mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
5.4
66 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
6d5b974842 |
Fixed up a lot of bool-taking container resize functions to take EAllowShrinking instead.
[CL 30735396 by steve robb in ue5-main branch] |
||
|
|
79f02343be |
Fix editor crash after changing the title content on a math expression graph node.
#jira UE-194980 #rb dan.oconnor [CL 29993459 by phillip kavan in ue5-main branch] |
||
|
|
987ce8762c |
Backout CL 28342847 (to revisit on the slate side later).
#rb none (trivial) #jira UE-194980 [CL 28767293 by phillip kavan in ue5-main branch] |
||
|
|
c9a2875f18 |
CIS fix (373586).
#rnx #jira UE-194980 #rb none (trivial) [CL 28344869 by phillip kavan in ue5-main branch] |
||
|
|
82be9aeced |
Fix for an editor crash after editing Math Expression node titles while hovered over the content area.
#jira UE-194980 #rb Jodon.Karlik [CL 28342882 by phillip kavan in ue5-main branch] |
||
|
|
2534a73014 |
Remove needless BroadcastChanged calls, which refresh the entire graph of a blueprint, from various nodes. Add GRAPHACTION_EditNode to synchronously update a node's SGraphNode after a change is made.
Also requires 24595399 #jira UE-158391 #preflight 640f706e0e1f02786bf205d8 #rb Ben.Hoffman [CL 24623042 by dan oconnor in ue5-main branch] |
||
|
|
1b50b70aee |
UE-160862 - Fix FW-Gameplay miscellaneous module truncation warnings
#jira UE-160862 #preflight 63191b1cb069eea9ab594ea2 #rb andrew.davidson [CL 21974045 by dave jones2 in ue5-main branch] |
||
|
|
8cc129f2b6 |
IWYU Pass 1 - Engine/Source/Editor/...
#jira #preflight 6306736ac85b7fef22be7751 [CL 21558583 by bryan sefcik in ue5-main branch] |
||
|
|
490bccda39 |
[Feature] blueprint diff node outlines colored by diff state
#jira UE-150555 #rb aditya.ravichandran #preflight 62a38ead2558795127e232d0 [CL 20600224 by jordan hoffmann in ue5-main branch] |
||
|
|
9f2dd29383 |
UE-133114 - FBasicTokenParser::GetToken doesn't support double literals
The token parser assumed that numerical literals could only be floats. We simply need to change the parser to use doubles instead. #rb andrew.davidson #preflight 6266f68f5037f70ba0f72be2 #jira UE-133114 [CL 19925793 by dave jones2 in ue5-main branch] |
||
|
|
c47f0a24c6 |
Add "Degree ATan" and "Degree ATan2" to the k2node_mathexpression, as well as "DegreeToRadian" and "RadianToDegree" functoins.
#jira none #rb benjamin.fox #preflight 6239f33b10251d53d57273a2 [CL 19468643 by ben hoffman in ue5-main branch] |
||
|
|
ed1b4ed6a5 |
UE-140327 - Remove ENABLE_BLUEPRINT_REAL_NUMBERS usage
The original ENABLE_BLUEPRINT_REAL_NUMBERS macro was strictly meant for AB testing in the Dev-LWC. Currently, disabling it won't work, and would likely lead to broken behavior. Its presence might incorrectly indicate to licensees that this is an option that can be toggled safely. #rb marc.audy #jira UE-140327 #preflight 61fc6449dc0b3ecbecb6f381 #lockdown julien.marchand #ROBOMERGE-AUTHOR: dave.jones2 #ROBOMERGE-SOURCE: CL 18864654 in //UE5/Release-5.0/... via CL 18864683 via CL 18864993 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042) [CL 18865002 by dave jones2 in ue5-main branch] |
||
|
|
c8574d3b74 |
Merging //UE5/Dev-LargeWorldCoordinates [at] 18802167 to //UE5/Release-5.0
