on 2016/05/16 by Nick.Atamas
Added support for not clearing the render target when rendering a widget.
#rb Nick.Darnell
#test PIE w/ minimap
Change 2979434 on 2016/05/16 by Dmitry.Rekman
Server: Add reporting of frame time without sleep.
- Also add NumClients to each event so it's easy to filter events that didn't have 10 clients.
#rb none
#tests Built Linux server, ran match on a compatible content.
Change 2979267 on 2016/05/16 by Dmitry.Rekman
Improvements in server hitch hunting / alerting.
- Add an analytics event for unplayable conditions.
- Send % of frames we hitched and time we spent hitching.
- Send more detail about the machine.
#rb none
#tests Built Linux server and Windows client, played a match.
Change 2979030 on 2016/05/16 by Andrew.Grant
Added quick way to reasign GUIDs (-AssignNewMapGuids) to map objects
#rb none
#tests used in editor
Change 2978914 on 2016/05/16 by David.Ratti
Fix issue causing gameplay cue parameters not properly being passed through in cases where GA adds/removes gameplay cue.
#rb DanY
#tests multi pie
#codereview Dave.Ewing
Change 2978681 on 2016/05/16 by Martin.Wilson
Performance improvements for recalc required bones, removed a lot of unneeded array iterating. Reduces cost to roughly 30% of original code.
#rb Thomas.Sarkanen
#tests PS4 games, ded server
Change 2978098 on 2016/05/15 by Andrew.Grant
Clearer error message
#rb none
#tests ran game
Change 2977597 on 2016/05/13 by Olaf.Piesche
Merging using //UE4/Dev-Rendering->//Orion/Dev-General; fixes for beam particle selection code
#rb martin.mittring
#tests PC editor game
Change 2977531 on 2016/05/13 by Daniel.Lamb
Added cooking stat for PreSave callback.
#rb Wes.Hunt
#test cook paragon
Change 2977340 on 2016/05/13 by jason.bestimt
#ORION_MAIN - Merge 26@ CL 2977290
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2977329 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 2977139 on 2016/05/13 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jon.lietz
OR-20830 only allow the periodic effects from a gameplay volume trigger first application triggers on BeginOverlap and Enable volume.
#RB DaveR
#test tracked when the poinson from an active card is applied and not applied
#ROBOMERGE-SOURCE: CL 2977135 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976741 on 2016/05/13 by David.Ratti
GameplayCues that are triggered off animation notifies on the non-primary mesh will now properly attach to that non primary mesh.
#rb lietz
#test pie, golden path
Change 2976715 on 2016/05/13 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Fix for bad merge
#rb none
#tests built automation
#ROBOMERGE-SOURCE: CL 2976680 in //Orion/Release-0.26/... via CL 2976712 via CL 2976713 via CL 2976714
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976679 on 2016/05/13 by Robert.Manuszewski
Tweaks to DLL injection detection code
#rb Steve.robb
#tests cooked Win64 client
Change 2976670 on 2016/05/13 by Robert.Manuszewski
UAT: Arxan upgrade to 3.9.1
#rb Ben.Marsh
#tests Win64 cooked client (test config)
Change 2976654 on 2016/05/13 by Graeme.Thornton
Shadowed variable warning fix
#rb none
#tests compiled win64/ps4 client
Change 2976645 on 2016/05/13 by Graeme.Thornton
Refactoring of resident mip calculations
- Cooker takes into account the same compression block thresholds that the runtime previously used
- Runtime doesn't attempt to calculate which mips to perma-load, but just looks at the ones whose bulk data is flagged as end-of-file or seperate-file
#rb nick.penwarden
#tests win64/ps4 client builds, golden path
[CL 3000872 by Andrew Grant in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2932679 on 2016/04/04 by Martin.Mittring
remove hack/cvar that is not longer needed as we fixed the bug
#rb:Bob.Tellez
#code_review:Bob.Tellez
Change 2932681 on 2016/04/04 by Martin.Mittring
fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files,
added enure if non scalability setting are used in ScalabilityIni (get now ignored)
#rb:David.Hill
#code_review:Marcus.Wassmer, Michael.Noland
Change 2932719 on 2016/04/04 by Marcus.Wassmer
Merge 3 band SH back to DevRendering
#rb Daniel.Wright
Change 2932760 on 2016/04/04 by Zabir.Hoque
Migrating high resolution cubemaps for skylight and reflection probes.
#rb: Daniel.Wright
Change 2933121 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix free blocks not getting joined
- Fix compile issue
Change 2933122 on 2016/04/05 by Rolando.Caloca
DR - Do not shorten dumped shaders path
Change 2933126 on 2016/04/05 by Rolando.Caloca
DR - vk - Index Buffers using new resource management
Change 2933127 on 2016/04/05 by Rolando.Caloca
DR - vk - Extract multibuffer off index buffer
Change 2933131 on 2016/04/05 by Rolando.Caloca
DR - vk - Transition to vb's using mutlibuffer
Change 2933136 on 2016/04/05 by Rolando.Caloca
DR - vk - Change staging buffers to use resource allocation system
- Fix free block not getting joined
- Remove define
Change 2933140 on 2016/04/05 by Rolando.Caloca
DR - vk - 'static' textures now use resource mgmt
- Release free pages back to the OS
- Remove ensure
Change 2933152 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix aliasing granularity
- Fix renderpass end/copy buffer ensure
Change 2933155 on 2016/04/05 by Rolando.Caloca
DR - SCW - Fix for -directcompile to directly load file for preprocessor
Change 2933158 on 2016/04/05 by Rolando.Caloca
DR - hlslcc - Error on Metal if trying to R & W on RWTextures
- Fix indices on RW reads to be unsigned
#codereview Mark.Satterthwaite, Michael.Trepka
Change 2933169 on 2016/04/05 by Rolando.Caloca
DR - vk - Move header to public to match changes on DevMobile
Change 2933173 on 2016/04/05 by David.Hill
Deferred decal rendering with negative scale
#rb:Matrin.Mittring
#jira:UE-27389
Change 2933273 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix renderdoc markers
Change 2933274 on 2016/04/05 by Rolando.Caloca
DR - Support for -AttachDebugger
Change 2933316 on 2016/04/05 by Rolando.Caloca
DR - vk - Compile fix whene enabling define
Change 2933334 on 2016/04/05 by Rolando.Caloca
DR - Compile fix
#codereview Martin.Mittring
Change 2933805 on 2016/04/05 by Brian.Karis
Temporal AA dynamic antighosting.
