43 Commits

Author SHA1 Message Date
bryan sefcik
8cc129f2b6 IWYU Pass 1 - Engine/Source/Editor/...
#jira
#preflight 6306736ac85b7fef22be7751

[CL 21558583 by bryan sefcik in ue5-main branch]
2022-08-24 22:45:13 -04:00
justin hare
3887ecc507 Fixes a BP compiler crash occurring with SetFieldsOnStruct nodes with missing struct type dependencies, in favor of a compiler error. This was causing an editor-load-time crash in the Safari sample, due to removal of some Network Prediction plugin classes.
#jira UE-148299
#rb dave.jones2
#preflight 625db45248670f31a625270a

[CL 19792110 by justin hare in ue5-main branch]
2022-04-18 15:22:09 -04:00
ben zeigler
7cc5e791eb #jira UE-103154 Auto-promote Set Struct Member node to default category so it's next to Break struct in node menu, and refactor logic into StructOperation
Promote Resolve Soft Reference to the default category and change title to Make when going the opposite direction
Move the UDN documentation node out of the top level category because end users never want it
#rb ben.hoffman

[CL 16270114 by ben zeigler in ue5-main branch]
2021-05-11 10:58:41 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
Robert Manuszewski
7b6f840f7f Copying //UE4/Dev-Core @ 10708550 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 10708666 by Robert Manuszewski in Main branch]
2019-12-13 11:07:03 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Marc Audy
6e9de46b27 Don't allow set member input pin to be split at all
#jira UE-62924
#rb Fred.Kimberley

[CL 4289407 by Marc Audy in Dev-Framework branch]
2018-08-15 15:38:35 -04:00
Marc Audy
d90da4ab1a Merge to Dev-Main for 4.20 @ 4090813
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4091081 by Marc Audy in Main branch]
2018-05-23 21:04:31 -04:00
Marc Audy
d5628cd986 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx

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

Change 3804281 by Fred.Kimberley

	Improve contrast on watches in blueprints.

Change 3804322 by Fred.Kimberley

	First pass at adding a watch window for blueprint debugging.

Change 3804737 by mason.seay

	Added some Descriptions to tests that didn't have any, and fixed some typos

Change 3806103 by mason.seay

	Moved and Renamed Timers test map and content appropriately

Change 3806164 by Fred.Kimberley

	Add missing property types to GetDebugInfoInternal.

	#jira UE-53355

Change 3806617 by Dan.Oconnor

	Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator

	#jira UE-31754, UE-42431, UE-53315, UE-53172

Change 3808541 by Fred.Kimberley

	Add support for redirecting user defined enums.
	This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html

Change 3808565 by mason.seay

	Added a few more struct tests

Change 3809840 by mason.seay

	Renamed CharacterMovement.umap to CharacterCollision.  Fixed up content to reflect this change.

Change 3809847 by mason.seay

	Added Object Timer tests.  Fixed up existing timer test to remove delay dependency

Change 3811704 by Ben.Zeigler

	Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical

Change 3811946 by Ben.Zeigler

	#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations

Change 3812061 by Dan.Oconnor

	Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'

	#jira UE-52854

Change 3812259 by Dan.Oconnor

	Fix asset broken by removal of an unkown enum

	#jira UE-51419

Change 3812904 by Ben.Zeigler

	Make ResolveRedirects on StreamableManager public as it can be used to validate things

Change 3812958 by Ben.Zeigler

	#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts

Change 3812975 by Mieszko.Zielinski

	Added contraptions to catch a rare eidtor-time EQS crash #UE4

	#jira UE-53468

Change 3818530 by Phillip.Kavan

	Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.

	Change summary:
	- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
	- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.

	#jira UE-52167

Change 3819733 by Mieszko.Zielinski

	Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4

	#jira UE-15089

Change 3821776 by Marc.Audy

	Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class

Change 3823851 by mason.seay

	Moved and renamed blueprints used for Object Reference testing

Change 3824165 by Phillip.Kavan

	Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.

	Change summary:
	- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.

	#jira UE-53111

Change 3830309 by mason.seay

	Created Literal Gameplay Tag Container test

Change 3830562 by Phillip.Kavan

	Blueprint nativization bug fixes (reviewed/taken from PR).

	Change summary:
	- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
	- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
	- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
	- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
	- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
	- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
	- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.

	#4202

	#jira UE-52188

Change 3830579 by Fred.Kimberley

	Add support for turning off multiple watches at once in the watch window.

	#jira UE-53852

Change 3836047 by Zak.Middleton

	#ue4 - Dev test maps for overlaps perf tests.

Change 3836768 by Phillip.Kavan

	Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.

	Change summary:
	- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.

	#jira UE-53908

Change 3838085 by mason.seay

	Functional tests around basic blueprint functions

Change 3840489 by Ben.Zeigler

	#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing

Change 3840648 by mason.seay

	Updated Descriptions on tests

Change 3842914 by Ben.Zeigler

	Improve comments around stremable handle cancel/release

Change 3850413 by Ben.Zeigler

	Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
	Copy of CL #3849610

Change 3850426 by Ben.Zeigler

	Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
	Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
	Copy of CL #3850389

Change 3853449 by Phillip.Kavan

	Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.

	Change summary:
	- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
	- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
	- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
	- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
	- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
	- Fixed a few typos.

	#jira UE-53960

Change 3853465 by Phillip.Kavan

	Fix plugin module C++ source template to conform to recent public include path changes.

Change 3857599 by Marc.Audy

	PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
	#jira UE-54281
	#jira UE-54399

Change 3863259 by Zak.Middleton

	#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.

	#jira UE-46293

Change 3863491 by Zak.Middleton

	#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.

	Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.

	#jira UE-21264

Change 3865325 by Zak.Middleton

	#ue4 - Fix static analysis warning about possible null PC pointer.

	#jira none

Change 3869828 by Ben.Zeigler

	#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry

Change 3869969 by mason.seay

	Character Movement Functional Tests

Change 3870099 by Mason.Seay

	Submitted asset deletes

Change 3870105 by mason.seay

	Removed link to anim blueprint to fix errors

Change 3870238 by mason.seay

	Test map for Async Loading in a Loop

Change 3870479 by Ben.Zeigler

	Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
	We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames

Change 3875224 by mason.seay

	Functional tests for Event BeginPlay execution order

Change 3875409 by mason.seay

	Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)

Change 3878947 by Mieszko.Zielinski

	CIS fixes #UE4

Change 3879000 by Mieszko.Zielinski

	More CIS fixes #UE4

Change 3879139 by Mieszko.Zielinski

	Even moar CIS fixes #UE4

Change 3879742 by mason.seay

	Added animation to Nativization Widget asset

Change 3880198 by Zak.Middleton

	#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.

	#jira UE-54875
	github #4479

Change 3880266 by Zak.Middleton

	#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).

	#jira UE-54875

Change 3881546 by Mieszko.Zielinski

	*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4

Change 3881547 by Mieszko.Zielinski

	Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4

	Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).

Change 3881742 by mason.seay

	Additional crouch test to cover UE-54875

Change 3881794 by Mieszko.Zielinski

	Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4

Change 3884503 by Mieszko.Zielinski

	Fixed TopDown code template to make it compile after navsys refactor #UE4

	#jira UE-55039

Change 3884507 by Mieszko.Zielinski

	Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4

	It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.

	#jira UE-55033

Change 3884594 by Mieszko.Zielinski

	Added a const FNavigationSystem::GetCurrent version #UE4

	lack of it was causing KiteDemo to not compile.

Change 3884602 by Mieszko.Zielinski

	Mac editor compilation fix #UE4

Change 3884615 by Mieszko.Zielinski

	Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4

Change 3885254 by Mieszko.Zielinski

	Guessfix for UE-55030 #UE4

	The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro

	#jira 55030

Change 3885286 by Mieszko.Zielinski

	Changed how NavigationSystem module includes DerivedDataCache module #UE4

	#jira UE-55035

Change 3885492 by mason.seay

	Minor tweaks to animation

Change 3885773 by mason.seay

	Resaving assets to clear out warning

Change 3886433 by Mieszko.Zielinski

	Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4

	#jira UE-55108

Change 3886783 by Mieszko.Zielinski

	Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4

Change 3887019 by Mieszko.Zielinski

	Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4

Change 3891031 by Mieszko.Zielinski

	Fixed missing includes in NavigationSystem.cpp #UE4

Change 3891037 by Mieszko.Zielinski

	ContentEample's navigation fix #UE4

	#jira UE-55109

Change 3891044 by Mieszko.Zielinski

	PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)

	#UE4

Change 3891598 by mason.seay

	Resaving assets to clear out "empty engine version" spam

Change 3891612 by mason.seay

	Fixed deprecated Set Text warnings

Change 3893334 by Mieszko.Zielinski

	Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4

	#jira UE-55041

Change 3893394 by Mieszko.Zielinski

	Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4

	Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).

Change 3893395 by Mieszko.Zielinski

	Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4

	The message is printed as an error-level log line and it says what should the offending section be renamed to.

Change 3895563 by Dan.Oconnor

	Mirror 3895535
	Append history from previous branches in source control history view

	#jira none

Change 3896930 by Mieszko.Zielinski

	Added an option to tick navigation system while the game is paused #UE4

	Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.

	#jira UE-39275

Change 3897554 by Mieszko.Zielinski

	Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4

Change 3897556 by Mieszko.Zielinski

	Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4

	#jira UE-45261

Change 3898064 by Mieszko.Zielinski

	Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4

	#jira UE-50436

Change 3899004 by Mieszko.Zielinski

	Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4

	Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.

Change 3901733 by Mieszko.Zielinski

	Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4

Change 3901925 by Ben.Zeigler

	#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks

Change 3902166 by Marc.Audy

	Make ULevel::GetWorld final

Change 3902749 by Ben.Zeigler

	Fix it so pressing refresh button in asset audit window actually refreshes the asset management database

Change 3902763 by Ben.Zeigler

	#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only

Change 3905578 by Phillip.Kavan

	The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.

	#4392

	#jira UE-53779

Change 3905848 by Phillip.Kavan

	First pass of the experimental Blueprint graph bookmarks feature.

	#jira UE-10052

Change 3906025 by Phillip.Kavan

	CIS fix.

Change 3906195 by Phillip.Kavan

	Add missing icon file.

Change 3906356 by Phillip.Kavan

	Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.

Change 3910628 by Ben.Zeigler

	Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
	This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child

Change 3912470 by Ben.Zeigler

	#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged

Change 3913045 by Marc.Audy

	Fix issues where recursion in to child actors wasn't being handled correctly

Change 3913398 by Fred.Kimberley

	Fixes a misspelled name for one of the classes in the ability system.

	PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
	#github

	#jira UE-54327

Change 3918016 by Fred.Kimberley

	Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.

	#jira UE-52668

	PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
	#github

Change 3924653 by Mieszko.Zielinski

	Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4

	#jira UE-55378

Change 3925614 by Phillip.Kavan

	Fix ForEachEnum node to skip over hidden enum values in new placements by default.

	Change summary:
	- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
	- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
	- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
	- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).

	#jira UE-34563

Change 3925649 by Marc.Audy

	Fix up issue post merge from Main with navigation system refactor

Change 3926293 by Phillip.Kavan

	Temp fix to unblock CIS.

	#jira UE-34563

Change 3926523 by Marc.Audy

	Ensure that a renamed Actor is in the correct Actors array

	#jira UE-46718

Change 3928732 by Fred.Kimberley

	Unshelved from pending changelist '3793298':

	#jira UE-53136

	PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
	#github

Change 3928780 by Marc.Audy

	PR #4309: The display names of the functions. (Contributed by SertacOgan)
	#jira UE-53334

Change 3929730 by Joseph.Wysosky

	Submitting test assets for the new Blueprint Structure test cases

Change 3931919 by Joseph.Wysosky

	Deleting BasicStructure asset to rest MemberVariables back to default settings

Change 3931922 by Joseph.Wysosky

	Adding BasicStructure test asset back with default members

Change 3932083 by Phillip.Kavan

	Fix Compositing plugin source files to conform to updated relative include path specifications.

	- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.

Change 3932196 by Dan.Oconnor

	Resetting a property to default now uses the same codepath as assigning the value from the slate control

	#jira UE-55909

Change 3932408 by Lukasz.Furman

	fixed behavior tree services attached to task nodes being sometimes recognized as root level
	#jira nope

Change 3932808 by Marc.Audy

	PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
	#jira UE-50871

Change 3934101 by Phillip.Kavan

	Revise ForEachEnum node expansion logic to exclude hidden values at compile time.

	Change summary:
	- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
	- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.

	#jira UE-34563

Change 3934106 by Phillip.Kavan

	Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.

	Change summary:
	- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.

Change 3934116 by Phillip.Kavan

	UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.

	Change summary:
	- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.

Change 3934382 by Phillip.Kavan

	Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.

Change 3936387 by Mieszko.Zielinski

	Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4

Change 3936905 by Ben.Marsh

	Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.

Change 3940537 by Marc.Audy

	Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
	#jira UE-55938

Change 3940901 by Marc.Audy

	Properly name CVar global to reflect what it is for

Change 3943043 by Marc.Audy

	Fix world context functions not being able to be used in CheatManager derived blueprints
	#jira UE-55787

Change 3943075 by Mieszko.Zielinski

	Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4

Change 3943089 by Mieszko.Zielinski

	Fixed how WorldSettings.NavigationSystemConfig gets created #UE4

	Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
	The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
	Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.

Change 3943225 by Marc.Audy

	Fix spelling of Implements

Change 3950813 by Marc.Audy

	Include owner in attachment mismatch ensure
	#jira UE-56148

Change 3950996 by Marc.Audy

	Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays

	#jira UE-55482

Change 3952086 by Marc.Audy

	PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
	#jira UE-54974

Change 3952720 by Marc.Audy

	PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
	#jira UE-56248

Change 3952804 by Richard.Hinckley

	Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.

Change 3952962 by Marc.Audy

	UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
	#jira UE-49610

Change 3952977 by Phillip.Kavan

	Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.

	Change summary:
	- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
	- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
	- Fixed a few typos in existing API names.

	#jira UE-48233

Change 3953658 by Marc.Audy

	(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
	#jira UE-56270

Change 3954727 by Marc.Audy

	Add friendly name to custom version mismatch message

Change 3954906 by Marc.Audy

	(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
	#jira UE-56313

Change 3954997 by Marc.Audy

	Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type

Change 3955091 by Marc.Audy

	Do not register subcomponents that are not auto register
	#jira UE-52878

Change 3955943 by Marc.Audy

	Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed

Change 3956185 by Zak.Middleton

	#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.

	This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().

	#jira none

Change 3958102 by Marc.Audy

	Clean out dead code path from k2node_select
	Select node now resets pins to wildcard if none of the pins are in use

Change 3958113 by Lukasz.Furman

	added OnSearchStart call to root level behavior tree services
	#jira UE-56257

Change 3958361 by Marc.Audy

	Fix literal input pins on select being set to wildcard during compilation

Change 3961148 by Dan.Oconnor

	Mirror 3961139 from Release 4.19
	Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
	#jira UE-55742

Change 3961640 by Marc.Audy

	Select node now displays Add Pin button
	Undo of changing select node index type now works correctly.
	Connections to option pins now maintained across change of index pin type
	#jira UE-20742

Change 3962262 by Marc.Audy

	Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"

Change 3962795 by Phillip.Kavan

	Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.

	- Mirrored from //UE4/Release-4.19 (3962782)

	#jira UE-56316

Change 3962991 by Marc.Audy

	Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
	Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
	#jira UE-54807

Change 3963114 by Marc.Audy

	Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.

Change 3963427 by Marc.Audy

	Fix initialization order
	Initialize bUseBackwardsCompatForEmptyAutogeneratedValue

Change 3963781 by Marc.Audy

	Fix without editor compiles

Change 3964576 by Marc.Audy

	PR #4599: : Working category for timelines (Contributed by projectgheist)
	#jira UE-56460
	#jira UE-26053

Change 3964782 by Dan.Oconnor

	Mirror 3964772 from Release 4.19

	Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing

	#jira UE-56447

Change 3965156 by Mieszko.Zielinski

	PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)

	#jira UE-56435

Change 3965173 by Marc.Audy

	(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
	#jira UE-56431

Change 3966117 by Marc.Audy

	Fix select nodes inside macros using wildcard array inputs having issues resolving type.
	#jira UE-56484

Change 3878901 by Mieszko.Zielinski

	NavigationSystem's code refactored out of the engine and into a new separate module #UE4

	The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.

Change 3879409 by Mieszko.Zielinski

	Further fallout fixes after ripping out NavigationSystem out of the engine #UE4

	- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
	- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)

Change 3897655 by Ben.Zeigler

	#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
	It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references

	Change 3962780 by Marc.Audy

	When preventing a split pin from being orphaned, all sub pins must also be prevented.
	#jira UE-56328
	Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)

[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Marc Audy
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 3677892 by Ben.Zeigler

	Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites

Change 3678247 by Marc.Audy

	Fix static analysis warning

Change 3678357 by Ben.Zeigler

	#jira UE-50696 Add some container variables to diff test to track down crashes

Change 3678385 by Ben.Zeigler

	#jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match

Change 3678600 by Ben.Zeigler

	#jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference

Change 3679075 by Dan.Oconnor

	Mirror 3679030 from Release-4.18
	Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on
	#jira UE-48692

Change 3679087 by Dan.Oconnor

	Filter out unnecessary relink jobs from the compilation manager

	#jira None

Change 3680221 by Ben.Zeigler

	#jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary

Change 3680561 by Lukasz.Furman

	fixed unsafe StopTree calls in behavior tree
	#jira nope

Change 3680788 by Ben.Zeigler

	Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind

Change 3683001 by mason.seay

	Submitting various test maps and assets

Change 3686837 by Mieszko.Zielinski

	Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion

	#jira UE-50857

Change 3688451 by Marc.Audy

	Fix up new material expression to work with String -> Name refactor

Change 3689097 by Mason.Seay

	Test content for nativization and enum testing

Change 3689106 by Mieszko.Zielinski

	Made NavMeshBoundsVolume react to undo in the editor #Orion

	#jira UE-51013

Change 3689347 by Mieszko.Zielinski

	Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4

	Manual merge of CL#3689316 over from 4.18

	#jira UE-51019

Change 3692524 by mason.seay

	Moved some assets to folder for org, fixed up redirectors

Change 3692540 by mason.seay

	Renaming test maps so they are clearly indicated for testing nativization

Change 3692577 by mason.seay

	Deleted a bunch of old assets I created specifically for various bugs reported.  All issues are closed so they're no longer needed

Change 3692724 by mason.seay

	Deleting handful of assets found in developer folders of those no longer with the team.  Moved assets that are still used by test maps

Change 3693184 by mason.seay

	Assets for testing nativization with structs

Change 3693367 by mason.seay

	Improvements to test content

Change 3695395 by Dan.Oconnor

	Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced

	#jira None

Change 3695484 by Marc.Audy

	Fix sound cue connection drawing policy not getting returned.
	#jira UE-51032

Change 3695494 by mason.seay

	More test content for nativization testing

Change 3697829 by Mieszko.Zielinski

	PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei)


Change 3700541 by mason.seay

	Test map for containers with function bug

Change 3703459 by Marc.Audy

	Remove poorly named InverseLerp
	Fix degenerate behavior returning bad value
	#jira UE-50295

Change 3703803 by Marc.Audy

	Clean up autos
	Minor improvement to ShouldGenerateCluster

Change 3704496 by Mason.Seay

	More test content for testing nativization

Change 3706314 by Marc.Audy

	PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar)
	#jira UE-50874

Change 3707502 by Mason.Seay

	Final changes to nativization test content (hopefully)

Change 3709478 by Marc.Audy

	PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel)
	Same as CL# 3689702 implemented in Fortnite
	#jira UE-51453

Change 3709967 by Marc.Audy

	PR #4139: fixed a typo in a comment (Contributed by derekvanvliet)
	#jira UE-51372

Change 3709970 by Marc.Audy

	PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman)
	#jira UE-51495

Change 3709971 by Marc.Audy

	PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas)
	#jira UE-51492

Change 3710041 by Marc.Audy

	Minor code cleanup

Change 3711223 by Phillip.Kavan

	Move some Blueprint nativization log spam into the verbose category.