Blueprint real number support. This change deprecates the use the of "float" and "double" types in Blueprints in favor of a new "real". By default, "real" is back by a double precision floating point number. However, it can be single precision if the number is a native float property or function parameter. This distinction won't be visible to the Blueprint user: in both instances, they'll be represented by "real" pin types. During deserialization, we'll automatically convert Blueprint pin types to use real/doubles, unless they're used to represent native code (including delegate signatures). One consequence of this change is that we need to perform implicit casts between single and double precision real numbers. During Blueprint compilation, the compiler will detect points in the graph for when either a widening or narrowing conversion needs to occur. Subsequently, the script bytecode will contain a new cast instruction that performs the conversion. This also works on container types, but each entry in the container will have to be converted. This can introduce unwanted overhead for large containers that are frequently passed between Blueprint and native code. The scope of this change affects Blueprints used by Gameplay, Animation, Control Rig, and UMG. #rb marc.audy (serialization changes) #jira UE-116484 #preflight 61f8bdd5a2514ba12ff7bdfc #ROBOMERGE-AUTHOR: dave.jones2 #ROBOMERGE-SOURCE: CL 18809077 in //UE5/Release-5.0/... via CL 18809455 via CL 18822548 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545) [CL 18823569 by dave jones2 in ue5-main branch] |
||
|
|
3260bb55f0 |
#jira UE-117761 Remove white spaces from display names before using them as math expression functions, l may add more advanced redirector support later
Fix math expression nodes to properly report errors by making sure a connected output pin will be saved as broken and copy error text accross reconstruct Add ability to write out intermediate compiler errors at append time, and fix issue where the same source node would get appended to multiple times #rb mike.beach [CL 16666481 by ben zeigler in ue5-main branch] |
||
|
|
c782d22387 |
Cleanup FName usage of "ReturnValue" and replace with UEdGraphSchema_K2::PN_ReturnValue
#jira none #rnx #rb marc.audy [CL 14209572 by ben hoffman in ue5-main branch] |
||
|
|
a7c9001a94 |
Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb #rnx [CL 14075271 by Marc Audy in ue5-main branch] |
||
|
|
20bb11f006 |
Fix issue where a literal math expression could cause it to regenerate the user defined pin default value every time due to it skipping the pin change callback
Protect against possible future crashes from marking modified during second half of package saving #jira UE-91360 #rnx #lockdown james.golding #rb dan.oconnor #ROBOMERGE-SOURCE: CL 12559868 in //UE4/Release-4.25/... via CL 12559916 via CL 12560039 #ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919) [CL 12560234 by ben zeigler in Main branch] |
||
|
|
3c444a7096 |
Add function alias "FCeil" for "Ceil" on math expression nodes
#jira UE-91341 #rb michael.noland #lockdown james.golding #ROBOMERGE-SOURCE: CL 12499986 in //UE4/Release-4.25/... via CL 12499990 via CL 12499993 #ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v673-12478461) [CL 12499995 by ben hoffman in Main branch] |
||
|
|
627baf970a |
Updating copyright for Engine Editor.
#rnx #rb none #ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904 #ROBOMERGE-BOT: (v613-10869866) [CL 10870586 by ryan durand in Main branch] |
||
|
|
7b6f840f7f |
Copying //UE4/Dev-Core @ 10708550 to Dev-Main (//UE4/Dev-Main)
#rb none [CL 10708666 by Robert Manuszewski in Main branch] |
||
|
|
7598af0532 |
Update copyright notices to 2019.
#rb none #lockdown Nick.Penwarden [CL 4662404 by Ben Marsh in Main branch] |
||
|
|
13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
||
|
|
1d07b2102d |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3779049)
#rb none
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3626305 by Phillip.Kavan
#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.
Change 3627162 by Phillip.Kavan
#jira UE-49239 - Fix an invalid cast emitted to nativized codegen for converted AnimBP types.
- Regression introduced in CL# 3613358.