Fixed DOF
Change 2933811 on 2016/04/05 by Brian.Karis
Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around.
Change 2933812 on 2016/04/05 by Brian.Karis
Fixed fresnel on SSS skin.
Change 2933813 on 2016/04/05 by Brian.Karis
Tessellation fix
Change 2933816 on 2016/04/05 by Brian.Karis
Improved forward shading support
[CL 2943241 by Gil Gribb in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2917472 on 2016/03/21 by Rolando.Caloca
DR - Fix SCW directcompile arguments, add -pipeline
Change 2919580 on 2016/03/23 by Rolando.Caloca
DR - HlslParser - Fix for used elements (sparrow's arrow was showing when it shouldn't)
Arrays of input/outputs are now flattened so disjoint entries can be optimized out (and fixes a bug)
#jira OR-15380
#tests Run game with sparrow, test with slomo to check for gfx glitches
Change 2919660 on 2016/03/23 by Rolando.Caloca
DR - Latest vk changes (from dev mobile's 2916881 to 2919157)
Change 2919902 on 2016/03/23 by Rolando.Caloca
DR - Fix skeletal meshes decrementing stats twice
#codereview Marcus.Wassmer
#jira UE-28478
Change 2920020 on 2016/03/23 by David.Hill
#Jira UE-28503
EyeAdapation when used in material shader may not be initialized.
#rb olaf.piesche
Change 2920071 on 2016/03/23 by Rolando.Caloca
DR - Remove old vk define
- Started moving around direct calls to queue submit
Change 2920252 on 2016/03/23 by Rolando.Caloca
DR - Changes vk structs to classes
Change 2920314 on 2016/03/23 by Olaf.Piesche
Add -windowed to standalone game PIE command line to avoid PIE launching in full screen
#jira UE-27870
#codereview michael.trepka
Change 2920745 on 2016/03/24 by Uriel.Doyon
Texture streaming build now takes into account the material texcoord scales applied to the texture sampling.
Also finds out which texcoord is being used when sampling textures (between 0 and 3 currently).
TexCoord analysis debug view shaders is now working with SM4 ane SM5.
StaticMeshComponents hold persistent data coming from the texture streaming build.
#tests tested with different Paragon assets. Editor SM4 & SM5. Cooked maps
#codereview marcus.wassmer
Change 2921335 on 2016/03/24 by Uriel.Doyon
Added missing static keyword for locally defined console variable.
#codereview rolando.caloca
Change 2921416 on 2016/03/24 by Uriel.Doyon
Revert enabling debugview shaders on non PC platforms (until properly tested and debugged)
Change 2921446 on 2016/03/24 by Daniel.Wright
Planar reflection mesh
Change 2921530 on 2016/03/24 by Daniel.Wright
Manual revert of Ronin planar reflections
#codereview Ryan.Vance
Change 2921608 on 2016/03/24 by Uriel.Doyon
Updated texture streamer to take into account the new HLOD texture group.
Change 2921677 on 2016/03/24 by Daniel.Wright
Distance Field Specular Occlusion
* Prototype - disabled by default
Change 2921681 on 2016/03/24 by Daniel.Wright
UnmappedTexelsPercentage is now 100 based
Change 2921682 on 2016/03/24 by Daniel.Wright
Planar reflections
* New actor and component
* The scene is rendered to texture with a mirrored camera and a clip plane each frame
* The reflection texture is then applied to opaque pixels in a deferred pass, with distance and angle from plane fades
* Translucent materials apply the nearest reflection plane in the base pass
* Planar reflections require the project setting 'Support global clip plane for Planar Reflections' to be enabled, since writing to SV_ClipDistance all the time adds about 15% BasePass GPU time on PS4
* Fixed global distance field in materials which had been broken since moving global distance field properties into the view uniform buffer
* Fixed PS4 removing system-value semantics when output from vertex shader and not read in next stage
Change 2921734 on 2016/03/24 by Uriel.Doyon
Fixed tessellated cube having wrong UVs
#jira UE-28379
Change 2922063 on 2016/03/24 by Daniel.Wright
Removed planar reflection debug code
Change 2922428 on 2016/03/25 by Chris.Bunner
Delete FShaderPipeline objects when clearing TMaterialShaderMaps.
#rb Rolando.Caloca
#jira UE-28621
Change 2922803 on 2016/03/25 by Rolando.Caloca
DR - New cmd buffer management (disabled)
- Move cmd buffer out of pending state and into context
- Do not hardcode # cmd buffers
- Move back buffer image mgmt into swapchain
- Fixed some image layout transition bugs
Change 2923056 on 2016/03/25 by Rolando.Caloca
DR - Initial fix for canvas locking inside a render pass
[CL 2932649 by Gil Gribb in Main branch]