	#jira UE-49770

Change 3713398 by Marc.Audy

	PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM)
	#jira UE-51517

Change 3713601 by Marc.Audy

	Fix merge error

Change 3713994 by Marc.Audy

	(4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event.
	#jira UE-50738

Change 3714270 by Marc.Audy

	Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors
	#jira UE-51534

Change 3714406 by Marc.Audy

	Fix dumb inverted boolean check

Change 3716594 by Dan.Oconnor

	Integrate 3681301 from 4.18
	Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior
	#jira UE-50780, UE-51568

Change 3686450 by Marc.Audy

	PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString.
	CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither.
	CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters.
	Material Expressions now store input and output names as FName instead of FString
	FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString
	Most existing pin related functions using string have been deprecated.

Change 3713796 by Marc.Audy

	Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not.

	IsTickable no longer a pure virtual (defaults to true).

	Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject.

Change 3638554 by Marc.Audy

	Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected.

Change 3676502 by Ben.Zeigler

	Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635

[CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
Ben Marsh
fedc653232 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134)
#lockdown Nick.Penwarden
#rb none

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

Change 3550452 by Ben.Marsh

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

Change 3551179 by Ben.Marsh

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

Change 3551260 by Ben.Marsh

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

Change 3555697 by Gil.Gribb

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

	#jira UE-47668

Change 3556464 by Ben.Marsh

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

Change 3557630 by Ben.Marsh

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

Change 3561357 by Gil.Gribb

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

	#jira UE-47806

Change 3565711 by Graeme.Thornton

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


Change 3565864 by Robert.Manuszewski

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

Change 3569022 by Ben.Marsh

	PR #3849: Update gitignore (Contributed by mhutch)


Change 3569113 by Ben.Marsh

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

	#jira UE-47746

Change 3569486 by Ben.Marsh

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

Change 3570483 by Graeme.Thornton

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

Change 3570513 by Robert.Manuszewski

	Fix for a race condition with async loading thread enabled.

Change 3570664 by Ben.Marsh

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

Change 3570708 by Robert.Manuszewski

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

Change 3571592 by Ben.Marsh

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

Change 3572215 by Graeme.Thornton

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

Change 3572437 by Robert.Manuszewski

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

	#jira UE-44996

Change 3572480 by Robert.Manuszewski

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

Change 3573547 by Ben.Marsh

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

Change 3574562 by Robert.Manuszewski

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


Change 3575017 by Ben.Marsh

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

Change 3575689 by Ben.Marsh

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

Change 3575934 by Steve.Robb

	Fix for nested preprocessor definitions.

Change 3575961 by Steve.Robb

	Fix for nested zeros.

Change 3576297 by Robert.Manuszewski

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

	#jira FORT-38977

Change 3576366 by Ben.Marsh

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

Change 3578290 by Graeme.Thornton

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

Change 3578291 by Graeme.Thornton

	Ionic zip library binaries built for .NET Core

Change 3578354 by Graeme.Thornton

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

Change 3578674 by Robert.Manuszewski

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

Change 3579068 by Steve.Robb

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

Change 3579228 by Steve.Robb

	BOM removed.

Change 3579297 by Ben.Marsh

	Fix exception if a plugin lists the same module twice.

	#jira UE-48232

Change 3579898 by Robert.Manuszewski

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

Change 3579983 by Robert.Manuszewski

	More fixes for freeing linker cache memory in the editor.

Change 3580012 by Graeme.Thornton

	Remove redundant copy of FileReference.cs

Change 3580408 by Ben.Marsh

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

Change 3582104 by Graeme.Thornton

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

Change 3582131 by Graeme.Thornton

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

Change 3582645 by Ben.Marsh

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

	#jira UE-48192

Change 3583955 by Robert.Manuszewski

	Support for EDL cooked packages in the editor

Change 3584035 by Graeme.Thornton

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

Change 3584177 by Robert.Manuszewski

	Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached)

Change 3584315 by Ben.Marsh

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

Change 3584370 by Ben.Marsh

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

Change 3584498 by Ben.Marsh

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

Change 3585003 by Steve.Robb

	Fix for TChunkedArray ranged-for iteration.

	#jira UE-48297

Change 3585235 by Ben.Marsh

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

Change 3585942 by Ben.Marsh

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

Change 3587071 by Ben.Marsh

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

Change 3587161 by Ben.Marsh

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

Change 3587579 by Steve.Robb

	Fix for Children list not being rebuilt after hot reload.

Change 3587584 by Graeme.Thornton

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

Change 3587586 by Graeme.Thornton

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

Change 3587953 by Steve.Robb

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

	#jira UE-46274

Change 3589827 by Graeme.Thornton

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

Change 3589868 by Graeme.Thornton

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

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

Change 3589919 by Robert.Manuszewski

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

Change 3589940 by Graeme.Thornton

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

Change 3590078 by Graeme.Thornton

	Fully disable automatic assembly info generation in .NET Core projects

Change 3590534 by Robert.Manuszewski

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

Change 3591498 by Gil.Gribb

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

Change 3591605 by Gil.Gribb

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

Change 3592577 by Graeme.Thornton

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

Change 3592684 by Steve.Robb

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

Change 3592710 by Steve.Robb

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

Change 3592715 by Ben.Marsh

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

Change 3592767 by Gil.Gribb

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

Change 3592770 by Gil.Gribb

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

Change 3593090 by Steve.Robb

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

Change 3593697 by Steve.Robb

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

Change 3595206 by Ben.Marsh

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

Change 3596140 by Graeme.Thornton

	Batch file for running MSBuild

Change 3596267 by Steve.Robb

	Thread safety fix to FPaths::GetProjectFilePath().

Change 3596271 by Robert.Manuszewski

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

	#jira UE-47535

Change 3596283 by Steve.Robb

	Redundant casts removed from UHT.

Change 3596303 by Ben.Marsh

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

Change 3596337 by Ben.Marsh

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

Change 3596367 by Steve.Robb

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

Change 3596410 by Gil.Gribb

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

Change 3596532 by Ben.Marsh

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

	#jira UE-48119

Change 3596631 by Steve.Robb

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

Change 3596807 by Ben.Marsh

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

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

Change 3596957 by Steve.Robb

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

Change 3597213 by Ben.Marsh

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

Change 3597558 by Ben.Marsh

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

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

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

Change 3597982 by Ben.Marsh

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

	#jira UE-47173

Change 3598045 by Ben.Marsh

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

Change 3599214 by Ben.Marsh

	Avoid string duplication when comparing extensions.

Change 3600038 by Steve.Robb

	Fix for maps being modified during iteration in cache compaction.

Change 3600136 by Steve.Robb

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

Change 3600214 by Steve.Robb

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

Change 3600232 by Ben.Marsh

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

	#jira UE-46119

Change 3600246 by Steve.Robb

	GitHub #3045 : allow multiple interface definition in a file

Change 3600645 by Ben.Marsh

	Convert QAGame to Include-What-You-Use.

Change 3600897 by Ben.Marsh

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

Change 3601558 by Graeme.Thornton

	Simple first pass VSCode editor integration plugin

Change 3601658 by Graeme.Thornton

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

Change 3601762 by Ben.Marsh

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

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

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

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

Change 3604032 by Graeme.Thornton

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

Change 3604038 by Graeme.Thornton

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

Change 3604106 by Steve.Robb

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

Change 3604192 by Steve.Robb

	GitHub #3911 : Improving ToUpper/ToLower efficiency

Change 3604273 by Graeme.Thornton

	IWYU build fixes when malloc profiler is enabled

Change 3605457 by Ben.Marsh

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

Change 3606720 by James.Hopkin

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

Change 3606807 by Graeme.Thornton

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

Change 3607026 by James.Hopkin

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

Change 3607142 by Graeme.Thornton

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

Change 3607146 by Ben.Marsh

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

Change 3607147 by Steve.Robb

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

Change 3607516 by Ben.Marsh

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


Change 3610421 by Ben.Marsh

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

Change 3610657 by Ben.Marsh

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

Change 3611000 by Ben.Marsh

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

Change 3612471 by Ben.Marsh

	UBT: Move FastJSON into DotNETUtilities.

Change 3613479 by Ben.Marsh

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

Change 3613910 by Ben.Marsh

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

Change 3614075 by Ben.Marsh

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

Change 3614090 by Ben.Marsh

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

Change 3614488 by Ben.Marsh

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

Change 3614490 by Ben.Marsh

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

Change 3614962 by Ben.Marsh

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

Change 3615416 by Ben.Marsh

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

Change 3615713 by Ben.Marsh

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

	#jira UE-48987

Change 3616652 by Ben.Marsh

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

	#jira UE-49007

Change 3616680 by Ben.Marsh

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

Change 3616767 by Ben.Marsh

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

Change 3616864 by Ben.Marsh

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

	#jira UE-48711

Change 3619964 by Ben.Marsh

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

Change 3548930 by Ben.Marsh

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

Change 3558056 by Ben.Marsh

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

Change 3563309 by Graeme.Thornton

	Moved some common C# classes into the DotNETCommon assembly

Change 3570283 by Graeme.Thornton

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

Change 3572811 by Ben.Marsh

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

Change 3573397 by Ben.Marsh

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

Change 3575659 by Ben.Marsh

	Remove CHM API documentation.

Change 3582103 by Graeme.Thornton

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

	Removed reference to System.Windows.Form from UBT.

Change 3584113 by Ben.Marsh

	Move key-mapping functionality into the InputCore module.

Change 3584278 by Ben.Marsh

	Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc.

Change 3584453 by Ben.Marsh

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

Change 3585301 by Ben.Marsh

	Move PlatformPostInit() into an FPlatformApplicationMisc function.

Change 3587050 by Ben.Marsh

	Move IsThisApplicationForeground() into FPlatformApplicationMisc.

Change 3587059 by Ben.Marsh

	Move RequiresVirtualKeyboard() into FPlatformApplicationMisc.

Change 3587119 by Ben.Marsh

	Move GetAbsoluteLogFilename() into FPlatformMisc.

Change 3587800 by Steve.Robb

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

Change 3588393 by Ben.Marsh

	Move platform output devices into their own headers.

Change 3588868 by Ben.Marsh

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

Change 3589879 by Graeme.Thornton

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

Change 3590034 by Ben.Marsh

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

Change 3593754 by Steve.Robb

	Fix for tuple debugger visualization.

Change 3597208 by Ben.Marsh

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

Change 3600163 by Ben.Marsh

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

	#jira UE-46725

Change 3604279 by Graeme.Thornton

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

Change 3606685 by James.Hopkin

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

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

Change 3610950 by Ben.Marsh

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

Change 3610991 by Ben.Marsh

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

Change 3612342 by Ben.Marsh

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

Change 3612362 by Ben.Marsh

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

Change 3619128 by Ben.Marsh

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

[CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
Marc Audy
b8b4a8b2d0 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040)
#lockdown Nick.Penwarden

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

Change 3459524 by Marc.Audy

	Get/Set of properties that were previously BPRW/BPRO should error when used
	#jira UE-20993

Change 3460004 by Phillip.Kavan

	#jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value.

	Change summary:
	- Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation.

Change 3461210 by Phillip.Kavan

	#jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry.

	Change summary:
	- Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database.
	- Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached.
	- Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid.
	- Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid.
	- Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals.
	- Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick.

	Notes:
	- Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor.

Change 3461373 by Lukasz.Furman

	fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad
	#jira UE-44231

Change 3461409 by Lukasz.Furman

	fixed reenabling automatic navmesh generation in Editor Preferences
	#ue4

Change 3461550 by Ben.Zeigler

	#jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time
	Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors

Change 3462625 by Zak.Middleton

	#ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come).

	github PR #3620

Change 3462796 by Dan.Oconnor

	Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame

	#jira UE-45434

Change 3462995 by Ben.Zeigler

	#jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin

Change 3463099 by Ben.Zeigler

	#jira UE-45471 Allow abstract base classes for primary assets

Change 3464809 by Marc.Audy

	Expose FVector2D / FVector2D to blueprints
	#jira UE-45427

Change 3467254 by Mieszko.Zielinski

	Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4

Change 3467644 by Dan.Oconnor

	Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing.
	#jira UE-45443, UE-45444

Change 3468176 by Dan.Oconnor

	Fix dependent blueprints being marked dirty when a blueprint is compiled

Change 3468353 by Michael.Noland

	UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game

Change 3470532 by Dan.Oconnor

	Re-enable compilation manager

Change 3470572 by Dan.Oconnor

	Fix for pin paramters resetting when an archetype was reinstanced
	#jira UE-45619

	#rnx

Change 3471949 by Mason.Seay

	Adding Primary Assets for testing

Change 3472074 by Ben.Zeigler

	#jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module
	Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache.
	Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking

Change 3472079 by Ben.Zeigler

	With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here

Change 3473429 by Lukasz.Furman

	changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
	#jira UE-41884

Change 3473476 by Lukasz.Furman

	changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
	#jira UE-41884

Change 3473663 by Ben.Zeigler

	Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added

Change 3473679 by Mason.Seay

	Slight cleanup of test map and added ability to teleport across level for easy navigation

Change 3473712 by Marc.Audy

	Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value

Change 3474055 by Marc.Audy

	When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with.
	#jira UE-41828

Change 3474119 by mason.seay

	Tweaked Force Feedback test

Change 3474156 by Marc.Audy

	Actually enable orphan pin retention

Change 3474382 by Ben.Zeigler

	Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing

Change 3474386 by Ben.Zeigler

	Close popup window when adding asset class to audit window

Change 3474491 by Ben.Zeigler

	Remove ability for Worlds to not be saved as assets, this has been the default since 2014.

Change 3475363 by Marc.Audy

	Alt-click now works with orphaned pins
	#jira UE-45699

Change 3475523 by Marc.Audy

	Fixup Fortnite and Paragon content for orphaned pin errors and warnings

Change 3475623 by Phillip.Kavan

	#jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor.

	Change summary:
	- Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values.
	- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value.

Change 3476008 by Dan.Oconnor

	Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value.

	#jira UE-18765

Change 3476115 by Dan.Oconnor

	Fix missing category information for inherited functions when using compilation manager
	#jira UE-45660

	#rnx

Change 3476577 by Lukasz.Furman

	added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms)
	#ue4

Change 3476587 by Phillip.Kavan

	#jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions.

	Change summary:
	- Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up.
	- Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree).

	Notes:
	- The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398.

	#rnx

Change 3476723 by Dan.Oconnor

	Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager
	#jira UE-45468

	#rnx

Change 3476948 by Michael.Noland

	Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing

Change 3476970 by Ben.Zeigler

	Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly

Change 3477536 by Marc.Audy

	Don't display default value box on linked orphaned input pins

Change 3477835 by Marc.Audy

	Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected
	#jira UE-45754

Change 3478027 by Marc.Audy

	Minor performance optimization

	#rnx

Change 3478198 by Phillip.Kavan

	#jira UE-42431 - Remove an unnecessary ensure() when pasting an event node.

	Change summary:
	- Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node.

Change 3478485 by Marc.Audy

	Eliminate extraneous error messages about orphaned pins on get/set nodes
	#jira UE-45749

	#rnx

Change 3478756 by Marc.Audy

	Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums
	#jira UE-45721

	#rnx

Change 3478926 by Marc.Audy

	Non-blueprint type structs can no longer be made/broken
	Non-blueprint visible properties in structs will no longer have pins created for them
	#jira UE-43122

Change 3478988 by Marc.Audy

	DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function.
	#jira UE-45524

Change 3479818 by Marc.Audy

	Allow ctrl-drag off of orphan pins
	#jira UE-45803

Change 3480214 by Marc.Audy

	Modifications to user defined enumerations are now transacted
	#jira UE-43866

Change 3480579 by Marc.Audy

	Maintain all pin properties through transactions.
	#rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle.

Change 3481043 by Marc.Audy

	Make/Break of structs does not depend on having blueprint exposed properties.
	Splitting of a struct pin still requires blueprint exposed properties.
	#jira UE-45840
	#jira UE-45831

Change 3481271 by Ben.Zeigler

	Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0
	Clean up ChunkDependencyInfo and make it properly public
	Move ShouldSetManager to be WITH_EDITOR
	Ported from WEX branch
	#RB peter.sauerbrei

Change 3481373 by Dan.Oconnor

	Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes

	#jira UE-45704

Change 3481380 by Ben.Zeigler

	Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful

Change 3482362 by Marc.Audy

	Fix properties not exposed to blueprint warnings for input properties on function graphs.
	#jira UE-45824

Change 3482406 by Ben.Zeigler

	#jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map

Change 3482498 by Ben.Zeigler

	Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class

Change 3482517 by Lukasz.Furman

	fixed smart navlink update functions removing important flag
	#jira UE-45875

Change 3482538 by Marc.Audy

	When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float
	#jira UE-45846

Change 3482773 by Marc.Audy

	Don't show default value or pass by reference for exec pins
	#jira UE-45868

Change 3482791 by Ben.Zeigler

	#jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization
	Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function

Change 3483131 by Zak.Middleton

	#ue4 - InterpToMovementComponent:

	- Fix velocity not zeroed when interpolation stops.
	- Various fixes when calculating velocity and time when substepping is enabled.
	- Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact).

	#jira UE-45690

Change 3483146 by Phillip.Kavan

	#jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints.

	Change summary:
	- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP.
	- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling.
	- Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature.

Change 3483340 by Ben.Zeigler

	Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets

Change 3483548 by Michael.Noland

	Epic Friday: Playing around with some prototype traps

Change 3483700 by Phillip.Kavan

	Fix CIS cook crash introduced by last submit.

	#rnx


Change 3485217 by Ben.Zeigler

	#jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function

Change 3485367 by Dan.Oconnor

	Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager

	#jira UE-45756

Change 3485565 by Ben.Zeigler

	#jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable

Change 3485566 by Marc.Audy

	Fix crashes caused by undo/redo of user defined struct changes
	#jira UE-45775
	#jira UE-45781

Change 3485805 by Michael.Noland

	PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev)

	#jira UE-43747

Change 3485807 by Michael.Noland

	PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers)

	#jira UE-44041

Change 3485811 by Michael.Noland

	Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level)

Change 3485829 by Michael.Noland

	Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded

Change 3485830 by Michael.Noland

	PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift)
	#jira UE-45002

Change 3486039 by Michael.Noland

	PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist)
	- Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding
	- Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible
	- Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible

	#jira UE-44014

Change 3486093 by Michael.Noland

	PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040)


	#jira UE-42903

Change 3486139 by Michael.Noland

	Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page
	#rn

Change 3486154 by Michael.Noland

	Framework: Speculative fix for CIS error about FStructOnScope
	#rnx

Change 3486180 by Dan.Oconnor

	Better match old logic for determining when to skip data only compile
	#jira UE-45830

Change 3487276 by Marc.Audy

	Fix crash when using Setter with a locally scoped variable

	#rnx

Change 3487278 by Marc.Audy

	Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected

Change 3487658 by Marc.Audy

	Ensure that child actor template is created for subclasses
	#jira UE-45985

Change 3487699 by Marc.Audy

	Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase

Change 3487813 by Dan.Oconnor

	Asset demonstrating a crash

Change 3488101 by Marc.Audy

	Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins.
	Correctly orphan pins when a node goes to 0 pins.

Change 3488337 by Marc.Audy

	Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job
	#jira UE-46020

Change 3488512 by Dan.Oconnor

	ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it

	#jira UE-45830, UE-45965
	#rnx

Change 3488631 by Michael.Noland

	Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level

	#jira UE-45630

Change 3488665 by Michael.Noland

	Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set
	- The category, raw name, and tooltip of the property are now included as part of the filter text as well
	- The property tooltip is now displayed when hovering over the property name
	- Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate

Change 3489324 by Marc.Audy

	Fix recursion causing stack crash
	#jira UE-46038

	#rnx

Change 3489326 by Marc.Audy

	Fix cooking crash
	#jira UE-46031

	#rnx

Change 3489687 by mason.seay

	Assets for testing orphan pins

Change 3489701 by Marc.Audy

	Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin.
	#jira UE-46051
	#jira UE-46052

	#rnx

Change 3490352 by Dan.Oconnor

	Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint

	#jira UE-46062

Change 3490814 by Marc.Audy

	Make callfunction/macro instances save all pins in orphan state more similar to previous behavior

	#rnx

Change 3491022 by Dan.Oconnor

	Properly clean up 'Key' property when we fail to create a value property
	#jira UE-45279

Change 3491071 by Ben.Zeigler

	#jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory.