Change 3756887 by Ben.Zeigler
#jira UE-52380 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Copy of CL #3756788
Change 3756888 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Copy of CL #3753986
#thomas.sarkanen
Change 3759254 by Ben.Zeigler
Disable the duplicate PrimaryAssetId for editor only types like Maps. This can happen if content folk copy maps using the content browser, and does not actually cause a runtime problem. It still ensures for cooked types
Change 3759278 by Ben.Zeigler
Add IsTempPackage to FPackageName
Fix issue where temp/memory packages shown in a content browser/asset audit window would spam the log when it failed to find source control info for them
Change 3759613 by Phillip.Kavan
Add support for casting between mismatched soft pointer types in nativized Blueprint C++ assignment statements and function calls.
Change summary:
- Extended FEmitHelper::GenerateAutomaticCast() to consider soft pointer terms and inject C++ code to explicitly cast the RHS when needed.
#jira UE-52205
Change 3760040 by Dan.Oconnor
Add Call Stack control for viewing Blueprint call stacks when paused at a breakpoint, available from the Developer Tools menu
#jira UE-2296
Change 3760955 by Phillip.Kavan
Fix conditional (SA/CIS issue).
Change 3761356 by Ben.Zeigler
Fix DLC staging rules to handle metadata correctly and remove debug log I accidentally added. The DLC staging now iterates in a similar way to the normal staging, it just may also excluded Engine
Change 3761859 by Zak.Middleton
#ue4 - Fix crash in UStaticMesh::GetAssetRegistryTags() when FindObject is used during saving. Added Lex::ToString for physics enums ECollisionTraceFlag, EPhysicsType, and EBodyCollisionResponse.
#jira UE-52478
#tests QA game, content browser
Change 3761860 by mason.seay
Submitting test content for Async Load issue
Change 3762559 by Ben.Zeigler
#jira UE-52407 Fix it so FText can be specified in blueprint functions as default parameters. The UI showed up before but the data was lost
Change GetDefaultsAsString on Pin to always return an internal string so it can correctly be import texted, add GetDefaultsAsText for display purposes
Change 3764459 by Marc.Audy
PR #4224: Fix LoadLevelInstanceBySoftObjectPtr (Contributed by phlknght)
#jira UE-52415
Change 3764580 by Ben.Zeigler
Clean up delegates in UObjectGlobals.h, fixing several incorrect comments and moving some editor delegates into WITH_EDITOR
Change 3764602 by Ben.Zeigler
#jira UE-52487 Fix it so OnAssetLoaded gets correctly called for Assets that were async loaded while in the editor/standalone editor game.
This is necessary because they would not get registered with various editor systems for the rest of the editor session, even if opened manually
Change 3764603 by Ben.Zeigler
Related to UE-52487, now that async loading blueprints in the editor properly registers them with the blueprint actions, we need to unregister them when automated tests want them to unload. Add a ClearEditorReferences function to UBlueprint that calls the OnUnloaded editor delegate, so EngineTest doesn't need to include the editor module
Change 3764768 by Ben.Zeigler
#jira UE-52524 Fix null access crash when pasting an invalid macro instance node
Change 3766415 by Fred.Kimberley
Removing invalid assets. Most of these are out of date.
Change 3766417 by Fred.Kimberley
Add warnings when we try to export a package without a type.
Change 3766514 by Fred.Kimberley
Added a #include to fix the build.
Change 3766542 by Fred.Kimberley
Added a #include to fix the build.
Change 3766558 by Fred.Kimberley
Rename variables to avoid warnings about hiding previous variable declarations.