Change 3491244 by Michael.Noland

	Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors)

	#jira UE-32948

Change 3491276 by Michael.Noland

	Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable)
	- Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places
	- Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item
	#jira UE-43372

Change 3491562 by Marc.Audy

	Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it
	#jira UE-46020

	#rnx

Change 3491658 by Marc.Audy

	Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert

	#rnx

Change 3491946 by Marc.Audy

	ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented)
	RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible)
	DestroyImpl now prunes out SubPins that had already been trashed

	#rnx

Change 3492040 by Marc.Audy

	Discard exec/then pins from a callfunction that has been converted to a pure node

	#rnx

Change 3492200 by Zak.Middleton

	#ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.

	Fixes possible regression from CL 3359561 that removed the Reset(...) entirely.

	#jira UE-46012

Change 3492290 by Ben.Zeigler

	#jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed

Change 3492311 by Marc.Audy

	Don't clear the pin type if what you're connecting to's pin type is wildcard

	#rnx

Change 3492680 by Dan.Oconnor

	Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset

Change 3492826 by Marc.Audy

	Don't do pin connection list change notifications from DestroyPins while regenerating on load
	#jira UE-46112

	#rnx

Change 3492851 by Michael.Noland

	Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters

Change 3492852 by Michael.Noland

	Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class

Change 3492934 by Marc.Audy

	Fix ensure and crash delete macro containing orphaned pin

	#rnx

Change 3493079 by Dan.Oconnor

	Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..)

	#rnx

Change 3493346 by Phillip.Kavan

	#jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs.

	Change summary:
	- Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values.
	- Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future.

Change 3493938 by Michael.Noland

	Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable)
	#jira UE-45780

Change 3493945 by Michael.Noland

	Blueprints: Fixed GetDelegatePoperty typos
	#rnx

Change 3493997 by Michael.Noland

	Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes
	#jira UE-45760

Change 3493998 by Dan.Oconnor

	Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it
	Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days

Change 3494025 by Michael.Noland

	Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES)

	#rnx

Change 3494026 by Michael.Noland

	Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer
	- Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc...
	- Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed
	#rnx

Change 3496382 by Ben.Zeigler

	Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress

Change 3496688 by Marc.Audy

	Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up
	#jira UE-46073

Change 3496830 by Michael.Noland

	Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata

	#rnx

Change 3496840 by Michael.Noland

	Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work)

Change 3497038 by Michael.Noland

	Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds)
	- You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts)
	- You can also specify a set of items to grant to your local inventory when it is created

Change 3497204 by Marc.Audy

	Fix AbilitySystemComponent not being blueprint readable.

	#rnx

Change 3497668 by Mieszko.Zielinski

	Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4

	#jira UE-43659

Change 3497677 by Mieszko.Zielinski

	Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4

	Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry

	#jira UE-41293

Change 3497678 by Mieszko.Zielinski

	Marked AbstractNavData class as transient #UE4

	We never want to save it to levels

Change 3497679 by Mieszko.Zielinski

	Made NavModifierVolume responsive to editor-time property changes #UE4

	#jira UE-32831

Change 3497900 by Dan.Oconnor

	Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level
	#rnx

Change 3497904 by Dan.Oconnor

	Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct
	#jira UE-46153

	#rnx

Change 3497907 by Dan.Oconnor

	Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class

	#rnx
	#jira UE-46186

Change 3498218 by mason.seay

	Updates to pin testing BP's

Change 3498323 by Mieszko.Zielinski

	Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4

	Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers

	#jira UE-44891

Change 3499007 by Marc.Audy

	Allow systems to hook Pre and PostCompile to do custom behaviors

Change 3499013 by Mieszko.Zielinski

	Made AbstractNavData class non-transient again #UE4

	Implemented AbstractNavData instances' transientness in a different manner.

	#jira UE-46194

Change 3499204 by Mieszko.Zielinski

	Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion

	Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation.

	#jira UE-43799

Change 3499321 by mason.seay

	Updated bp for struct testing

Change 3499388 by Marc.Audy

	Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed).

Change 3499390 by Marc.Audy

	Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted.

	#rnx

Change 3499420 by Michael.Noland

	Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses

	The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want:
	- ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully
	- LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully
	- Assert: Asserts, the calling code is not expecting to handle a failure gracefully

	- Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern
	- Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert
	- Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked)
	- Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread

	The typical recommended call pattern is to use something like:

	if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
	{
	... Do something with World
	}

	Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr.
	#jira UE-42458

Change 3499429 by Michael.Noland

	Engine: Removed a bogus TODO (the problematic code had already been reworked)
	#rnx

Change 3499470 by Michael.Noland

	Core: Improved and corrected the comment for ensure()
	- It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?)
	- It now only fires once per ensure() by default, added a note about ensureAlways()

	#rnx

Change 3499643 by Marc.Audy

	Use TGuardValue instead of manually managing it

	#rnx

Change 3499874 by Marc.Audy

	Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log

Change 3499875 by Marc.Audy

	When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites)
	#jira UE-46224

Change 3499927 by Dan.Oconnor

	UField::Serialize no longer serialize's its next ptr,  UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker

	#jira UE-43458

Change 3499953 by Michael.Noland

	Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage)
	- These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions

Change 3499957 by Michael.Noland

	Animation: Added runtime errors for nullptr ControlRigs passed into BP methods

	#rnx

Change 3499958 by Michael.Noland

	Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error

	#rnx

Change 3499959 by Michael.Noland

	Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints

Change 3499960 by Michael.Noland

	AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object

Change 3499968 by Michael.Noland

	Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues

	#rnx

Change 3499969 by Michael.Noland

	Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack

	#rnx

Change 3499973 by Michael.Noland

	Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject
	- Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget

Change 3499979 by Michael.Noland

	Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material

Change 3499984 by Michael.Noland

	Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected

Change 3499993 by Michael.Noland

	Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters
	- This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in'
	- These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>)
	- Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS

Change 3500009 by Michael.Noland

	Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM)

	#rnx

Change 3500011 by Michael.Noland

	Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms

Change 3500012 by Michael.Noland

	Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset

Change 3500014 by Michael.Noland

	Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that)

Change 3500019 by Michael.Noland

	Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters
	- It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments

Change 3500020 by Michael.Noland

	Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world)

Change 3501062 by Marc.Audy

	MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function
	Fix inability to undo/redo pin additions to sequence node
	Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used
	#jira UE-46164
	#jira UE-46270

Change 3501330 by Michael.Noland

	AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place)

	#jira UE-46271

Change 3501356 by Marc.Audy

	Fix crash when multi-editing actor blueprints
	#jira UE-46248

Change 3501408 by Michael.Noland

	Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack)

Change 3501457 by Phillip.Kavan

	#jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node.

	Change summary:
	- Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass.
	- Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl).
	- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects.

Change 3502741 by Phillip.Kavan

	#jira UE-45782 - Fix undo for index pin type changes.

	Change summary:
	- Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed.

Change 3502939 by Michael.Noland

	Back out changelist 3499927

Change 3503087 by Marc.Audy

	Re-fixed ocean content as editor had also changed so had to take theirs and redo

	#rnx

Change 3503266 by Ben.Zeigler

	#jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory

Change 3503325 by mason.seay

	updated Anim BP to prep for pin testing

Change 3503445 by Marc.Audy

	Fix crash caused by OldPins being destroyed before rewiring

	#rnx

Change 3505024 by Marc.Audy

	Fix NodeEffectsPanel blueprint as it was using pins that no longer existed

	#rnx

Change 3505254 by Marc.Audy

	Don't include orphan pins when gather source property names
	If a property doesn't exist for a source property name just skip the property rather than crashing
	#jira UE-46345

	#rnx

Change 3506125 by Ben.Zeigler

	#jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place

Change 3506334 by Dan.Oconnor

	Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints
	#jira UE-46411

Change 3506439 by Dan.Oconnor

	Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo

	#jira UE-46308

Change 3506468 by Dan.Oconnor

	Return to pre 3488512 behavior, as it causes bad default values
	#jira UE-46414

	#rnx

Change 3506733 by Marc.Audy

	Use the most up to date class to determine whether a property still exists when adding pins during reconstruction
	#jira UE-45965
	#author Dan.OConnor

	#rnx

Change 3507531 by Ben.Zeigler

	#jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays

Change 3507924 by mason.seay

	Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues

Change 3507962 by Marc.Audy

	Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958

	#rnx

Change 3509131 by Dan.Oconnor

	Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table

	#jira UE-46311

Change 3509345 by Marc.Audy

	CVar to disable orphan pins if necessary

	#rnx


Change 3509959 by Marc.Audy

	Protect against crashing due to large values in Timespan From functions

	#jira UE-43840

Change 3510040 by Marc.Audy

	Remove all the old unneeded ShooterGame test maps

	#rnx

[CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
Marc Audy
22f58737f9 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none

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

Change 3252833 on 2017/01/10 by Ori.Cohen

	Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))

Change 3256288 on 2017/01/12 by Ori.Cohen

	Undo constraint refactor as we found a way around it and it made the code much harder to read/debug

Change 3373195 on 2017/03/30 by Mike.Beach

	For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).

Change 3381178 on 2017/04/05 by Dan.Oconnor

	Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
	#jira UE-43616

Change 3381532 on 2017/04/05 by Marc.Audy

	(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
	#jira UE-43553

Change 3381586 on 2017/04/05 by Mike.Beach

	Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).

	#jira UE-42676, UE-43257

Change 3381682 on 2017/04/05 by mason.seay

	Some more changes to test map

Change 3381844 on 2017/04/05 by Dan.Oconnor

	Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager

Change 3382054 on 2017/04/05 by Zak.Middleton

	#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.

	#jira UE-30998

Change 3382703 on 2017/04/06 by Lukasz.Furman

	fixed missing links between navmesh polys when there are more than 4 neighbor connections
	#jira UE-43524

Change 3383357 on 2017/04/06 by Marc.Audy

	(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
	#jira UE-43709

Change 3383359 on 2017/04/06 by Dan.Oconnor

	Fix last errant SKEL reference when cooking Odin

Change 3383591 on 2017/04/06 by Mike.Beach

	Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.

	#jira UE-42085

Change 3384762 on 2017/04/07 by Zak.Middleton

	#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.

	Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.

	#jira UE-24850

Change 3384948 on 2017/04/07 by Dan.Oconnor

	Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad

Change 3385267 on 2017/04/07 by Michael.Noland

	Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)

	#jira UE-21724

Change 3385473 on 2017/04/07 by Phillip.Kavan

	#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.

	Change summary:
	- Fixed to use correct string for "Expand Node" transaction name.
	- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
	- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.

Change 3385583 on 2017/04/07 by Dan.Oconnor

	Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)

	#jira UE-43746

Change 3386581 on 2017/04/10 by Michael.Noland

	Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
	#jira UE-43824

Change 3386615 on 2017/04/10 by Marc.Audy

	Instanced properties can now properly be set on a per-instance basis in blueprint added components.
	#jira UE-42066

Change 3387000 on 2017/04/10 by Marc.Audy

	Fix includes for CIS

Change 3387229 on 2017/04/10 by mason.seay

	More changes to TM-Gameplay

	Added Save Game test (with blueprint)

	Tick Interval test (with blueprint)

	BP logic cleanup

	Level organization

Change 3388437 on 2017/04/11 by Mike.Beach

	Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).

	#jira UE-42617

Change 3388532 on 2017/04/11 by mason.seay

	Submitting latest changes for crash repro

Change 3389026 on 2017/04/11 by Ben.Zeigler

	Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
	Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
	Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created

Change 3389163 on 2017/04/11 by Ben.Zeigler

	#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883

Change 3389205 on 2017/04/11 by Marc.Audy

	Protect against a handful of GEditor usages that can now be hit in standalone

Change 3389220 on 2017/04/11 by Marc.Audy

	Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately

Change 3389222 on 2017/04/11 by Michael.Noland

	Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
	- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
	- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors

	This CVar will be removed in a future version, defaulting to on

	#jira UE-43661

Change 3389276 on 2017/04/11 by Marc.Audy

	Spelling fix and NULL to nullptr

Change 3389303 on 2017/04/11 by Mieszko.Zielinski

	Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4

	#jira UE-43873

Change 3390215 on 2017/04/12 by mason.seay

	Removed some tests, will need further review

Change 3390638 on 2017/04/12 by Mike.Beach

	Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.

	NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').

	#jira UE-42747

Change 3390774 on 2017/04/12 by Ben.Zeigler

	#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
	Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags

Change 3390778 on 2017/04/12 by Ben.Zeigler

	Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package

Change 3390782 on 2017/04/12 by Ben.Zeigler

	Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
	Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
	Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=

Change 3390859 on 2017/04/12 by Mike.Beach

	T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.

	#jira UE-28048

Change 3390914 on 2017/04/12 by Lukasz.Furman

	fixed missing navlink component's transform in exported navigation data
	#jira  UE-43688

Change 3391122 on 2017/04/12 by Ben.Zeigler

	Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
	Fix crash calling GetAssetDataForPath with null path

Change 3391494 on 2017/04/12 by Dan.Oconnor

	Fix bad references in deep object (widget) hierarchies

	#jira UE-43802

Change 3391529 on 2017/04/12 by Dan.Oconnor

	Fix log spam, accidently submitted

	#rnx

Change 3391756 on 2017/04/12 by Dan.Oconnor

	LinkExternalDependencies needs to be performed before we RefreshVariables

	#jira UE-43843

Change 3392542 on 2017/04/13 by Marc.Audy

	Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
	#jira UE-43879

Change 3392746 on 2017/04/13 by Marc.Audy

	(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
	Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
	#jira UE-40218
	#jira UE-42086

Change 3393253 on 2017/04/13 by Dan.Oconnor

	Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)

	#jira UE-43883

Change 3393509 on 2017/04/13 by Mike.Beach

	Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.

	#jira UE-37284

Change 3394350 on 2017/04/14 by Michael.Noland

	Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
	#jira UE-39921

Change 3395985 on 2017/04/17 by Phillip.Kavan

	#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.

	Change summary:
	- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.

Change 3396152 on 2017/04/17 by Marc.Audy

	TickableGameObjects that have IsTickableInEditor false should not tick in the editor
	#jira UE-40421

Change 3396279 on 2017/04/17 by Phillip.Kavan

	#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.

Change 3396299 on 2017/04/17 by Dan.Oconnor

	Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.

	#jira UE-43859

Change 3396712 on 2017/04/17 by Marc.Audy

	Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
	#jira UE-38234

Change 3396718 on 2017/04/17 by Mike.Beach

	Adding a search bar to the components tree for Blueprints.

	#epicfriday
	#jira UE-17620

Change 3396999 on 2017/04/17 by Mike.Beach

	In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).

	#jira UE-44018

Change 3397700 on 2017/04/18 by Marc.Audy

	UT struct BlueprintType fixups

Change 3397701 on 2017/04/18 by Marc.Audy

	Odin struct BlueprintType fixups

Change 3397703 on 2017/04/18 by Marc.Audy

	Ocean struct BlueprintType fixups

Change 3397704 on 2017/04/18 by Marc.Audy

	WEX struct BlueprintType fixups

Change 3397705 on 2017/04/18 by Marc.Audy

	Additional UT blueprint type struct fixups

Change 3397706 on 2017/04/18 by Marc.Audy

	Fortnite struct BlueprintType fixups

Change 3397708 on 2017/04/18 by Marc.Audy

	Fixup Engine BlueprintType markup of structs

Change 3397709 on 2017/04/18 by Marc.Audy

	Sample Game struct BlueprintType fixups

Change 3397711 on 2017/04/18 by Marc.Audy

	Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly

Change 3397712 on 2017/04/18 by Marc.Audy

	Paragon struct BlueprintType fixups

Change 3397735 on 2017/04/18 by Marc.Audy

	Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it

Change 3397912 on 2017/04/18 by Mike.Beach

	Fix for CIS warnings about shadowed variables (fallout from CL 3396718).

Change 3398455 on 2017/04/18 by Marc.Audy

	Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile

Change 3398491 on 2017/04/18 by Marc.Audy

	BPRW/BPRO in a non-BlueprintType is now a UHT error

Change 3398539 on 2017/04/18 by Marc.Audy

	Fixup live link struct markups

Change 3399412 on 2017/04/19 by Marc.Audy

	Fix Match3 blueprint type struct markups

Change 3399509 on 2017/04/19 by Phillip.Kavan

	#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.

	Change summary:
	- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
	- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
	- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.

Change 3399749 on 2017/04/19 by Mike.Beach

	Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).

Change 3399774 on 2017/04/19 by Marc.Audy

	ConditionalPostLoad is already called on StaticMesh earlier in the function

	#rnx

Change 3400313 on 2017/04/19 by Mike.Beach

	Mirroring CL 3398673 from 4.16

	Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).

	#jira UE-44124

Change 3400328 on 2017/04/19 by Mike.Beach

	Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)

	#jira UE-44124

Change 3400415 on 2017/04/19 by Chad.Garyet

	adding physx switch build to framework

Change 3400514 on 2017/04/19 by Mike.Beach

	Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.

Change 3400552 on 2017/04/19 by Marc.Audy

	Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
	#jira UE-44150

Change 3400815 on 2017/04/19 by Marc.Audy

	Spelling fix (part of PR #3490)

	#rnx

Change 3400918 on 2017/04/19 by Marc.Audy

	Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
	This portion brings in the exposure of the bindings to blueprint
	#jira UE-44122

Change 3401550 on 2017/04/20 by Marc.Audy

	fix kitedemo blueprint type markup

	#rnx

Change 3401702 on 2017/04/20 by Mike.Beach

	Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).

Change 3401720 on 2017/04/20 by Mike.Beach

	Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.

Change 3401725 on 2017/04/20 by Mike.Beach

	Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).

Change 3401800 on 2017/04/20 by Ben.Zeigler

	Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
	Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
	Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
	Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
	Add RemoveCurrent and SetToEnd to ArrayIterator

Change 3401849 on 2017/04/20 by Marc.Audy

	Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)

	This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
	#jira UE-44122

Change 3402088 on 2017/04/20 by Marc.Audy

	Focus the search box when expanding the map value type
	#jira UE-44211

Change 3402251 on 2017/04/20 by Ben.Zeigler

	Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out

Change 3402335 on 2017/04/20 by Ben.Zeigler

	Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
	Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
	Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
	Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
	Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
	Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
	Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
	Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
	Add AssetRegistry::GetAllocatedSize and add to MemReport output

Change 3402457 on 2017/04/20 by Ben.Zeigler

	Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test

Change 3402498 on 2017/04/20 by Ben.Zeigler

	CIS fix. Why did this compile locally?

Change 3402537 on 2017/04/20 by Ben.Zeigler

	Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases

Change 3402600 on 2017/04/20 by Ben.Zeigler

	Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
	Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
	AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
	Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
	Add Primary Name to asset audit window by default

Change 3403556 on 2017/04/21 by Marc.Audy

	Fix Orion input key selector override class

	#rnx

Change 3404090 on 2017/04/21 by mason.seay

	Applying Forcefeedback to test map

Change 3404093 on 2017/04/21 by mason.seay

	Changing text in level

Change 3404139 on 2017/04/21 by mason.seay

	Added Force Feedback test and made some tweaks.

Change 3404146 on 2017/04/21 by mason.seay

	Added source reference to Instanced Variable test

Change 3404154 on 2017/04/21 by mason.seay

	More minor tweaks

Change 3404155 on 2017/04/21 by Marc.Audy

	Remove auto

	#rnx

Change 3404188 on 2017/04/21 by Marc.Audy

	Fixed crash changing variable type when any type other than map
	#jira UE-44249

	#rnx

Change 3404463 on 2017/04/21 by Ben.Zeigler

	Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
	Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened

Change 3404465 on 2017/04/21 by Ben.Zeigler

	Fix issue with trying to load editor-only asset classes in a cooked build
	Fix issues with renaming or changing template Ids of assets from the editor
	Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once

Change 3404481 on 2017/04/21 by Dan.Oconnor

	Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children

Change 3404510 on 2017/04/21 by Phillip.Kavan

	#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.

Change 3404590 on 2017/04/21 by Michael.Noland

	Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)

Change 3404593 on 2017/04/21 by Marc.Audy

	Fixed another crash to do with input pin secondary combo box
	#jira UE-44269

	#rnx

Change 3404600 on 2017/04/21 by Michael.Noland

	Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
	#rnx

Change 3404602 on 2017/04/21 by Michael.Noland

	Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
	#rnx

Change 3404608 on 2017/04/21 by Michael.Noland

	Core: Marked TNumericLimits as constexpr so they can be used in static asserts

Change 3404659 on 2017/04/21 by Michael.Noland

	Engine: Adding includes back to two UDeveloperSettings subclasses

Change 3405289 on 2017/04/24 by Marc.Audy

	Remove auto

	#rnx

Change 3405446 on 2017/04/24 by Marc.Audy

	Fix Win32 unsigned compile issue

Change 3405512 on 2017/04/24 by Mike.Beach

	Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).

Change 3406080 on 2017/04/24 by Ben.Zeigler

	Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
	Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
	Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this

Change 3406381 on 2017/04/24 by Ben.Zeigler

	#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over

Change 3406438 on 2017/04/24 by Ben.Zeigler

	Fix deprecation warning

Change 3406519 on 2017/04/24 by Phillip.Kavan

	#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.

	Change summary:
	- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.

Change 3406565 on 2017/04/24 by Dan.Oconnor

	Make sure all interface functions are added to skeleton

	#jira UE-44152

Change 3407489 on 2017/04/25 by Ben.Zeigler

	#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE

Change 3407558 on 2017/04/25 by Ben.Zeigler

	Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
	Fix issue with renaming a BP primary asset not finding the old name

Change 3407701 on 2017/04/25 by Dan.Oconnor

	Remove unneeded null check, static analysis doen't like the inconsistency

Change 3407995 on 2017/04/25 by Marc.Audy

	Fixed maps and sets not working correctly with split pin.
	#jira UE-43857

Change 3408124 on 2017/04/25 by Ben.Zeigler

	#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
	Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions

Change 3408134 on 2017/04/25 by Marc.Audy

	Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
	FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
	UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively

Change 3408256 on 2017/04/25 by Michael.Noland

	Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety

Change 3408282 on 2017/04/25 by Marc.Audy

	(4.16) Fix incorrect positioning of instance components after duplication
	#jira UE-44314

Change 3408404 on 2017/04/25 by Mike.Beach

	Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).

Change 3408445 on 2017/04/25 by Marc.Audy

	Fix up missed deprecation cases

	#rnx

Change 3409354 on 2017/04/26 by Marc.Audy

	Fix Linux CIS failure

	#rnx

Change 3409487 on 2017/04/26 by Marc.Audy

	When dragging assets in to the SCS create them as siblings, not nested
	#jira UE-43041

Change 3409776 on 2017/04/26 by Ben.Zeigler

	#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well

Change 3410168 on 2017/04/26 by Dan.Oconnor

	Avoid calling virtual functions in the middle of compile
	#jira UE-44243

Change 3410252 on 2017/04/26 by Lukasz.Furman

	adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
	#ue4

Change 3410385 on 2017/04/26 by Marc.Audy

	ChildActorComponent SetClass no longer fails when setting at runtime.
	#jira UE-43356

Change 3410466 on 2017/04/26 by Michael.Noland

	Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
	#rnx

Change 3410476 on 2017/04/26 by Michael.Noland

	Automation: Deleting some commented out methods
	#rnx

Change 3411070 on 2017/04/27 by Marc.Audy

	Properly complete deprecation of old attachment API

Change 3411338 on 2017/04/27 by mason.seay

	Map for Latent Action Tick Bug

Change 3411637 on 2017/04/27 by Ben.Zeigler

	Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to

Change 3412052 on 2017/04/27 by mason.seay

	Updated jump test map and pawn

Change 3412231 on 2017/04/27 by Ben.Zeigler

	Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
	Duplicate of CL #3411860

Change 3412233 on 2017/04/27 by Ben.Zeigler

	Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
	Duplicate of CL #3411778

Change 3412235 on 2017/04/27 by Ben.Zeigler

	Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
	Make RedirectCollector threadsafe to avoid issues with async loading asset references
	Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
	Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
	Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
	Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
	Duplicate of CL #3412080

Change 3412352 on 2017/04/27 by Marc.Audy

	Refix lighting getting wrong position when getting component instance data

Change 3412426 on 2017/04/27 by Marc.Audy

	Take first steps to making ComponentToWorld private and force use of accessor
	Make bWorldToComponentUpdated private
	Make ComponentToWorld and bWorldToComponentUpdated mutable
	Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.

Change 3412468 on 2017/04/27 by Marc.Audy

	Remove last remnants of deprecated (4.11) custom location system

Change 3413398 on 2017/04/28 by Marc.Audy

	Fix up missed deprecated attachment API  uses

Change 3413403 on 2017/04/28 by Marc.Audy

	Fix Orion compile error

	#rnx

Change 3413448 on 2017/04/28 by Marc.Audy

	Fix up kite demo component to world privataization warnings

	#rnx

Change 3413792 on 2017/04/28 by Ben.Zeigler

	Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
	Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
	#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
	#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
	#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes

Change 3413839 on 2017/04/28 by samuel.proctor

	Added some Blueprint focused tests for TM-Gameplay

Change 3414030 on 2017/04/28 by Ben.Zeigler

	Enable use of AssetPtr variables with Config, for native and blueprint
	This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch

Change 3414229 on 2017/04/28 by Marc.Audy

	Fixup virtuals not calling their Super
	Remove some autos

	#rnx

Change 3414451 on 2017/04/28 by Lukasz.Furman

	static analysis fix for gameplay debugger

Change 3414482 on 2017/04/28 by Ben.Zeigler

	Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it

Change 3414609 on 2017/04/28 by Ben.Zeigler

	#jira UE-18146 Refresh graph when disconnecting a resolve asset id node

Change 3415852 on 2017/05/01 by Marc.Audy

	Remove unused code

	#rnx

Change 3415856 on 2017/05/01 by Marc.Audy

	auto removal

	#rnx

Change 3415858 on 2017/05/01 by Marc.Audy

	Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking

	#rnx

Change 3415946 on 2017/05/01 by Marc.Audy

	Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)

	#rnx

Change 3415988 on 2017/05/01 by Lukasz.Furman

	renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
	#jira UE-44544

Change 3416030 on 2017/05/01 by Ben.Zeigler

	Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.

Change 3416230 on 2017/05/01 by Marc.Audy

	Fix spelling error

	#rnx

Change 3416419 on 2017/05/01 by Phillip.Kavan

	#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.

	Change summary:
	- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
	- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
	- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.

Change 3416425 on 2017/05/01 by Phillip.Kavan

	#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.

	- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
	- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.

	Notes:
	- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.

Change 3416570 on 2017/05/01 by mason.seay

	Added UMG test to map.  Tweaked force feedback test

Change 3416580 on 2017/05/01 by mason.seay

	Resubmitting sub levels

Change 3416597 on 2017/05/01 by Dan.Oconnor

	Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code

Change 3416636 on 2017/05/01 by Phillip.Kavan

	#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.

	Change summary:
	- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.

Change 3416960 on 2017/05/01 by Dan.Oconnor

	Use compilation manager when clicking the compile button, PIE'ing, etc

Change 3417207 on 2017/05/01 by Ben.Zeigler

	Fix issue with None strings causing default value parsing failures
	Add SetPinDefaultValueAtConstruction needed by some other changes

Change 3417519 on 2017/05/01 by Ben.Zeigler

	Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
	There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.

Change 3418659 on 2017/05/02 by Ben.Zeigler

	#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
	#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
	Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
	Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
	Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
	I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin

Change 3418700 on 2017/05/02 by Ben.Zeigler

	Actually fix None object paths for real this time. I did not test sufficiently before

Change 3418811 on 2017/05/02 by Ben.Zeigler

	Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games

Change 3419165 on 2017/05/02 by Dan.Oconnor

	Add misc. functionality from FKismetEditorUtilities::CompileBlueprint

Change 3419202 on 2017/05/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825

	#rnx

Change 3419236 on 2017/05/02 by mason.seay

	Removed OnPressed event from Widget BP

Change 3419314 on 2017/05/02 by Marc.Audy

	Fix bad auto-resolve

	#rnx

Change 3419524 on 2017/05/02 by Marc.Audy

	PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
	#jira UE-44587
	#rn Improved Input BP library node display names

Change 3419570 on 2017/05/02 by Zak.Middleton

	#ue4 - Fix typo in TFunctionRef comment/example.

Change 3419709 on 2017/05/02 by Dan.Oconnor

	Fix missing category metadata on SkeletonGeneratedClass when using compilation manager

Change 3419756 on 2017/05/02 by Dan.Oconnor

	Remove unintentional verbosity increase

Change 3420875 on 2017/05/03 by Marc.Audy

	Make IsExecPin static
	Minor optimization to IsMetaPin

	#rnx

Change 3420981 on 2017/05/03 by Marc.Audy

	Change tagging temporarily until other changes are done so that we don't have warnings in the meantime

	#rnx

Change 3421367 on 2017/05/03 by Marc.Audy

	Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.

	#rnx

Change 3421685 on 2017/05/03 by Ben.Zeigler

	#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
	Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
	Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
	Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
	Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
	Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9

Change 3421728 on 2017/05/03 by Phillip.Kavan

	Mirror CL 3408285 from //UE4/Release-4.16.

	#jira UE-44124

	#rnx

Change 3422370 on 2017/05/03 by Dan.Oconnor

	Mirror 3422359

	Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.

	This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.

	#jira UE-44659

Change 3423192 on 2017/05/04 by Ben.Zeigler

	CIS Fix

Change 3423305 on 2017/05/04 by Ben.Zeigler

	Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform

Change 3423358 on 2017/05/04 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809

	#rnx

Change 3423766 on 2017/05/04 by Ben.Zeigler

	#jira UE-44680 Delete some corrupted redirectors that are no longer in use

Change 3423804 on 2017/05/04 by Dan.Oconnor

	Honor SaveIntermediateCompilerResults when using compilation manager

Change 3424010 on 2017/05/04 by Marc.Audy

	Validate that switch string cases are unique

Change 3424011 on 2017/05/04 by Marc.Audy

	Re-fix switch node default pin not appearing as an exec output
	Remove unused boolean

Change 3424071 on 2017/05/04 by Ben.Zeigler

	Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
	Removed some hacky bits in Core that only existed to support FixupRedirects
	Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does

Change 3424313 on 2017/05/04 by Dan.Oconnor

	Address missing property flags on SkeletonGeneratedClass when using compilation manager
	#jira UE-44705

Change 3424325 on 2017/05/04 by Phillip.Kavan

	#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.

	Change summary:
	- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
	- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
	- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
	- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
	- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
	- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
	- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
	- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.

Change 3424359 on 2017/05/04 by Ben.Zeigler

	Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
	Port of CL #3424159

Change 3424367 on 2017/05/04 by Ben.Zeigler

	Fix some asset manager warnings to not go off in invalid cases

Change 3425270 on 2017/05/05 by Marc.Audy

	Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty

	#rnx

Change 3425696 on 2017/05/05 by Ben.Zeigler

	#jira UE-44672 Fix it so select node option pins get populated with default values properly
	#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
	#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index

Change 3425833 on 2017/05/05 by Ben.Zeigler

	#jira UE-31749 Fix it so Undo works properly when modifying a local variable
	#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value

Change 3425890 on 2017/05/05 by Marc.Audy

	Fix Copy/Paste of child actor components losing the template
	#jira UE-44566

Change 3425947 on 2017/05/05 by Ben.Zeigler

	This was meant to be part of last checkin

Change 3425959 on 2017/05/05 by Ben.Zeigler

	#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one

Change 3425979 on 2017/05/05 by Dan.Oconnor

	PVS fix

Change 3425985 on 2017/05/05 by Phillip.Kavan

	Fix an uninitialized variable.

	#rnx

Change 3426043 on 2017/05/05 by Ben.Zeigler

	#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard

Change 3426174 on 2017/05/05 by Zak.Middleton

	#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.

Change 3426621 on 2017/05/05 by Phillip.Kavan

	#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.

	Change summary:
	- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.

	#rnx

Change 3426906 on 2017/05/05 by Ben.Zeigler

	#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
	Types that don't have a customization (most structs) will now show any more, they did not work before either
	#jira UE-21754 Hide function default values if pass by reference is set
	Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables

Change 3426941 on 2017/05/05 by Dan.Oconnor

	Fix determinstic cooking of LoadAssetClass nodes in macros

Change 3427021 on 2017/05/05 by Dan.Oconnor

	Build fix, make initialization order in source match artifact

	#rnx

Change 3427135 on 2017/05/05 by Phillip.Kavan

	#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.

	Change summary:
	- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
	- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.

	#rnx

Change 3427144 on 2017/05/06 by Marc.Audy

	Fix init order

	#rnx

Change 3427146 on 2017/05/06 by Marc.Audy

	remove stray semicolon

	#rnx

Change 3427242 on 2017/05/06 by Phillip.Kavan

	#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.

	Change summary:
	- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.

	#rnx

Change 3427720 on 2017/05/08 by Dan.Oconnor

	Backing out 3419202

	#rnx

Change 3427725 on 2017/05/08 by Dan.Oconnor

	SA fix

	#rnx

Change 3427734 on 2017/05/08 by Dan.Oconnor

	More exhaustive GEditor null checks, to appease SA

	#rnx

Change 3427882 on 2017/05/08 by Marc.Audy

	Properly order all booleans in intialization

	#rnx

Change 3428049 on 2017/05/08 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804

	#rnx

Change 3428523 on 2017/05/08 by Ben.Zeigler

	#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away

Change 3428563 on 2017/05/08 by Ben.Zeigler

	#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.

Change 3428595 on 2017/05/08 by Dan.Oconnor

	Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)

	#jira UE-44777

Change 3428599 on 2017/05/08 by Ben.Zeigler

	#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag

Change 3428609 on 2017/05/08 by Dan.Oconnor

	Improved fix for UE-44777

	#jira UE-44777
	#rnx

Change 3429176 on 2017/05/08 by Phillip.Kavan

	#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.

	- Mirrored from //UE4/Release-4.16 (CL# 3429030).

	#rnx

Change 3429198 on 2017/05/08 by Phillip.Kavan

	CIS fix.

	#rnx

Change 3429583 on 2017/05/08 by Ben.Zeigler

	Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
	Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background

Change 3429640 on 2017/05/08 by Marc.Audy

	Fix issues with select nodes in macros connected to wildcard pins.
	#jira UE-44799

	#rnx

Change 3429890 on 2017/05/08 by Ben.Zeigler

	Fix function/macro defaults to properly propagate when changed using the new edit UI
	Refactor some code out of the details customization into the k2 schema
	Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler

Change 3429947 on 2017/05/08 by Michael.Noland

	Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
	There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
	#jira UE-44418

	#reimplementing 3411681 from Release 4.16

Change 3429987 on 2017/05/08 by Ben.Zeigler

	#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
	At load time clear invalid default value for local variables
	Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject

Change 3430392 on 2017/05/09 by Marc.Audy

	Fix SA CIS error

	#rnx

Change 3430747 on 2017/05/09 by Ben.Zeigler

	#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
	Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed

Change 3431027 on 2017/05/09 by Marc.Audy

	Fix BPRW mark up causing Ocean warnings

	#rnx

Change 3431353 on 2017/05/09 by Marc.Audy

	Fix UHT error due to exposing FJsonObjectWrapper to blueprints

	#rnx

[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
Marc Audy
5ce407d808 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467)
#rb none
#lockdown Nick.Penwarden

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

Change 3297108 on 2017/02/10 by Mieszko.Zielinski

	Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4

	#jira UE-41114

Change 3299467 on 2017/02/13 by Marc.Audy

	Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash

Change 3300692 on 2017/02/13 by Marc.Audy

	no auto

Change 3301424 on 2017/02/14 by Marc.Audy

	Handle gateway expansion before the node matching loop
	#jira UE-41858

Change 3301547 on 2017/02/14 by Marc.Audy

	PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
	#jira UE-41926

Change 3301557 on 2017/02/14 by Marc.Audy

	When passing null to Rename for the new name, maintain the OldName is possible
	#jira UE-41937

Change 3301676 on 2017/02/14 by Marc.Audy

	Fix pending occlusion async traces from crashing during shutdown
	#jira UE-41939

Change 3302705 on 2017/02/14 by Mieszko.Zielinski

	Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4

Change 3302898 on 2017/02/14 by Dan.Oconnor

	Fix double negative

Change 3302954 on 2017/02/14 by Dan.Oconnor

	Make sure we use a good version of the class

Change 3302977 on 2017/02/14 by Dan.Oconnor

	Optimization in reinstancer turned back on - 3302898 has fixed the regression

Change 3302984 on 2017/02/14 by Dan.Oconnor

	Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.

	This fixes issues in Odin when using the compilation  manager

Change 3303824 on 2017/02/15 by Richard.Hinckley

	Updating URL for FABRIK system information.

Change 3304284 on 2017/02/15 by Dan.Oconnor

	Build fix

Change 3304297 on 2017/02/15 by Dan.Oconnor

	Shadow variable fix

Change 3304465 on 2017/02/15 by Lukasz.Furman

	fixed handling pathfollowing's requests by FloatingPawnMovement
	#jira UE-41884

Change 3305031 on 2017/02/15 by Marc.Audy

	All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
	#jira UE-41708

Change 3305505 on 2017/02/15 by Michael.Noland

	Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)

Change 3305506 on 2017/02/15 by Michael.Noland

	QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types

Change 3306091 on 2017/02/16 by Marc.Audy

	PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
	#jira UE-42027

Change 3306574 on 2017/02/16 by Marc.Audy

	Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal

Change 3307160 on 2017/02/16 by Marc.Audy

	Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.

Change 3307982 on 2017/02/16 by Michael.Noland

	QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)

Change 3308097 on 2017/02/16 by Michael.Noland

	Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
	#jira UE-41789

Change 3308303 on 2017/02/16 by Dan.Oconnor

	Make sure we don't call GetDefaultObject while compiling on a non-native class

Change 3308850 on 2017/02/17 by Mieszko.Zielinski

	Fully exposed NavModifierVolume as ENGINE_API #UE4

Change 3309624 on 2017/02/17 by Phillip.Kavan

	[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.

	change summary:
	- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.

	#jira UE-40443

Change 3310475 on 2017/02/17 by Dan.Oconnor

	Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode

Change 3310487 on 2017/02/17 by Dan.Oconnor

	Fix build error missed by preflgiht

Change 3310497 on 2017/02/17 by Dan.Oconnor

	More build fixes for things missed by preflight...

Change 3310635 on 2017/02/17 by Dan.Oconnor

	Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled

Change 3310639 on 2017/02/17 by Dan.Oconnor

	Shadow variable fixes, not sure why these are being detected now

Change 3311855 on 2017/02/20 by Marc.Audy

	Fix UChildActorComponent::ParentComponent being null on the client
	#jira UE-42140

Change 3312444 on 2017/02/20 by Marc.Audy

	Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
	#jira UE-41267

Change 3312691 on 2017/02/20 by mason.seay

	Deleting map now that bug has been fixed

Change 3312709 on 2017/02/20 by Phillip.Kavan

	[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.

	change summary:
	- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
	- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
	- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
	- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
	- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).

	#jira UE-39705

Change 3313161 on 2017/02/20 by Mieszko.Zielinski

	PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)

Change 3314151 on 2017/02/21 by Mieszko.Zielinski

	fix to hlods complaining about missing nav collision in cooked builds #UE4

	Made sure hlod-generated StaticMeshes are marked as not having navigation data

	#jira UE-42034

Change 3314355 on 2017/02/21 by Marc.Audy

	Set error message back to be correctly about mobility
	#jira UE-42209

Change 3314566 on 2017/02/21 by Phillip.Kavan

	[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.

	#jira UE-40801

Change 3315459 on 2017/02/21 by Mike.Beach

	Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).

	#jira UE-16359

Change 3315546 on 2017/02/21 by Mike.Beach

	Mirroring CL 3294552

	Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.

	#jira ODIN-5869

Change 3315554 on 2017/02/21 by Mike.Beach

	Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).

	#jira ODIN-6211

Change 3317225 on 2017/02/22 by mason.seay

	Enable Net Use Owner Frequency on blueprints.  This allows the client to use different weapons. Doesn't fix UE-42017 though.