Change 3767619 by Marc.Audy
bActorIsBeingDestroyed must be part of transaction history
#jira UE-51796
Change 3767993 by Dan.Oconnor
Preserve graph editor controls when clicking on a hyper link, this speeds up navigation via the debugger 'step' command and Find in Blueprints control
#jira UE-52596
Change 3768146 by Marc.Audy
Fix material instance dynamic not correctly finding object in details panel customization as a result soft path changes
#jira UE-52488
Change 3769586 by Marc.Audy
Fix expose on spawn related error messages
Change 3769863 by Dan.Oconnor
Blueprint call stack now has access to frame offsets and can highlight nodes that are active on previous stack frames
#jira UE-52452
Change 3771200 by Dan.Oconnor
CIS fix - add missing DO_BLUEPRINT_GUARD
Change 3771555 by Ben.Zeigler
Add transactions for several pin class changing actions which were missing them
Change 3771589 by Ben.Zeigler
#jira UE-52665 Fix it so changing the type of a create widget or spawn actor node will correctly propagate the type change to reroute/wildcard nodes instead of disconnecting
Change 3771683 by Dan.Oconnor
Call Stack polish: background color no longer changes when undocked, prettify-ing "ExecuteUbergraph_blahblah" in to "Event Graph", resizing works correctly, added overlay message when no call stack is available
#jira UE-52567
Change 3771734 by Dan.Oconnor
Add entries for native code in the blueprint call stack view, clarifying re-entrancy
Change 3774293 by Ben.Zeigler
#jira UE-52665 Minimal fix for making sure type changes propagate through multiple rerout nodes, going to make a larger refactor in a second checkin
Change 3774328 by Ben.Zeigler
#jira UE-52665 Refactor knot nodes so there is one type propagation function that takes a direction, this fixes an issue where the second knot node in a chain would not have it's type changed when input type changed
Change 3774342 by Ben.Zeigler
#jira UE-52661 Fix crash when using blueprinted components created by a specialized subclass of UBlueprint, from PR #4249
Change
|
||
|
|
78ce1089a6 |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3623720 by Phillip.Kavan
#jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build.
Change summary:
- Temporarily excluded all AnimBP assets from nativization as a workaround.
Change 3626305 by Phillip.Kavan
#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.
Change 3629145 by Marc.Audy
Don't hide developer nativization tool behind ini
Change 3630849 by Marc.Audy
Fix nativization uncompilable code when using a non-referenceable term in a switch statement.
#jira UE-44085
Change 3631037 by Marc.Audy
(4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it
#jira UE-49440
Change 3631206 by Marc.Audy
Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT(""))
Change 3631232 by Marc.Audy
Remove outdated diagnostic code throwing false positives
#jira UE-47986
Change 3631573 by Marc.Audy
Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's'
Change 3633168 by Lukasz.Furman
fixed behavior tree changing its state during latent abort,
modified order of operations during abort to: abort & wait -> change aux nodes -> execute
Change 3633609 by Marc.Audy
Don't get unneeded string
Change 3633691 by Marc.Audy
Fix copy-pasting of a collapsed graph containing a map input losing the value type
#jira UE-49517
Change 3633967 by Ben.Zeigler
Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build
bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript
Fixed a few other fields to be private that were accidentally made public in 4.17
Change 3633984 by Michael.Noland
Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links
Change 3634464 by Ben.Zeigler
Header cleanups for Pawn, Controller, Character, and PlayerController
Change 3636858 by Marc.Audy
In preview worlds don't display the light error sprite
#jira UE-49555
Change 3636903 by Marc.Audy
Fix numerous issues with copy/pasting editable pin bases
#jira UE-49532
Change 3638898 by Marc.Audy
Allow right-click creation of local variables in blueprint function libraries
#jira UE-49590
Change 3639086 by Marc.Audy
PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin)
#jira UE-49591
Change 3639445 by Marc.Audy
Fix mistaken override and virtual markup on niagara schema function.