Change 3317495 on 2017/02/22 by Marc.Audy

	Expose raw input device configurations to other modules by request

	#jira UE-42204

Change 3319966 on 2017/02/23 by Nick.Atamas

	Polished up the material reroute node:
	 - Removed some unnecessary widgets
	 - Centered the pin node

Change 3320099 on 2017/02/23 by Mike.Beach

	Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.

	#jira UE-40861

Change 3321227 on 2017/02/24 by Marc.Audy

	Just use name rather than going Name -> String -> TCHAR -> Name

Change 3321425 on 2017/02/24 by Marc.Audy

	Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName

Change 3321630 on 2017/02/24 by Mike.Beach

	Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.

Change 3321845 on 2017/02/24 by Lukasz.Furman

	fixed navlink processor trace accepting only components with WorldStatic object type
	#ue4

Change 3322474 on 2017/02/24 by Aaron.McLeran

	UE-42345 Rewriting thumbnail renderer

Change 3322490 on 2017/02/24 by Aaron.McLeran

	UE-42345  Forgot to take abs of sample before averaging

Change 3323562 on 2017/02/27 by Mike.Beach

	Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.

Change 3323685 on 2017/02/27 by Mike.Beach

	Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).

	#jira UE-30816

Change 3323776 on 2017/02/27 by Marc.Audy

	Coding standard clean up pass

Change 3324050 on 2017/02/27 by Ben.Zeigler

	Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
	Port of 3317217, 3315540, and 3314374 from UE4-Fortnite

Change 3324294 on 2017/02/27 by Ben.Zeigler

	Engine changes needed to support "Asset Management" UI:
	Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
	Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
	Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
	Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
	Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
	Add Asset Manager code to create and query "Manage" references used for auditing and chunking
	Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
	Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
	Port of CL #3323720 and related fixes from Fortnite

Change 3324295 on 2017/02/27 by Ben.Zeigler

	Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
	Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
	Add struct customizations for PrimaryAssetId and PrimaryAssetType
	Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
	Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
	Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
	Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
	Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
	Port of CL #3323722 and related fixes from Fortnite

Change 3324398 on 2017/02/27 by Ben.Zeigler

	CIS fix

Change 3324442 on 2017/02/27 by Ben.Zeigler

	Nonunity fix discovered while testing my nonunity fix

Change 3325465 on 2017/02/28 by Marc.Audy

	Expand RawInput to support up to 20 buttons

Change 3325468 on 2017/02/28 by Marc.Audy

	Fix CIS

Change 3325887 on 2017/02/28 by Phillip.Kavan

	[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.

	change summary:
	- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
	- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
	- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
	- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
	- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization

	#jira UE-41893

Change 3326713 on 2017/02/28 by Marc.Audy

	Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created

Change 3327688 on 2017/03/01 by Marc.Audy

	Fix spelling, remove autos

Change 3328139 on 2017/03/01 by Marc.Audy

	Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)

	#jira UE-42375

Change 3328550 on 2017/03/01 by Mike.Beach

	Typo fix in cast node tooltip.

Change 3328575 on 2017/03/01 by Nicholas.Blackford

	Submitting Tick Interval Functional Test

Change 3328972 on 2017/03/02 by Jack.Porter

	Fix for crash entering Landscape mode

	#jira UE-42497

Change 3329224 on 2017/03/02 by Nick.Bullard

	Removing Redirector from EngineTest project

Change 3330093 on 2017/03/02 by Mike.Beach

	Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.

	#jira UE-42166

Change 3330306 on 2017/03/02 by Mike.Beach

	Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.

	#jira UE-6451

Change 3330626 on 2017/03/02 by samuel.proctor

	Functional Test for Blueprint Containers

Change 3330690 on 2017/03/02 by Mike.Beach

	Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).

	#jira UE-42500

Change 3330704 on 2017/03/02 by Mike.Beach

	CIS fix - fallout from CL 3330306

Change 3330875 on 2017/03/02 by Dan.Oconnor

	Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)

Change 3330892 on 2017/03/02 by Mike.Beach

	CIS fix for linux builds - include filename is case sensitive.

Change 3331585 on 2017/03/03 by Mike.Beach

	Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.

Change 3333455 on 2017/03/06 by Ben.Zeigler

	Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
	Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
	Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off

Change 3333484 on 2017/03/06 by Ben.Zeigler

	#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name

Change 3333553 on 2017/03/06 by Ben.Zeigler

	#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache

Change 3333697 on 2017/03/06 by Mike.Beach

	Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).

Change 3334047 on 2017/03/06 by Ben.Zeigler

	#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.

Change 3334228 on 2017/03/06 by Ben.Zeigler

	#jira UE-42153 Fix several crashes with gameplay tag query structs
	#jira UE-39760 Fix it to display tag query description on creation

Change 3335221 on 2017/03/07 by Lukasz.Furman

	fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
	#ue4

Change 3335733 on 2017/03/07 by dan.reynolds

	Fixing Attenuation Shape Material Reference

Change 3335918 on 2017/03/07 by Mike.Beach

	More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).

	#jira UE-42480

Change 3336053 on 2017/03/07 by zack.letters

	Moved and renamed test to meet naming convention and proper location

Change 3336087 on 2017/03/07 by Phillip.Kavan

	[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.

	change summary:
	- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.

	#jira UE-18618

Change 3336118 on 2017/03/07 by Phillip.Kavan

	Ensure that BP class component templates are included as preload dependencies where appropriate.

Change 3336418 on 2017/03/07 by Marc.Audy

	Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
	#jira UE-42507

Change 3336529 on 2017/03/07 by dan.reynolds

	AEOverview UMG Interface

Change 3336729 on 2017/03/07 by Michael.Noland

	Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
	#jira UE-42519

Change 3337054 on 2017/03/08 by Mieszko.Zielinski

	Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4

Change 3337605 on 2017/03/08 by Mieszko.Zielinski

	PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)

Change 3337612 on 2017/03/08 by Lina.Halper

	Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
	- adding ticket for further investigation

	#rb: Martin.Wilson
	#jira: UE-42062

Change 3338353 on 2017/03/08 by Mike.Beach

	Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.

	#jira UE-40861

Change 3340052 on 2017/03/09 by Marc.Audy

	Don't mark a blueprint dirty if the default value isn't actually set
	#jira UE-42511

Change 3340211 on 2017/03/09 by samuel.proctor

	Adding TMap/TSet tests for Containers Functional Test

Change 3340272 on 2017/03/09 by Marc.Audy

	auto removals
	small optimizations

Change 3340341 on 2017/03/09 by Marc.Audy

	Fortnite fixes for blueprint exposed editor only struct members
	#jira UE-42430

Change 3340356 on 2017/03/09 by Marc.Audy

	Do not allow blueprint exposed editor only struct members
	#jira UE-42430

Change 3340369 on 2017/03/09 by Mike.Beach

	Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).

	#jira UE-42572

Change 3340445 on 2017/03/09 by mason.seay

	Renamed and updated test map.  Also disabled tests until reviewed

Change 3340627 on 2017/03/09 by Marc.Audy

	Remove autos

Change 3340639 on 2017/03/09 by Dan.Oconnor

	Avoid CDO creation when asking if an object IsDefaultSubobject

Change 3340642 on 2017/03/09 by Marc.Audy

	Correctly maintain removed items from arrays when duplicating actors via T3D
	#jira UE-42278

Change 3340689 on 2017/03/09 by Dan.Oconnor

	Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph

Change 3340709 on 2017/03/09 by Dan.Oconnor

	Remove misplace dClassDefaultObject null check for now

Change 3340710 on 2017/03/09 by Dan.Oconnor

	Avoid FindRedirectedPropertyName when performing StaticDuplicateObject

Change 3340728 on 2017/03/09 by Dan.Oconnor

	Null checking CDO so that we can duplicate a class with no CDO

Change 3342184 on 2017/03/10 by mason.seay

	Nav mesh generation test - not finished

Change 3342930 on 2017/03/13 by Mieszko.Zielinski

	Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4

Change 3343739 on 2017/03/13 by Marc.Audy

	Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.

Change 3343758 on 2017/03/13 by Marc.Audy

	Ensure that when you change visibility, children also get marked dirty as needed.
	SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
	#jira UE-42240

Change 3343816 on 2017/03/13 by Mike.Beach

	Making sure we build CrashReporter for nativized clients.

	#jira UE-42056

Change 3343858 on 2017/03/13 by Phillip.Kavan

	Back out changelist 3336118 (per discussion) - did not solve the issue.

Change 3344218 on 2017/03/13 by Mike.Beach

	Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).

Change 3344388 on 2017/03/13 by Mike.Beach

	Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).

	#jira UE-37971

Change 3344411 on 2017/03/13 by dan.reynolds

	AEOverviewMain update

	- Organized Variables

	- Added comments on level interface with UI script

Change 3344956 on 2017/03/14 by Marc.Audy

	Remove autos
	Slight optimization

Change 3345365 on 2017/03/14 by Mike.Beach

	In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).

	#jira UE-42787

Change 3345565 on 2017/03/14 by Marc.Audy

	auto removal

Change 3345654 on 2017/03/14 by Marc.Audy

	Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true

Change 3345771 on 2017/03/14 by Zak.Middleton

	#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:

	ClientNetSendMoveDeltaTime=0.0111f
	ClientNetSendMoveDeltaTime=0.0222f
	ClientNetSendMoveThrottleAtNetSpeed = 10000
	ClientNetSendMoveThrottleOverPlayerCount=10

	These are the default values maintained for backwards compat.

	Related to OR-36422.

Change 3346314 on 2017/03/14 by Dan.Oconnor

	Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.

Change 3346329 on 2017/03/14 by Dan.Oconnor

	Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler

Change 3346436 on 2017/03/14 by Dan.Oconnor

	Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag

Change 3346632 on 2017/03/14 by Ben.Zeigler

	Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
	Add missing Class Property metadata to the metadata list

Change 3347525 on 2017/03/15 by Marc.Audy

	PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
	#jira UE-42810

Change 3347562 on 2017/03/15 by Phillip.Kavan

	[UE-32816] Support for value-based bitfield enum associations in the editor.

	notes:
	- default mode is still index-based, so there are no backwards-compatibility issues

	change summary:
	- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
	- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
	- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
	- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
	- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation

	#jira UE-32816

Change 3348030 on 2017/03/15 by Marc.Audy

	Remove experimental blueprintable components setting, they are supported fully

Change 3348034 on 2017/03/15 by Phillip.Kavan

	CIS fix.

Change 3348054 on 2017/03/15 by Marc.Audy

	Fix shadow error

Change 3348063 on 2017/03/15 by mason.seay

	Updateed bp logic to use asserts.  Added scenarios to descriptions of tests

Change 3348131 on 2017/03/15 by mason.seay

	Updating maps and reorganizing content

Change 3348146 on 2017/03/15 by Mike.Beach

	Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.

Change 3348213 on 2017/03/15 by dan.reynolds

	AEOverview UMG Update

	- Added level selection persistence between categories (so you can pick and choose from multiple categories)

	- Added a clear all selections button

	- Added comments to the UMG BP

Change 3348344 on 2017/03/15 by Lukasz.Furman

	fixed missing path following result flag descriptions
	#ue4

Change 3348489 on 2017/03/15 by mason.seay

	Moved content and updated test descriptions

Change 3348496 on 2017/03/15 by Mike.Beach

	Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.

Change 3348502 on 2017/03/15 by Ben.Zeigler

	#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
	Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
	Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings

Change 3348504 on 2017/03/15 by Ben.Zeigler

	#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize

Change 3348512 on 2017/03/15 by Mike.Beach

	Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).

Change 3348513 on 2017/03/15 by Phillip.Kavan

	[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.

	change summary:
	- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
	- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
	- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
	- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
	- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
	- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
	- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
	- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
	- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract

	#jira UE-38979

Change 3348651 on 2017/03/15 by Mike.Beach

	Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.

Change 3348684 on 2017/03/15 by Michael.Noland

	Blueprints: Allow string and text variables to be marked as multi-line

	PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)

	#jira UE-42275

Change 3348691 on 2017/03/15 by Michael.Noland

	Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
	PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
	#jira UE-33052

Change 3348698 on 2017/03/15 by Michael.Noland

	Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
	PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)

	#jira UE-38484

Change 3348722 on 2017/03/15 by Dan.Oconnor

	Fix replacement bug - due to last minute refactor of this reference replacer call

Change 3348736 on 2017/03/15 by Michael.Noland

	Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)

Change 3348810 on 2017/03/15 by Michael.Noland

	Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
	PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)

Change 3348811 on 2017/03/15 by Michael.Noland

	PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)

	#jira UE-42904

Change 3348969 on 2017/03/15 by Dan.Oconnor

	Build fix

Change 3349023 on 2017/03/16 by Aaron.McLeran

	Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)

Change 3349389 on 2017/03/16 by mason.seay

	Finished up Navigation map.  Improved Navmesh map (still needs some work before review)

Change 3349575 on 2017/03/16 by Marc.Audy

	Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers

Change 3349628 on 2017/03/16 by Ben.Zeigler

	Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
	Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
	Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
	Various fixes to AssetManagerEditorModule
	Convert ShooterGame to use the AssetManager for chunking

Change 3349629 on 2017/03/16 by Ben.Zeigler

	Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
	Also includes changes made on Fortnite Branch as  CL #3323724:
	Fortnite changes to take advantage of the Manage dependency in the asset manager
	Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
	Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook

Change 3350043 on 2017/03/16 by Marc.Audy

	Fix Audio compile errors

Change 3350092 on 2017/03/16 by Dan.Oconnor

	Fix missing output parameters when the function result node is pruned

Change 3350190 on 2017/03/16 by Ben.Zeigler

	CIS fix

Change 3350707 on 2017/03/16 by Dan.Oconnor

	Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization

Change 3350820 on 2017/03/16 by Joe.Conley

	Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play

Change 3350893 on 2017/03/16 by Dan.Oconnor

	Build fix

Change 3351017 on 2017/03/16 by Dan.Oconnor

	Using ordered arguments instead of named arguments improves load time in BP heavy projects

Change 3351056 on 2017/03/16 by Dan.Oconnor

	Avoiding Copies

Change 3351062 on 2017/03/16 by Dan.Oconnor

	Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints

Change 3351770 on 2017/03/17 by Marc.Audy

	Fix CIS warnings

Change 3351818 on 2017/03/17 by Mike.Beach

	CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.

	#jira UE-35970

Change 3351918 on 2017/03/17 by Mike.Beach

	CIS fix - renaming local so it doesn't conflict with the one in the outer scope.

Change 3351931 on 2017/03/17 by Ben.Zeigler

	Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
	Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago

Change 3351956 on 2017/03/17 by Dan.Oconnor

	Make sure result element is emptied when calling Intersect, Union, or Difference
	#jira UE-42993

Change 3352049 on 2017/03/17 by Ben.Zeigler

	#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
	Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though

Change 3352065 on 2017/03/17 by Aaron.McLeran

	Fixing compile errors

	- deleting unused files
	- removing #pragma once in SSynthKnob.cpp
	- Making phonon have win64 whitelist to avoid compiling on other platforms

Change 3352100 on 2017/03/17 by Aaron.McLeran

	Fixing compile errors

	- Moving header file to public folder since it's used outside of module

Change 3352182 on 2017/03/17 by Ben.Zeigler

	#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector

Change 3352286 on 2017/03/17 by Ben.Zeigler

	#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
	Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)

Change 3352299 on 2017/03/17 by Ben.Zeigler

	#jira UE-40544
	PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)

Change 3352303 on 2017/03/17 by Ben.Zeigler

	#jira UE-40856
	Commit PR #3147:  Remove unnecessary directory separator for GetSaveGamePath  (Contributed by projectgheist)
	Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile

Change 3352320 on 2017/03/17 by Ben.Zeigler

	#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
	Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)

Change 3352338 on 2017/03/17 by Ben.Zeigler

	#jira UE-42800
	PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)

Change 3352352 on 2017/03/17 by Dan.Oconnor

	Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
	#jira UE-42937

Change 3352581 on 2017/03/17 by Lukasz.Furman

	fixed memory leak in navmesh generators
	copy of CL# 3352356
	#ue4

Change 3352665 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
	- Also renamed the class to only include SoundWave once!
	- Fixing static analysis warning on null deref.

Change 3352685 on 2017/03/17 by Dan.Oconnor

	Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
	#jira UE-42547

Change 3352706 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>

Change 3352708 on 2017/03/17 by Dan.Oconnor

	Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor

	#jira UE-43023

Change 3352860 on 2017/03/17 by Lukasz.Furman

	fixed memory leak in navmesh generators
	copy of CL# 3352849
	#ue4

Change 3352967 on 2017/03/17 by Dan.Oconnor

	Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.

	#jira UE-43027

Change 3352979 on 2017/03/17 by Dan.Oconnor

	Static analysis driven fixes

	#jira UE-43044

Change 3352987 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	- Removing myo from other platforms, win64 only

Change 3353234 on 2017/03/18 by Marc.Audy

	Fix Win32 build

Change 3353344 on 2017/03/19 by Marc.Audy

	Fix cyclic includes in new Audio code

Change 3353350 on 2017/03/19 by Marc.Audy

	Disable static analysis for myo third party code

Change 3353750 on 2017/03/20 by Marc.Audy

	Fix additional cyclic include

Change 3353926 on 2017/03/20 by Mieszko.Zielinski

	Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4

	This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.

	#jira UE-18493

Change 3354249 on 2017/03/20 by Mike.Beach

	Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).

	#jira UE-42479

Change 3354464 on 2017/03/20 by Dan.Oconnor

	Fix missing source path when using compilation manager

Change 3354499 on 2017/03/20 by Dan.Oconnor

	Disable compilation manager

Change 3354620 on 2017/03/20 by Ben.Zeigler

	#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to

Change 3354714 on 2017/03/20 by Michael.Noland

	PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)

	#jira UE-42655

Change 3354718 on 2017/03/20 by Michael.Noland

	Engine: Change FViewport::IsGameRenderingEnabled to be static
	PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)

	#jira UE-42471

Change 3354721 on 2017/03/20 by Michael.Noland

	PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)

	#jira UE-42274

Change 3354907 on 2017/03/20 by Aaron.McLeran

	Fixing content in xenakis map

Change 3355223 on 2017/03/20 by Ben.Zeigler

	#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up

Change 3355297 on 2017/03/20 by Dan.Oconnor

	Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083

Change 3355373 on 2017/03/20 by Michael.Noland

	PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)

	#jira UE-41640

Change 3355417 on 2017/03/20 by Ben.Zeigler

	Fix formatting bug where I forgot some braces

Change 3355462 on 2017/03/20 by Aaron.McLeran

	UE-43046 Property type changed with no possible conversion

	Resaved asset in question

Change 3355629 on 2017/03/20 by Dan.Oconnor

	Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.

Change 3355631 on 2017/03/20 by Dan.Oconnor

	Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)

Change 3356127 on 2017/03/21 by Richard.Hinckley

	#jira UEDOC-4711
	Updated an invalid/old URL in a comment to a valid/current URL.

Change 3356193 on 2017/03/21 by Marc.Audy

	Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
	#jira UE-43420

Change 3356222 on 2017/03/21 by Marc.Audy

	Expose new attenuation settings to blueprints to resolve cook warnings.

Change 3356286 on 2017/03/21 by Richard.Hinckley

	#jira UEDOC-4711
	Selected a different URL for the update.

Change 3356339 on 2017/03/21 by Marc.Audy

	Delete unconnected return nodes to fix fortnite cook warnings

Change 3356827 on 2017/03/21 by Ben.Zeigler

	Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
	Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
	Add some more ensures to track down possible issues with handle corruption

Change 3356920 on 2017/03/21 by Ben.Zeigler

	Fix ensure just checked in to not go off when handles are halfway through being cancelled

Change 3358152 on 2017/03/22 by Phillip.Kavan

	#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.

	Change summary:
	- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.

[CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Mike Beach
a9d686dd56 Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3099612)
#lockdown Nick.Penwarden
#rb none

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

Change 3061854 on 2016/07/22 by Bob.Tellez

	Duplicate CL#3058653 //Fortnite/Main

	#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.

Change 3068095 on 2016/07/28 by Maciej.Mroz

	#jira UE-32942 BP Nativization: Reduce the size of executable files

	Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty.
	-It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller.
	-It reduces the number of FindField function calls and stativ variables in the nativized code.

	List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled).

Change 3070569 on 2016/07/29 by Bob.Tellez

	Duplicating CL#3070518 from //Fortnite/Main

	#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.

Change 3081792 on 2016/08/08 by Dan.Oconnor

	Widget and Animation blueprint diffing is no longer experimental, added warning explaining shortcomings. This is preferrable because the text diff is basically useless
	#jira UE-1234

Change 3081865 on 2016/08/09 by Dan.Oconnor

	build fix
	#jria UE-1234

Change 3082839 on 2016/08/09 by Bob.Tellez

	Duplicating CL#3082835 from //Fortnite/Main

	#UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances.

Change 3083367 on 2016/08/09 by Dan.Oconnor

	Fix for actors detaching when compiling a blueprint, needed to read attachment data before actors are destroyed, in case we're attached to another instance of the same type. Deemed too risky for 4.13.
	#jira UE-33278

Change 3083825 on 2016/08/10 by Maciej.Mroz

	#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]

	VariableNames are validated at the begining of FKismetCompilerContext::Compile, because the validation requires CDO.
	Removed legacy code from FBlueprintEditorUtils::RenameMemberVariable.

Change 3084313 on 2016/08/10 by Maciej.Mroz

	#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults

Change 3085572 on 2016/08/11 by Maciej.Mroz

	#jira UE-34436 Ensures when copy/pasting linked anim bp nodes

	Redone cl#3085568 from 4.13 branch

	FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).

Change 3087171 on 2016/08/12 by Maciej.Mroz

	BP Nativization:
	- FCustomThunkTemplates functions have the same declarations as original functions in Kismet Array Library
	- Properly declared scope of final functions
	- "AdditionalPublicDependencyModuleNames" option in "BlueprintNativizationSettings" (applied in Orion)

Change 3088713 on 2016/08/15 by Ben.Cosh

	This updates the tunnel boundary compile time code to catch end of thread execution inside tunnels and provide instrumentation for it.
	#Jira UE-33563 - Macros without any outputs do not have their stats listed when called from a Keypress Event when profiling.
	#Proj BlueprintGraph, BlueprintProfiler, Kismet, KismetCompiler, UnrealEd

Change 3088734 on 2016/08/15 by Ben.Cosh

	Minor change to the changes submitted in CL 3088713 after finding an issue during use.
	#Jira UE-33563 - Macros without any outputs do not have their stats listed when called from a Keypress Event when profiling.
	#Proj BlueprintGraph, BlueprintProfiler, Kismet, KismetCompiler, UnrealEd

Change 3091248 on 2016/08/16 by Dan.Oconnor

	Removing unused function

Change 3091555 on 2016/08/17 by Maciej.Mroz

	#jira UE-34745 [CrashReport] UE4Editor_BlueprintGraph!UEdGraphSchema_K2::CreateSubstituteNode() [edgraphschema_k2.cpp:5601]

	Fixed unsafe code.

Change 3091767 on 2016/08/17 by Ben.Cosh

	Minor refresh on the threshold settings interface to allow more immediate visualisation of thresholds.
	#Jira UE-33572 - BP Profiler - Refresh heatmap coloring when thresholds changed.
	#Jira UE-33702 - BP Profiler - Custom heatmap thresholds appear to be broken
	#Jira UE-33698 - BP Profiler: Default heatmaps to on
	#Proj Kismet, BlueprintProfiler

	Reviewer notes:

	- Added an interfacel to indicate if performance thresholds have changed in BlueprintProfilerSettings so we can action changes
	- Added code to force update heat interfaces in the blueprintprofiler if thresholds are dirty.
	- Modified the BlueprintProfilerToolbar to reflect the above changes and only save settings when the combo dialog is closed ( saving on change makes the sliders unusable )
	- Fixed the custom thresholds ( made them reciprical ) for testing.
	- Node heatmaps default to average
	- Heatmap display modes now get saved to the config

Change 3091770 on 2016/08/17 by Ben.Cosh

	Refresh on the blueprint profiler node heatmaps
	#Jira UE-34802 - Fix the blueprint profiler node heatmaps, the current visualisation is first pass prototype.
	#Proj GraphEditor, EditorStyle

	Reviewer notes:

	- Quick update on the node heatmaps moving to a more graph editor sympathetic approach in code
	- Removed the old interfaces and added a new overlay pass in the grapheditor processed before the node shadow brushes.
	- Now the nodes have an outline/glow heatmap that doesn't color the node body ( I have an alternate set of images that also color the body if we decide on we still want that )

Change 3091972 on 2016/08/17 by Ben.Cosh

	Changing the blueprint profiler heatmap displays to be full node colorisation.
	#Jira none

Change 3092515 on 2016/08/17 by Ryan.Rauschkolb

	Fixed Struct Ref pin in UK2Node_SetFieldsInStruct can be split when optional pins are visible
	#UE-34060

Change 3093644 on 2016/08/18 by Maciej.Mroz

	#jira UE-31754 BP interface signature change doesn't update child Blueprint

	- Introduced FCustomCompilationSettingsMap. FKismetEditorUtilities::CompileBlueprint can compile many blueprints (due to reinstaning), now we can specify separate compilation settings for each BP.
	- Simplified FKismetEditorUtilities::CompileBlueprint parameters list
	- FunctionEntry and FunctionResult nodes depends on Interface (if they implement a function , that was declared in the interface).
	- Interface is primary source of function signature (previously it was parent class)
	- When an Interface is compiled all BPs, that implement it, have refreshed nodes in proper order.
	- FBlueprintEditor::Compile ensures, that all parent classes of current BP are up-to-date

Change 3093694 on 2016/08/18 by samuel.proctor

	Adding members to QA Test UDS

Change 3096778 on 2016/08/22 by Mike.Beach

	Fixing Dev-BP CIS - closing bracket was mistakenly removed (thanks auto-merge).

Change 3097150 on 2016/08/22 by Mike.Beach

	When converting function entry/exit nodes from an interface, set the replacement user-defined pins "DesiredDirection" properly (we now reject pins that don't match the expected direction, and user-defined pins created this way were setup wrong).

	#jira UE-34985

Change 3097878 on 2016/08/23 by Ryan.Rauschkolb

	BP Profiler: Fixed stack overflow when compiling tunnels that contain loops
	#jira UE-34767

Change 3098294 on 2016/08/23 by Maciej.Mroz

	#jira UE-30031, UE-34760, UE-34761

	- Use Delta Serialization when exporting UDS value as text
	- Default Values of Local Variables (of UDS type) are refreshed while BP regeneration
	- Importing struct from text uses property guid (see CustomFindProperty)

Change 3098599 on 2016/08/23 by Ryan.Rauschkolb

	Fixed option for split struct pin not appearing in context menu
	#jira UE-35108

[CL 3100065 by Mike Beach in Main branch]
2016-08-24 16:19:07 -04:00
Josh Adams
b3cf2c5fd5 Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622)
#rb none
#lockdown nick.penwarden

Change 3046743 on 2016/07/12 by Mark.Satterthwaite

	Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance.
	#rb ben.woodhouse
	#jira UE-33028

Change 3046820 on 2016/07/12 by Peter.Sauerbrei

	PR#2594 - fix for analog input, courtesy of CleanCut
	#rb daniel.lamb

Change 3046826 on 2016/07/12 by Peter.Sauerbrei

	PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet
	#rb daniel.lamb

Change 3046835 on 2016/07/12 by Peter.Sauerbrei

	PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet
	PR#2552 -  Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser
	#rb daniel.lamb

Change 3046838 on 2016/07/12 by Peter.Sauerbrei

	PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet
	#rb daniel.lamb

Change 3046854 on 2016/07/12 by Peter.Sauerbrei
	PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet
	PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation
	#rb daniel.lamb

Change 3046858 on 2016/07/12 by Peter.Sauerbrei

	PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet
	PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston
	#rb daniel.lamb

Change 3046862 on 2016/07/12 by Peter.Sauerbrei

	fix for type in tooltip
	#jira UE-27123
	#rb daniel.lamb

Change 3046919 on 2016/07/12 by Daniel.Lamb

	Stop texture derived data from loading it's bulk data when the linker is destoryed.
	#rb Peter.Sauerbrei

Change 3046922 on 2016/07/12 by Daniel.Lamb

	Updated the default cooker gc settings so that it can have more resources.
	Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker.
	Changed the way reentry data is stored in the cooker.
	Cook only editor content flag in project settings now works again.
	#rb Josh.Adams
	#test cook Paragon

Change 3046924 on 2016/07/12 by Daniel.Lamb

	Added support for encrypting ini files.
	Added new project setting in the editor and setting in ufe.
	Also added ForDistribution flag to ufe.
	#rb Peter.Sauerbrei

Change 3046936 on 2016/07/12 by Mark.Satterthwaite

	Fix compute shader TLV clear for async. compute on Mac.
	#rb chris.babcock

Change 3047207 on 2016/07/12 by Mark.Satterthwaite

	It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free.
	#rb chris.babcock

Change 3047208 on 2016/07/12 by Mark.Satterthwaite

	When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used.
	#rb chris.babcock

Change 3047209 on 2016/07/12 by Mark.Satterthwaite

	Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap.
	#rb chris.babcock

Change 3047641 on 2016/07/13 by Lee.Clark

	PS4 - Improve SDK Version checking messages

	#rb none

Change 3047663 on 2016/07/13 by Keith.Judge

	Orion - Various minor PS4-only things activated for XB1.

	#rb none

Change 3047664 on 2016/07/13 by Keith.Judge

	XB1 - Fix analysis warning of shadowing a member variable.

	#rb none

Change 3047784 on 2016/07/13 by Keith.Judge

	Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity.

	#rb None

Change 3047834 on 2016/07/13 by Keith.Judge

	XB1 - Release underlying memory of 3D textures when destroying them. Oops!

	#rb none

Change 3048190 on 2016/07/13 by Josh.Adams

	- Now leave around the ASTC encoder input file on error, for reproing outside of the engine
	#rb none

Change 3048256 on 2016/07/13 by Daniel.Lamb

	Removed warning about missing file when using cook on the fly.
	#rb Peter.Sauerbrei

Change 3048409 on 2016/07/13 by Daniel.Lamb

	Improved output for saving packages in unattended builds.
	#rb Jonathan.Fitzpatrick

Change 3048763 on 2016/07/13 by Peter.Sauerbrei

	switch AppleTV to tvOS in the editor
	#jira UE-30532
	#rb michael.trepka

Change 3049608 on 2016/07/14 by Keith.Judge

	XB1 - Optimize vertex/index buffer dynamic memory usage.

	#rb none

Change 3049609 on 2016/07/14 by Keith.Judge

	Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls.

	#rb None

Change 3049610 on 2016/07/14 by Keith.Judge

	Xbox One - Reduce latency of deferred deletions to two frames.

	#rb None

Change 3049730 on 2016/07/14 by Keith.Judge

	Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs.

	#rb None

Change 3049732 on 2016/07/14 by Keith.Judge

	Xbox One - Add critical section to the query slot incrementing code as this wa  causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread.

	Also remove optimization pragmas accidentally left in.

	#rb none

Change 3049791 on 2016/07/14 by Keith.Judge

	Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash.

	#rb None

Change 3049968 on 2016/07/14 by Jeremiah.Waldron

	Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues.
	Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar

	#jira UE-24954, UE-27685, UE-20067
	#rb chris.babcock

Change 3050428 on 2016/07/14 by Jeremiah.Waldron

	Fix for application window being terminated if an AlertDialog is showing onPause
	Repro'd and fix tested on Samsung Galaxy Note 3
	#android
	#jira UE-32998
	#rb chris.babcock

Change 3050642 on 2016/07/14 by Peter.Sauerbrei

	fix for invalid generated plist
	#rb daniel.lamb

Change 3050718 on 2016/07/14 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none

Change 3051327 on 2016/07/15 by Keith.Judge

	Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next.

	#rb None

Change 3051346 on 2016/07/15 by Keith.Judge

	Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture.

	#rb None.

Change 3051530 on 2016/07/15 by Nick.Shin

	github: minor typo fixes

	#jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging
	#rb none

Change 3053631 on 2016/07/18 by Mark.Satterthwaite

	Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters  because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger.
	#codereview daniel.wright
	#rb josh.adams
	#jira UE-33350

Change 3053816 on 2016/07/18 by Mark.Satterthwaite

	Fixes for iOS Metal:
	- Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available.
	- Stencil texture views are only required on Mac.
	- State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA.
	- Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds.
	#rb michael.trepka

Change 3053818 on 2016/07/18 by Mark.Satterthwaite

	Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround.
	#rb michael.trepka

Change 3054426 on 2016/07/18 by Dmitry.Rekman

	Fix case-sensitive compilation problems (UE-33420).

	#codereview Olaf.Piesche
	#rb none

Change 3054434 on 2016/07/18 by Mark.Satterthwaite

	Silence delete-non-virtual-dtor  warnings on iOS as we do on Mac.
	#rb none

Change 3054719 on 2016/07/18 by Jeremiah.Waldron

	Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing.
	Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock
	#jira UE-32998
	#android
	#rb chris.babcock

Change 3054742 on 2016/07/18 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none

Change 3054850 on 2016/07/18 by Dmitry.Rekman

	Replace Fatal->Error so messagebox can be shown (UE-22818).

	- Incorporates PR #1714 by zaps166.

	#rb none
	#tests Tried to create an invalid context, made sure messagebox is popping up.

Change 3055317 on 2016/07/19 by Lee.Clark

	PS4 - Fix render target memory allocation

	#jira UE-32988
	#rb Marcus.Wassmer

Change 3055682 on 2016/07/19 by Brent.Pease

	 + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error

	#rb michael.trepka

Change 3056065 on 2016/07/19 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none

Change 3056256 on 2016/07/19 by Chris.Babcock

	Add optional log spew filtering callback to Run
	#jira UE-33468
	#ue4
	#android
	#rb Ben.Marsh
	#codereview Jack.Porter

Change 3056727 on 2016/07/19 by Chris.Babcock

	Added addition scope (plus.login) to Google Play Games builder
	#jira UE-33480
	#ue4
	#android
	#rb none
	#codereview ryan.gerleve

Change 3056811 on 2016/07/19 by Jeff.Campeau

	Xbox One now accepts client configs.
	#rb none

Change 3057152 on 2016/07/20 by Dmitry.Rekman

	Linux: use libc++ instead of libstdc++.

	- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
	- Bundled libc++ 3.8.1 (TPS cleared).
	- Turned off ICU compilation (needs recompile against libc++).
	- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.

	#rb none
	#tests Built and ran a number of Linux targets.

Change 3057362 on 2016/07/20 by Keith.Judge

	XB1 - Fix busted merge from yesterday

	#rb None

Change 3057647 on 2016/07/20 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none

Change 3057655 on 2016/07/20 by Daniel.Lamb

	Added test cooking flag.
	#rb Peter.Sauerbrei
	#test Cook paragon.

Change 3058779 on 2016/07/20 by Dmitry.Rekman

	Fix crash on cooker exit (UE-33583).

	- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.

	#rb Josh.Adams
	#codereview Josh.Adams, Jamie.Dale
	#tests Compiled and ran Linux editor.
	#lockdown Josh.Adams

Change 3058835 on 2016/07/20 by Chris.Babcock

	Enable GooglePlay and GameCenter plugins by default
	#jira UE-33605
	#ue4
	#android
	#ios
	#rb mark.satterthwaite
	#codereview Peter.Sauerbrei
	#lockdown Josh.Adams

Change 3058847 on 2016/07/20 by Chris.Babcock

	Fix Android device rule for AlcatelPixi3
	#jira UE-33606
	#ue4
	#android
	#rb none
	#codereview Jeremiah.Walron
	#lockdown Josh.Adams

Change 3059693 on 2016/07/21 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none
	#lockdown nick.penwarden

Change 3060139 on 2016/07/21 by Chris.Babcock

	Fix proguard entry for Android mediaplayer tracks
	#jira UE-33644
	#ue4
	#android
	#rb Josh.Adams
	#lockdown Josh.Adams

Change 3061151 on 2016/07/22 by Niklas.Smedberg

	Fast ASTC texture compression, using ISPC.

	#jira UE-32308
	#rb chris.babcock
	#lockdown josh.adams

Change 3061428 on 2016/07/22 by Peter.Sauerbrei

	Back out changelist 3061151 as it wasn't approved for submission
	#rb none
	#lockdown josh.adams

Change 3061436 on 2016/07/22 by Lee.Clark

	PS4 - Back out render target mem allocation changes and put in a temp hack

	#jira UE-33657
	#codereview Marcus.Wassmer
	#lockdown josh.adams
	#rb none

[CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
Mike Beach
24ef33a9fa Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden

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

Change 2927746 on 2016/03/30 by Michael.Schoell

	Local variables in function graphs will now store a hard reference to their UObject value.

	Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.

	#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native

Change 2927751 on 2016/03/30 by Michael.Schoell

	Back out changelist 2927746

Change 2986483 on 2016/05/23 by Maciej.Mroz

	#jira UE-30976 Editable enum values set on an instance are lost during nativization

	Added overriden names of Enum keys.

Change 2986712 on 2016/05/23 by Phillip.Kavan

	[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.

	change summary:
	- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.

Change 2987406 on 2016/05/23 by Ryan.Rauschkolb

	Fixed Functions filter in Find-In-Blueprints will show components from the SCS
	#jira UE-30140

Change 2988925 on 2016/05/24 by Ryan.Rauschkolb

	Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.

	#jira UE-20232

Change 2989001 on 2016/05/24 by Dan.Oconnor

	PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)

	#jira UE-31142

Change 2989447 on 2016/05/25 by Phillip.Kavan

	[UE-30807] Propagate edit condition property value changes to instances of template objects.

	change summary:
	- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)

Change 2989804 on 2016/05/25 by Phillip.Kavan

	[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.

	change summary:
	- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component

Change 2990234 on 2016/05/25 by Ryan.Rauschkolb

	Fixed issue where including a period ina  Blueprint function causes double-click to fail to open its graph
	#jira UE-4426

Change 2990566 on 2016/05/25 by Mike.Beach

	Better warn logging to help locate variable nodes that emit a "variable not found" message.

Change 2991083 on 2016/05/26 by Maciej.Mroz

	Blueprint nativization: converted classes have "config" specified.

Change 2991363 on 2016/05/26 by Phillip.Kavan

	[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.

	change summary:
	- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
	- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
	- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
	- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects

Change 2992990 on 2016/05/27 by Ryan.Rauschkolb

	Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
	#jira UE-21973

Change 2992995 on 2016/05/27 by Ryan.Rauschkolb

	Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
	#jira UE-30990

Change 2993449 on 2016/05/27 by Phillip.Kavan

	[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.

	change summary:
	- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.

Change 2993531 on 2016/05/27 by Mike.Beach

	PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)

Change 2993969 on 2016/05/30 by Maciej.Mroz

	UE-30729 Crash in Native Orion when selecting Sword or Tomahawk

	Clear AsyncLoading in subobjects.

Change 2993990 on 2016/05/30 by Phillip.Kavan

	[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.

	change summary:
	- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
	- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
	- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
	- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.

Change 2994591 on 2016/05/31 by Ryan.Rauschkolb

	Fixed issue where inherited Blueprint variable would not show parent's replications settings
	#jira UE-18912

Change 2994613 on 2016/05/31 by Ben.Cosh

	Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.

	#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
	#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
	#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
	#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
	#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
	#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
	#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
	#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
	#Jira UE-31377 - BP Profiler - Default tree view filtering to off
	#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
	#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"

	Notes:-
	- Sequence node inclusive time fixed
	- Trace History tidy up
	- Compile Icon and status messages for instrumentation
	- Message in the profiler tab for instrumentation
	- Profiler view tidy up and heat thresholds controls added
	- fixed the summed execution branch stats
	- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
	- added hottest path and hottest endpoint wire heatmaps
	- switched off the graph filter by default
	- added total time for the heatmaps
	- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code

Change 2995058 on 2016/05/31 by Phillip.Kavan

	[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.

	change summary:
	- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
	- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.

Change 2995218 on 2016/05/31 by Phillip.Kavan

	[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.

	change summary:
	- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.

Change 2996417 on 2016/06/01 by Phillip.Kavan

	[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.

	change summary:
	- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.

Change 2997001 on 2016/06/01 by Ryan.Rauschkolb

	Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
	#jira UE-30143

Change 2997521 on 2016/06/02 by Maciej.Mroz

	[Blueprint Nativization]
	- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
	- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.