Change 3641202 by Marc.Audy
(4.17.2) Fix crash undoing pin changes with split pins
#jira UE-49634
Change 3643825 by Marc.Audy
(4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted
#jira UE-49756
Change 3645110 by mason.seay
Fixed up QA-ClickHUD map so it's usable and makes more sense
Change 3646428 by Dan.Oconnor
Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data
#jira None
Change 3647298 by Marc.Audy
PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist)
#jira UE-49748
Change 3647815 by Marc.Audy
Minor performance improvements
Change 3648931 by Lina.Halper
#Compiler : fixed so that each type of BP can provide module info, and compiler info
- Moved out AnimBlueprint Compiler
- Refactored WidgetBlueprint
- DUPE - Merging using ControlRig_Dev-Framework
Change 3654310 by Marc.Audy
Shrink USkinnedMeshComponent 64 bytes
Shrink USkeletalMeshComponent 224 bytes (160 bytes internal)
Change 3654636 by Lina.Halper
Fix crashing on shutdown
#jira: UE-50004
Change 3654960 by Lina.Halper
- Fix with automation test of creation/duplication
- Fixed shut down crash with editor again due to uobject GCed
#jira: UE-50028
Change 3655023 by Ben.Zeigler
#jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag
Change 3655426 by Ben.Zeigler
#jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them
Change 3657627 by Ben.Zeigler
#jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction
Change 3662086 by Mieszko.Zielinski
Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4
This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList
#jira UE-50101
Change 3662294 by Ben.Zeigler
Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check
Change 3662825 by Mieszko.Zielinski
Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4
there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no
Change 3664424 by Marc.Audy
UE-50076 test assets #rb none #rnx
Change 3664441 by Mieszko.Zielinski
PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist)
Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated.
Change 3664506 by Phillip.Kavan
#jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets.
Change summary:
- UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization.
- UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths.
- UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished.
- UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option).
- UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed.
- UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead.
- UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead.
- UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file.
- UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file.
- UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first).
- UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness.
- UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed.
- UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc.
- UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file.
- UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string.
- UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>.
- UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin.
- UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed).
- UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed).
- UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it.
- UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished.
- UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed.
- UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context.
- UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail.
- UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT).
- UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders.
Notes:
- After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release).
- Advanced users and build engineers can override this value per task. Instructions to do that are as follows:
- For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line.
- When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly.
- We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT.
- We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above).
Change 3665061 by Phillip.Kavan
Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum.
Mirrored from //UE4/Release-4.18 (CL# 3664993).
#3969
#jira UE-49233
Change 3665108 by Marc.Audy
(4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted
+ additional code cleanup
#jira UE-50076
Change 3665114 by Marc.Audy
Minor change that could potentially improve performance in some cases
Change 3665410 by Mieszko.Zielinski
Fixed naming of Vislog's BP API #UE4
Change 3665634 by Ben.Zeigler
#jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk
Change 3666970 by Phillip.Kavan
Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8.
#jira UE-46814
Change 3667058 by Phillip.Kavan
Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage.
Mirrored from //UE4/Release-4.18 (CL# 3667043).
#jira UE-50403
Change 3667150 by Mieszko.Zielinski
PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM)
Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend.
#jira UE-50249
Change 3667152 by Mieszko.Zielinski
PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM)
#jira UE-50298
Change 3667166 by Mieszko.Zielinski
Fixed FRichCurve baking so that it doesn't loose its curvature #UE4
Also, added some baking sanity checking (like if the range is larger than a single point).
Change 3668025 by Dan.Oconnor
Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed
#jira UE-50453
Change 3672063 by Ben.Zeigler
#jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case
Change 3672306 by Ben.Zeigler
#jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it
Change 3672683 by Marc.Audy
Code cleanup
Change 3672749 by Ben.Zeigler
Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build
Change 3672831 by Ben.Zeigler
#jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId.
Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project
Change 3673551 by Ben.Zeigler
#jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load
Change 3675074 by mason.seay
Test map for VisLog Testing
Change 3675084 by Mieszko.Zielinski
Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4
#jira UE-43430
Change 3676490 by Ben.Zeigler
#jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset
Change 3676579 by Lukasz.Furman
fixed crash in behavior tree's search rollback
Change 3676586 by Lukasz.Furman
added local scope mode to behavior tree's composite nodes
Change 3676587 by Ben.Zeigler
Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case
Add browse, use selected, and clear buttons, and make ID selector font the normal property font
Change 3676715 by Lukasz.Furman
changed order of behavior tree's aux node ticking
Change 3676867 by Ben.Zeigler
#jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup
Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early
Change
|
||
|
|
997ef15941 |
Merging //UE4/Release-4.17 @ CL 3573198 to Release-Staging-4.17 (//UE4/Release-Staging-4.17)
#rb none #jira [CL 3575359 by Ben Marsh in Staging-4.17 branch] |