Change 2997522 on 2016/06/02 by Maciej.Mroz

	Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)

Change 2997638 on 2016/06/02 by Maciej.Mroz

	Improvements for Blueprint Nativization:
	- Overridden names in nativized code have proper escape characters (in generated code).
	- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
	- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
	- warning C4883 is disabled  in .generated.cpp files for nativized module

Change 2997639 on 2016/06/02 by Maciej.Mroz

	Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
	#jira UE-28945 Failure packaging Nativized Ocean

Change 2997656 on 2016/06/02 by Maciej.Mroz

	Various improvements in BlueprintCompilerCppBackend:
	- Fixed interface cast
	- Fixed TSwitchValue issue (when used with literals)
	- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
	- Fixed bitfield getter code.
	- Reduce code size (less UsedAssets, less  ReferencedConvertedFields, cached UEnums)
	- operator == is generated for nativized structs
	- Fixed AssedId (AssetPtr) constructor in nativized code.
	- Fixed arrays of noexport struct
	- Fixed missing headers for native single cast delegate signature.
	- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.

Change 2997691 on 2016/06/02 by Maciej.Mroz

	operator == in FText. It is required for some functions in TArray<FText>

Change 2997793 on 2016/06/02 by Ben.Cosh

	Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
	#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
	#Proj BlueprintProfiler, Kismet

Change 2997901 on 2016/06/02 by Maciej.Mroz

	Back out changelist 2997691

Change 2998038 on 2016/06/02 by Mike.Beach

	Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)

Change 2998052 on 2016/06/02 by Ryan.Rauschkolb

	Fixed Comment bubbles not remembering changes after losing focus
	#jira UE-20012

Change 2998450 on 2016/06/02 by Phillip.Kavan

	[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.

	change summary:
	- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.

Change 2999763 on 2016/06/03 by Mike.Beach

	Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.

	#jira UE-26761

Change 2999768 on 2016/06/03 by Maciej.Mroz

	#jira UE-31592, UE-31593

	This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.

Change 2999770 on 2016/06/03 by Maciej.Mroz

	[Blueprint Nativization]
	Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.

Change 2999798 on 2016/06/03 by Mike.Beach

	Guarding against malformed Blueprints  (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.

	#jira UE-31522

Change 2999941 on 2016/06/03 by Mike.Beach

	Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).

	#jira UE-23371

Change 3001731 on 2016/06/06 by Phillip.Kavan

	[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.

	change summary:
	- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
	- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
	- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
	- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.

Change 3002075 on 2016/06/06 by Maciej.Mroz

	Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
	Literal expression can be emitted without known desitination property.

	#jira UE-28443 Set Boolean (by ref) crashes the editor on compile

Change 3002096 on 2016/06/06 by Ben.Cosh

	This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
	#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
	#Proj BlueprintProfiler

Change 3002108 on 2016/06/06 by Ben.Cosh

	Adds a new default option to average the blueprint level stats in the profiler.
	#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
	#Proj Kismet, BlueprintProfiler

	- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.

Change 3002782 on 2016/06/06 by samuel.proctor

	Test assets for Interface testing

Change 3003826 on 2016/06/07 by Ben.Cosh

	A few minor visual improvements for the blueprint profiler.
	#Proj Kismet, BlueprintProfiler, EditorStyle

	- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
	- Updated the pure node icon.

Change 3004067 on 2016/06/07 by samuel.proctor

	New test asset for blueprint interfaces

Change 3004069 on 2016/06/07 by samuel.proctor

	Updating asset for Interface testing

Change 3004275 on 2016/06/07 by Ryan.Rauschkolb

	Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
	#jira UE-23733

Change 3004329 on 2016/06/07 by Dan.Oconnor

	EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.

Change 3004418 on 2016/06/07 by Maciej.Mroz

	KismetCompilerVMBackend:  Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.

Change 3004496 on 2016/06/07 by Dan.Oconnor

	Disabling expensive pin allocation tracking

Change 3004649 on 2016/06/07 by Mike.Beach

	Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).

	#jira UE-31236

Change 3004667 on 2016/06/07 by Dan.Oconnor

	Removed my debugging logic

Change 3004848 on 2016/06/07 by Dan.Oconnor

	Fix spammy ensure

Change 3004871 on 2016/06/07 by Phillip.Kavan

	[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.

	change summary:
	- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
	- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.

Change 3005203 on 2016/06/07 by Dan.Oconnor

	Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
	#jira UE-31750

Change 3005441 on 2016/06/08 by Maciej.Mroz

	#jira UE-31625 Crash in nativized Orion

	AssembleReferenceTokenStream is called for Dynamic Classes:
	- in ConstructDynamicType() (when class is explicitly loaded)
	- in __CustomDynamicClassInitialization() (when CDO is created)

Change 3005540 on 2016/06/08 by Ben.Cosh

	This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
	#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
	#Proj BlueprintProfiler, Kismet

	- The jira was already fixed but I think this change improves the instance status clarity

Change 3006196 on 2016/06/08 by Dan.Oconnor

	Copy/paste logic for pin connections got lost in the shuffle
	#jira UE-31747

Change 3006416 on 2016/06/08 by Phillip.Kavan

	[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).

	change summary:
	- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.

Change 3006522 on 2016/06/08 by Dan.Oconnor

	Under rare circumstances a deprecated pin comes in that is outered to the transient package
	#jira UE-31779

Change 3006576 on 2016/06/08 by Dan.Oconnor

	Fix for non-editor builds
	#jira UE-31796

Change 3006610 on 2016/06/08 by Phillip.Kavan

	[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.

	change summary:
	- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.

Change 3006824 on 2016/06/08 by Dan.Oconnor

	More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
	#jira UE-31794

Change 3006828 on 2016/06/08 by Dan.Oconnor

	Fix for non-editor builds

Change 3006857 on 2016/06/08 by Dan.Oconnor

	Investigating shutdown ensure, traced back to a static UEdGraphPin

Change 3006907 on 2016/06/08 by Dan.Oconnor

	Noneditor build fix

Change 3006929 on 2016/06/08 by Dan.Oconnor

	Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779

Change 3007133 on 2016/06/09 by Ben.Cosh

	Fix for issue in the profiler asserting creating pins that don't have unique names.
	#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
	#Proj BlueprintProfiler

	- I believe this was recently introduced with the changes to UEdGraphPin's

Change 3007964 on 2016/06/09 by Dan.Oconnor

	Fix for  PinHelpers::UnresolvedPins being left with stale entries by undo/redo
	#jira UE-31829

Change 3007996 on 2016/06/09 by Ryan.Rauschkolb

	Added 'empty' keyword to Array Clear Node.
	#jira UE-12356

Change 3008007 on 2016/06/09 by Ryan.Rauschkolb

	Added 'negate' keyword to boolean NOT node
	#jira UE-12490

Change 3008011 on 2016/06/09 by Ryan.Rauschkolb

	Added Vector2D * Vector2D multiplication node
	#jira UE-31503

Change 3008014 on 2016/06/09 by Ryan.Rauschkolb

	Fixed Cannot connect Make Array node output to MakeArray input with split pins
	#jira UE-28530

Change 3008243 on 2016/06/09 by Dan.Oconnor

	Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
	#jira UE-31841

Change 3008289 on 2016/06/09 by Dan.Oconnor

	Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
	#jira UE-31794

Change 3008422 on 2016/06/09 by Dan.Oconnor

	Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
	#jira UE-31857

Change 3009164 on 2016/06/10 by Ryan.Rauschkolb

	Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
	#jira UE-21141,UE-23723

Change 3009165 on 2016/06/10 by Ryan.Rauschkolb

	Fixed Structure Default value editor collapses after undoing an alteration of a default value
	#jira UE-31741

Change 3009181 on 2016/06/10 by Ryan.Rauschkolb

	Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
	#jira UE-30014

Change 3009313 on 2016/06/10 by Mike.Beach

	Addressing issues with function return nodes in multiple ways:

	    - Preventing users from deleting return nodes for overriden/inherited functions.

	    - Also making sure that we create terminals for out params when the return node is disconnected (and pruned).

	    - Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).

	#jira UE-31418

Change 3009595 on 2016/06/10 by Dan.Oconnor

	EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
	#jira UE-31879

Change 3009774 on 2016/06/10 by Dan.Oconnor

	Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
	#jira UE-31906

Change 3009988 on 2016/06/10 by Dan.Oconnor

	Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
	#jira UE-31888

Change 3010050 on 2016/06/10 by Dan.Oconnor

	Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
	#jira UE-31892

Change 3010071 on 2016/06/10 by Dan.Oconnor

	Fix for pasting when owning node has whitespace in result of GetPathName
	#jira UE-31898
	#coderview Bob.Tellez

Change 3010244 on 2016/06/11 by Dan.Oconnor

	Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870

Change 3010630 on 2016/06/13 by Dan.Oconnor

	No longer relying on path name for pin resolution, path is unstable across graphs
	#jira UE-31870

Change 3010647 on 2016/06/13 by Dan.Oconnor

	PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)

	#jira UE-31928

Change 3011175 on 2016/06/13 by Ben.Cosh

	Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
	#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
	#Proj Kismet, BlueprintProfiler

	- Ensured that the trace paths contain the macro instance exec nodes
	- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
	- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.

Change 3011271 on 2016/06/13 by Ben.Cosh

	This adds support for inherited blueprint classes to the blueprint profiler.
	#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
	#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
	#Proj BlueprintProfiler

Change 3011556 on 2016/06/13 by Ryan.Rauschkolb

	Fixed Crash when breaking link to a split pin in MakeArray that is an array type
	#jira UE-31919

Change 3011624 on 2016/06/13 by Dan.Oconnor

	Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
	#jira UE-31955

Change 3011984 on 2016/06/13 by Dan.Oconnor

	Sanitizing parentpin's subpins when destroying a pin
	#jira UE-21392

Change 3012894 on 2016/06/14 by Phillip.Kavan

	[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.

	change summary:
	- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.

	#jira UE-30922

Change 3013037 on 2016/06/14 by Ryan.Rauschkolb

	Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
	#jira UE-31917

Change 3014846 on 2016/06/15 by Dan.Oconnor

	No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
	#jira FORT-23753

Change 3015014 on 2016/06/15 by Dan.Oconnor

	Removing poorly implement IsLetter function

Change 3015142 on 2016/06/15 by Dan.Oconnor

	More intentional about removing subpins, prevents stale iterator on split pin collapse
	#jira UE-32072

Change 3016326 on 2016/06/16 by Ryan.Rauschkolb

	Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
	#jira UE-32016

Change 3016494 on 2016/06/16 by Ryan.Rauschkolb

	Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
	#jira UE-31876

Change 3016557 on 2016/06/16 by Dan.Oconnor

	Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
	#jira FORT-23753

Change 3016577 on 2016/06/16 by Ryan.Rauschkolb

	Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType

Change 3016906 on 2016/06/16 by Dan.Oconnor

	Back out changelist 3016557
	This will be done by Jamie.Dale in Dev-Editor

Change 3018081 on 2016/06/17 by Phillip.Kavan

	[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)

	#jira UE-31832

Change 3018402 on 2016/06/17 by Dan.Oconnor

	Missing include

Change 3018426 on 2016/06/17 by Ryan.Rauschkolb

	Fixed MakeArray node with split pins and no connections does not paste correctly
	#jira UE-32148

Change 3018452 on 2016/06/17 by Mike.Beach

	Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).

	#jira UE-32158

Change 3018456 on 2016/06/17 by Dan.Oconnor

	Fix for static analysis warning, this null check does nothing

Change 3018595 on 2016/06/17 by Mike.Beach

	Fix for shadowed variable warning in CIS.

Change 3018699 on 2016/06/17 by Mike.Beach

	Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).

Change 3019734 on 2016/06/20 by Phillip.Kavan

	[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.

	change summary:
	- added a UK2Node_AddComponent::PostDuplicate() override
	- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.

	notes:
	- will prevent getting into the scenario described in UE-31831

	#jira UE-32064

Change 3020635 on 2016/06/20 by Dan.Oconnor

	Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)

Change 3020894 on 2016/06/21 by Maciej.Mroz

	#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)

Change 3020958 on 2016/06/21 by Ben.Cosh

	This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
	#Jira UE-32270 - Input key events generate extra instrumentation data per key press
	#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
	#Proj BlueprintProfiler, UnrealEd

Change 3021316 on 2016/06/21 by Ryan.Rauschkolb

	Fixed issue where Copy/Paste of event nodes would not retain link information

Change 3021826 on 2016/06/21 by Phillip.Kavan

	[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.

	change summary:
	- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
	- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates

	#jira UE-31831

Change 3022047 on 2016/06/21 by Ryan.Rauschkolb

	Fixed issue where copy/paste of return nodes would not preserve value or link data
	#jira UE-26937

Change 3022619 on 2016/06/22 by Maciej.Mroz

	#jira UE-30858 Nativized Orion - Some particle effects are not rendering

	A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
	It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
	Fixed GameplayCueManager. Nativized cues can be found.

	This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).

Change 3022654 on 2016/06/22 by Maciej.Mroz

	FBackendHelperStaticSearchableValues -fixed  too strict ensure

Change 3023067 on 2016/06/22 by Maciej.Mroz

	#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project

	Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.

Change 3023222 on 2016/06/22 by Ryan.Rauschkolb

	Fixed MakeArray node elements break when editing struct elements
	#jira UE-21392

Change 3023405 on 2016/06/22 by Mike.Beach

	Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).

	#jira UE-31897

Change 3023992 on 2016/06/22 by Mike.Beach

	Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.

	#jira UE-31859

[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
Nick Darnell
1258799218 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 2973866)
#lockdown Nick.Penwarden

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

Change 2937390 on 2016/04/07 by Cody.Albert

	#jira UE-29211
	Fixed slider to properly bubble unhandled OnKeyDown events

Change 2939672 on 2016/04/11 by Richard.TalbotWatkin

	Made a change to how file check out notifications work. Now the dirty package state is processed at the end of every tick, meaning that packages which are dirtied and then cleaned again are not processed. This fixes an issue where a number of child blueprints were flagged as needing checkout when a parent blueprint was compiled.  This also allows multiple packages which are dirtied at the same time to be treated as one transaction.
	#jira UE-29193 - "Files need check-out" prompt spams Blueprint users

Change 2939686 on 2016/04/11 by Richard.TalbotWatkin

	A number of further improvements to mesh vertex color painting:
	* Lower LODs are now automatically fixed up for instances which were created in a previous bugged version of the engine.
	* Since lower LODs cannot currently have their vertex colors edited, their vertex colors are always derived from LOD0.
	* Fixed a bug when building lower LODs so that vertices in neighboring octree nodes are considered when looking for the nearest vertex from LOD0 which corresponds.
	* Fixed issue where static meshes with imported LODs would not have the lower LODs' override colors set when "Copy instance vertex colors to source mesh" was used (static meshes with generated LODs were always getting correct override colors).
	#jira UE-28563 - Incorrectly displayed LOD VertexColor until paint mode is selected

Change 2939906 on 2016/04/11 by Nick.Darnell

	Automation - Adding several enhancements to the automation framework and improving the UI.
	* Tests in the UI now have a link to the source and line where they orginate.
	* There's now a general purpose latent lambda command you can use to run arbitrary code latently.
	* Added Inlined AddCommand for regular and networked commands to the base automation class, to avoid the use of the macro, which prevents breakpoints from working in lambda code.
	* Front end now has better column displays offering more room to the test name
	* Changed several events to the automation controller to multicast delegates so that many could hook them.
	* The UI now refreshes the selection after tests finish so that the output log updates.

Change 2939908 on 2016/04/11 by Nick.Darnell

	Automation - The editor import/export tests are now a complex test and actually sperate out all the tests that can be run, some trickiness was required on the filenames so that they didn't expand into more child tests in the UI. (replacing .'s with _'s)

Change 2940028 on 2016/04/11 by Nick.Darnell

	Automation - Removing the search box from the toolbar.  It's now inlined above the test tree.  Tweaking the padding to make it look more other windows and make everything not look so squished.  Recursive expansion now works on tests.

Change 2940066 on 2016/04/11 by Nick.Darnell

	Automation - Moving the filter group dropdown out of the toolbar and onto the line with the search box above the treeview - additional tweaks to it.

Change 2940092 on 2016/04/11 by Jamie.Dale

	PR #2248: Datatable select next row (Contributed by FineRedMist)

Change 2940093 on 2016/04/11 by Jamie.Dale

	PR #2248: Datatable select next row (Contributed by FineRedMist)

Change 2940157 on 2016/04/11 by Jamie.Dale

	Fixing FTextTest due to some changes made to how currency is formatted

Change 2940694 on 2016/04/12 by Richard.TalbotWatkin

	Fixed issue where vertex override colors were not being propagated correctly for generated lower LODs.
	#jira UE-29360 - Override Colors not propagated correctly to generated lower LODs

Change 2942379 on 2016/04/13 by Richard.TalbotWatkin

	Fixed issue where entering PIE while selecting an actor in Mesh Paint mode could lead to a MeshPaintStaticMeshAdapter holding onto an invalid pointer to an old mesh component, and causing a crash upon leaving the mode.  This can happen because, when loading a new streaming level, the proxy actor can be selected when starting PIE, which will subsequently be added to the tool's internal lists.  This needs to be added as a GC reference so that it can be NULLed when forcibly destroyed.
	#jira UE-29345 - Crash occurs exiting the editor after enabling mesh paint mode and PIEing

Change 2942947 on 2016/04/13 by Richard.TalbotWatkin

	Fixed crash when pasting a material function call node from one project to another in which it is not defined.
	#jira UE-27087 - Crash when pasting MaterialFunctionCall expressions into the material editor between projects

Change 2943452 on 2016/04/14 by Richard.TalbotWatkin

	Updated F4 debug key binding to match what's in ShowFlags.cpp
	PR #2197 (contributed by mfortin-bhvr)

Change 2943824 on 2016/04/14 by Alexis.Matte

	#jira UE-29090
	Make sure we cannot open the color picker when a property is edit const

Change 2943841 on 2016/04/14 by Alexis.Matte

	#jira UE-28924
	tooltip was add for every hierarchy import option

Change 2943927 on 2016/04/14 by Alexis.Matte

	#jira UE-29423
	Add Obj support for scene importer

	Github PR #2272

Change 2943967 on 2016/04/14 by Richard.TalbotWatkin

	Added relevant fields from FBodyInstance to the FoliageType customizations.
	#jira UE-20138 - FoliageType has a FBodyInstance but only shows Collision Presets and not other FBodyInstance properties

Change 2948397 on 2016/04/19 by Andrew.Rodham

	Moved FSlateIcon definition to SlateCore

	It was previously declared as SLATE_API, despite its header residing inside SlateCore. Reviewed by Jamie Dale.

Change 2948805 on 2016/04/19 by Andrew.Rodham

	Editor: Deprecated FName UEdGraphNode::GetPaletteIcon(FLinearColor&); in favor of FSlateIcon UEdGraphNode::GetIconAndTint(FLinearColor&); to allow for icons in external style sets to be used.

	  - Previously, all icons were assumed to reside within FEditorStyle, which is not the case and would create broken icons in the graph editor. All relevant code has been updated to use FSlateIcon structures instead of a simple name.
	  - This change required a significant overhaul to FClassIconFinder to support FSlateIcons. To keep the API clean, FSlateIconFinder now deals with FSlateIcon class icon finding operations, and FClassIconFinder for the most part just adds actor specific logic.

	#jira UE-26502

Change 2950658 on 2016/04/20 by Alexis.Matte

	#jira UE-24333
	Skinxx workflow, we now output an error if there is mix of material with skinxx and some with no skinxx suffix

Change 2950663 on 2016/04/20 by Alexis.Matte

	#jira UE-29582
	When exporting to fbx we have to export each material instance as one fbx material

Change 2951240 on 2016/04/21 by Alexis.Matte

	#jira UE-28473
	Make sure light are render properly after importing a fbx scene

Change 2951421 on 2016/04/21 by Alexis.Matte

	#jira UE-29773
	fbx skeletalmesh import now support mesh hierarchy

Change 2955873 on 2016/04/26 by Richard.TalbotWatkin

	PR #2225: Fix working package directory from the launch profiles (Contributed by projectgheist)

Change 2955965 on 2016/04/26 by Nick.Darnell

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 2956717 on 2016/04/26 by Andrew.Rodham

	Editor: World Outliner now correctly calls ProcessEditDelete on editor modes that have asked to process delete operations

	#jira UE-26968

Change 2956822 on 2016/04/26 by Andrew.Rodham

	Editor: Fixed actors not being removed from the scene outliner when they are added and removed on the same frame

	#jira UE-7777

Change 2956931 on 2016/04/26 by Nick.Darnell

	New Module - UATHelper - Moving the UAT launching code from the MainFrame module into a reusable module other modules can trigger.

Change 2956932 on 2016/04/26 by Nick.Darnell

	Plugins - Now allowing you to package a plugin from the plugin browsing view.  Still work in progress.

Change 2957164 on 2016/04/26 by Nick.Darnell

	Hot Reload - Fixing hot reload, it no longer creates a temporary copy of the module manager.  Making the copy constructor private on the module manager to prevent this in the future.

Change 2957165 on 2016/04/26 by Nick.Darnell

	Fixing the Editor Mode plugin sample, it no longer provides a bad starting example for where to create your widgets.

	#jira UE-28456

Change 2957510 on 2016/04/27 by Nick.Darnell

	PR #2198: Git Plugin implement the Sync operation to update local files using the git pull --rebase command (Contributed by SRombauts)

	#jira UE-28763

Change 2957511 on 2016/04/27 by Andrew.Rodham

	Editor: Make favorites button on details panel non-focusable
	  - This was preventing users being able to tab between value fields on the details panel

Change 2957610 on 2016/04/27 by Nick.Darnell

	PR #1836: Git plugin: make initial commit when initializing new project (Contributed by SRombauts)

	#jira UE-24190

Change 2957667 on 2016/04/27 by Jamie.Dale

	Fixed crash that could happen in FTextLayout::GetLineViewIndexForTextLocation if passed a bad location

	#jira OR-18634

Change 2958035 on 2016/04/27 by Nick.Darnell

	Fixing the DesignerRebuild flag detection so that we can just refresh the slate widget without recreating the preview UObject, which causes the destruction of the details panel, and the slate widget recreation was the only part that was required.

Change 2958272 on 2016/04/27 by Jamie.Dale

	Added FAssetData::GetTagValue to handle getting asset tag values in a type-correct way

	This allows type-conversion using LexicalConversion, and also has specializations for FString, FText, and FName.

	#jira UE-12096

Change 2958348 on 2016/04/27 by Jamie.Dale

	PR #2282: Slate font shutdown order fix (Contributed by FineRedMist)

Change 2958352 on 2016/04/27 by Jamie.Dale

	Fixed the subtitle manager updating the wrong list of subtitles

	#jira UE-29511

Change 2958390 on 2016/04/27 by Jamie.Dale

	Removed some old placement-new style array insertions

Change 2959360 on 2016/04/28 by Richard.TalbotWatkin

	Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered.
	#jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127]

Change 2959724 on 2016/04/28 by Cody.Albert

	Merging hardware survey gating logic from 4.10

	#jira UE-28666

Change 2959807 on 2016/04/28 by Cody.Albert

	Removed deprecated function call

	#jira UE-28666

Change 2959894 on 2016/04/28 by Cody.Albert

	Fix for scroll offset being clamped by content size, not scroll max

	#jira UE-20676

Change 2960048 on 2016/04/28 by Jamie.Dale

	Added FAssetData::GetTagValueRef to go along with FAssetData::GetTagValue

	#jira UE-12096

Change 2960782 on 2016/04/29 by Jamie.Dale

	Updating code to use the new FText aware asset registry tag functions

	#jira UE-12096

Change 2960885 on 2016/04/29 by Jamie.Dale

	Updating code to use the new FText aware asset registry tag functions

	#jira UE-12096

Change 2961170 on 2016/04/29 by Jamie.Dale

	Updating code to use the new FText aware asset registry tag functions

	#jira UE-12096

Change 2961171 on 2016/04/29 by Jamie.Dale

	Updating code to use the new FText aware asset registry tag functions

	#jira UE-12096

Change 2961173 on 2016/04/29 by Jamie.Dale

	Removed some inline duplication on the specialized template functions

	#jira UE-12096

Change 2963124 on 2016/05/02 by Jamie.Dale

	FExternalDragOperation can now contain both text and file data at the same time

	This better mirrors what the OS level drag-and-drop operations are capable of, and some applications will actually give you both bits of data at the same time.

	#jira UE-26585

Change 2963175 on 2016/05/02 by Jamie.Dale

	Updated some font editor tooltips to be more descriptive

	#jira UE-17429

Change 2963290 on 2016/05/02 by Jamie.Dale

	The Localise UAT command can now be run with a null localisation provider

Change 2963305 on 2016/05/02 by Jamie.Dale

	Fixed minor typo

Change 2963402 on 2016/05/02 by Jamie.Dale

	Cleaned up all the current localization key conflicts and warnings from gathering Engine code

	#jira UE-25833

Change 2963415 on 2016/05/02 by Jamie.Dale

	Rephrased a message that could generate a CIS warning

	#jira UE-25833

Change 2964184 on 2016/05/03 by Jamie.Dale

	Fixed duplicate "Font" entry in asset picker menu

	This was caused by PropertyCustomizationHelpers::GetNewAssetFactoriesForClasses using CanCreateNew rather than ShouldShowInNewMenu, as UFont has two factories, but one is supposed to be hidden from the UI.

	We also now make sure the factories are sorted by display name before being shown in the UI.

	#jira UE-24903

Change 2966108 on 2016/05/04 by Nick.Darnell

	Engine - Rearranging the order of ELoadingPhase's enums so that they match the loading order of modules.

Change 2966113 on 2016/05/04 by Nick.Darnell

	[Engine Loop Change] UEngine now defines a Start() function, that subclasses can use to start game related things after initialization of the engine.  This is done so that after the Init() call on UEngine, we can then perform a module load for the ELoadingPhase::PostEngineInit phase of loading, then inform the UEngine that it's time to start the game.  Therefore, UGameEngine now tells the GameInstance to Start during this phase now.

Change 2966121 on 2016/05/04 by Jamie.Dale

	Config writing improvements when dealing with property values

	This updates FConfigFile::ShouldExportQuotedString to make sure that a property value containing any characters that FParse::LineExtended will consume when parsing back in the config file (such as { and }, or a trailing \) cause the string to be quoted.

	This also adds FConfigFile::GenerateExportedPropertyLine to generate the INI key->value lines in a consistent and correctly escaped way, and makes sure that everything that writes out lines to a config file uses it.

	FConfigCacheIni::SetString and FConfigCacheIni::SetText have been updated to update the value even if it only differs by case.

	UObject::SaveConfig and UObject::LoadConfig have had some code whitespace fix-up (from a bad merge).

Change 2966122 on 2016/05/04 by Jamie.Dale

	Added a setting to control dialogue wave audio filenames

Change 2966481 on 2016/05/04 by Jamie.Dale

	PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist)

Change 2966887 on 2016/05/04 by Jamie.Dale

	PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist)

Change 2967488 on 2016/05/05 by Ben.Marsh

	Changes to support packaging plugins from the editor.

	* UBT now has an option to explicitly disable hot-reloading in any circumstances.
	* When running with -module arguments for a monolithic target, UBT will no longer try to relink the executable in source builds (so it's possible to compile plugin libs outside of an installed engine build without having already built UE4Game).
	* When packaging, a temporary host project is always generated in the output directory to avoid invalidating intermediates in the source directory.
	* An empty Config\FilterPlugin.ini file is written out with instructions on how to list additional files to package if it is not already present.

Change 2967947 on 2016/05/05 by Nick.Darnell

	PR #2358: Properly display Mip Level Count and Format for UTexture2DDynamic Textures (Contributed by Allegorithmic)

	#jira UE-30371

Change 2968333 on 2016/05/05 by Jamie.Dale

	Fixed MultiLine not working with arrays of string or text properties

	- The detail customizations for FString and FText properties now read the meta-data off the correct property.
	- The UDS editor now lets you set the "MultiLine" meta-data on arrays of FString and FText properties.
	- Fixed changing the "MultiLine" flag on a UDS property not rebuilding the default value editor.
	- Fixed the default values panel in the UDS editor having a title area.

	#jira UE-30392

Change 2968999 on 2016/05/06 by Jamie.Dale

	Fixed infinite loop in the editor if a directory that is being watched is deleted

	#jira UE-30172

Change 2969105 on 2016/05/06 by Richard.TalbotWatkin

	Fixed issue where opening a submenu while the parent menu had a text box focused would lead to a crash. The graph node comment text widget now only dismisses all menus if the text commit info implies that it was committed by some user action.
	#jira UE-29086 - Crash When Typing a Node Comment and Hovering Over the Alignment Option

Change 2969440 on 2016/05/06 by Jamie.Dale

	Significant performance improvements when pasting a large amount of text

	#jira UE-19712

Change 2969619 on 2016/05/06 by Andrew.Rodham

	Auto-reimport is now disabled inside an editor running in unattended mode

Change 2969621 on 2016/05/06 by Jamie.Dale

	Added the ability to override the subtitle used on a dialogue wave

	This is useful for effort sounds, plus some other cases, such as characters speaking in a foreign language not known to the player.

	#jira UETOOL-795

Change 2970588 on 2016/05/09 by Chris.Wood

	Fix typo in operator expression in UEndUserSettings::SetSendAnonymousUsageDataToEpic()
	[UE-26958] - GitHub 2056 : Fixing typo in the operator
	#2056

Change 2971151 on 2016/05/09 by Chris.Wood

	Logging ensure fails as errors. Automated tests with ensure fails will be unsuccessful.
	[UE-19579] - If an ensure() fails within an automated test, the test can still show a positive result.
	[UE-26575] - GitHub 2030 : Add error-severity message to log on ensure.

	PR #2030

Change 2971267 on 2016/05/09 by Alexis.Matte

	Wrong parameter when calling GetImportOptions

	#jira UE-30299

Change 2972073 on 2016/05/10 by Richard.TalbotWatkin

	Fixed UModel methods which make surfaces as modified.
	#jira UE-28831 - Unable to undo material placement on BSP

Change 2972329 on 2016/05/10 by Nick.Darnell

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 2972887 on 2016/05/10 by Alexis.Matte

	#jira UE-30167
	We now import the geometric transform also when we uncheck the absolute transform in the vertex.

Change 2973664 on 2016/05/11 by Nick.Darnell

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 2973717 on 2016/05/11 by Nick.Darnell

	Fixing compiler issues from main merge.

	#jira UE-30590

Change 2973846 on 2016/05/11 by Jamie.Dale

	Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue

	These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects).

	The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue.

	This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made).

Change 2973847 on 2016/05/11 by Jamie.Dale

	Changing the loading phase in the localization dashboard now writes to the default config

	#jira UE-30482

Change 2973866 on 2016/05/11 by Jamie.Dale

	Deprecated some functions that were taking an unused position.

	These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version.

	- FViewportFrame::ResizeFrame
	- FSceneViewport::ResizeFrame
	- FSceneViewport::ResizeViewport

[CL 2973886 by Nick Darnell in Main branch]
2016-05-11 11:05:13 -04:00
Matthew Griffin
bdd611cee2 Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2875445 on 2016/02/22 by Matthew.Griffin

	Added UE4.natvis to Visual Studio Projects

	#jira UE-27153

Change 2875456 on 2016/02/22 by Keith.Judge

	Fix custom stencil shaders on Xbox One

	#jira UES-1387

Change 2875524 on 2016/02/22 by Robert.Manuszewski

	More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails.

	#jira UE-20945

Change 2875698 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Add new bool for RHIs (unused currently)
	#jira UE-24967

Change 2875897 on 2016/02/22 by Taizyd.Korambayil

	#jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights

Change 2875922 on 2016/02/22 by Mieszko.Zielinski

	Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4

	#jira UE-25034
	#rb Lukasz.Furman

Change 2875960 on 2016/02/22 by Michael.Trepka

	Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking

	#jira UE-21895

Change 2875984 on 2016/02/22 by Michael.Schoell

	Split output struct pins will no longer give a warning about override pins being removed.

	#jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed.

Change 2876169 on 2016/02/22 by Ben.Marsh

	Changes to support building UHT plugins with the binary release.

	* Add source code and target files for UHT to binary distribution
	* Fix UBT deleting build products if we're only compiling a single module.
	* Fix UBT exception setting up compile environment when a module doesn't have any source files set to build.
	* Include DLL import libraries for UHT in the build
	* Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins.

Change 2876219 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Integration from 2874609
	#jira UE-24967
	PC: Update D3D12 RHI
	- Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback
	- Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle
	- Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU.
	- Disable API shader blobs
	- Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios
	- Pool Fences to prevent creation and destruction every frame when using Async Compute
	- Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView

Change 2876232 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Integration from 2876173
	#jira UE-24967
	PC: Update D3D12 RHI

	- Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used.

	- Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue.

	- Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo()

Change 2876366 on 2016/02/22 by Douglas.Copeland

	Adding Skeletal Meshes for Import Test Case
	#jira UE-24473

Change 2876401 on 2016/02/22 by Peter.Sauerbrei

	fix for WindowsClient build from UFE and Project Launcher
	#jira UE-23897

Change 2876456 on 2016/02/22 by Ben.Marsh

	Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>.

Change 2876507 on 2016/02/22 by Nick.Shin

	use HOME (osx) and USERPROFILE (windows) on appropriate target platform

	#jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5

Change 2876537 on 2016/02/22 by Dan.Oconnor

	Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497
	#jira UE-24891

Change 2876545 on 2016/02/22 by Chad.Taylor

	SteamVR camera late-update fix

	#jira UE-27254

Change 2876825 on 2016/02/22 by Dan.Oconnor

	Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing.
	#jira UE-25956

Change 2876878 on 2016/02/22 by Nick.Whiting

	PSVR HMD Server support

	#jira UE-27262

[CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
Mike Beach
02ac030a91 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden

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

Change 2865817 on 2016/02/12 by Mike.Beach

	Handling deferred (cyclic) dependency issues that arrise from imports not found within the linker's ImportMap (imports loaded from config files and UProperty::ImportText).

	#jira UE-26756
	#codereview Robert.Manuszewski

Change 2866282 on 2016/02/13 by Maciej.Mroz

	Blueprint C++ Conversion:
	- Added CustomDynamicClassInitialization meta data and function
	- References to other converted fields are gathered before CDO is created (it solves many dependencies)

	#codereview Robert.Manuszewski

Change 2867921 on 2016/02/15 by Mike.Beach

	Fixing (CIS error) typo - Accidently assigning uninitialized variable to itself.

Change 2867970 on 2016/02/15 by Mike.Beach

	Removing "static" keyword on template specializations (CIS error).

Change 2868401 on 2016/02/16 by Maciej.Mroz

	TBaseStructure for more noexport structures

Change 2868404 on 2016/02/16 by Maciej.Mroz

	Blueprint C++ Conversion:
	- Fixed some issues related to NOEXPORT structures
	- Added  FEmitDefaultValueHelper::SpecialStructureConstructor

Change 2868461 on 2016/02/16 by Maciej.Mroz

	Blueprint C++ Conversion:
	- Fixed component initialization in actors, based on a DynamicClass

Change 2868481 on 2016/02/16 by Maciej.Mroz

	Blueprint C++ Conversion: (Work in progress.)
	In BPGC templates cor SCS components are owned by the class. In DynamicClass the templates are owned by CDO. It requires to update the import path, when a component template is referenced by an extern object.

	#codereview Robert.Manuszewski, Dan.Oconnor

Change 2868769 on 2016/02/16 by Maciej.Mroz

	Improved parsing for multi-parameter AutoCreateRefTerm meta data

Change 2870310 on 2016/02/17 by Ben.Cosh

	Incremental refactor and update for the blueprint profiler.

	- Shuffled files around and renamed to make the layout more informational
	- Added profiler capture and playback contexts
	- Added blueprint and function contexts, this enables rapid stat discards in situations such as blueprint compilation.
	- Moved the blueprint execution mapping out of the profiler and into the blueprint contexts
	- Refactored the event playback so it processes with one event at a time.

	#CodeReview Phillip.Kavan

Change 2870386 on 2016/02/17 by Maciej.Mroz

	Improved  UProperty::ExportCppDeclaration - Const reference to a pointer should be: "Type* const &" , not "const Type* &".

	#codereview Steve.Robb

Change 2870686 on 2016/02/17 by Nick.Whiting

	Engine changes needed for Bullet Train compatibility:
	- Adding BP-exposed GetClosestBone function, with ability to optionally filter only bones associated with physics assets
	- Exposing GetRemoteRole to BPs

Change 2871419 on 2016/02/17 by Mike.Beach

	Fixing CIS incude error.

	#codereview Ben.Cosh

Change 2872190 on 2016/02/18 by Mike.Beach

	Another CIS fix - forward declaring a class that wasn't included.

	#codereview Ben.Cosh

Change 2872285 on 2016/02/18 by Maciej.Mroz

	added bDontNativizeDataOnlyBP in Editor.ini

Change 2872826 on 2016/02/18 by Ben.Cosh

	CIS fixes for mac builds

	#codereview Dan.Oconnor, Mike.Beach

Change 2874284 on 2016/02/19 by Mike.Beach

	Supporting nested struct properties that are filled out through text imports during deferred dependency loading.

	#codereview Robert.Manuszewski

Change 2874299 on 2016/02/19 by Mike.Beach

	CIS fix - macro typo in non-debug build.

Change 2875571 on 2016/02/22 by Maciej.Mroz

	Blueprint C++ Conversion:
	Fixed generated FCompiledInDeferStruct instance for nativized structs. It has a proper overriden name.

Change 2875574 on 2016/02/22 by Maciej.Mroz

	Blueprint C++ Conversion:
	Class type of unconverted asset is not replaced in import map while cooking.

Change 2875741 on 2016/02/22 by Michael.Schoell

	Array Item Get nodes now return by-ref.

	All use cases of the node, as well as use cases of ForEachLoop and ForEachLoopWithBreaks, have been updated to use a Copy node on the output to maintain any existing functionality.

[CL 2884111 by Mike Beach in Main branch]
2016-02-26 16:58:26 -05:00
Ben Marsh
f402006cb7 Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2858603 on 2016/02/08 by Tim.Hobson

	#jira UE-26550 - checked in new art assets for buttons and symbols

Change 2858665 on 2016/02/08 by Taizyd.Korambayil

	#jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2.

Change 2858668 on 2016/02/08 by Matthew.Griffin

	Added InfiltratorDemo back into Rocket samples

	#jira UEB-591

Change 2858743 on 2016/02/08 by Taizyd.Korambayil

	#jira UE-25996 Fixed Import Error in TopDOwn Code

Change 2858776 on 2016/02/08 by Matthew.Griffin

	Added UnrealMatch3 to packaged projects

	#jira UEB-589

Change 2858900 on 2016/02/08 by Taizyd.Korambayil

	#jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression

Change 2858947 on 2016/02/08 by Mike.Beach

	Controlling more when VerifyImport() is ran - trying to  prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications).

	#jira UE-21098

Change 2858954 on 2016/02/08 by Taizyd.Korambayil

	#jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings

Change 2859126 on 2016/02/08 by Max.Chen

	Sequencer: Release track editors when destroying sequencer

	#jira UE-26423

Change 2859147 on 2016/02/08 by Martin.Wilson

	Fix uninitialized variable bug

	#jira UE-26606

Change 2859237 on 2016/02/08 by Lauren.Ridge

	Bumping Match 3 Version Number for iTunes Connect

	#jira UE-26648

Change 2859434 on 2016/02/08 by Chad.Taylor

	Handle the quit and focus message pipe from the SteamVR SDK

	#jira UEBP-142

Change 2859562 on 2016/02/08 by Chad.Taylor

	Mac/Android compile fix

	#jira UEBP-142

Change 2859633 on 2016/02/08 by Dan.Oconnor

	Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef.

	DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required)

	Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects.

	This is also part of the fix needed for UE-23335, completely fixes UE-26045

	This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC.

	Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case)

	#jira UE-26045

Change 2859640 on 2016/02/08 by Dan.Oconnor

	Removed debugging code..

	#jira UE-26045

Change 2859668 on 2016/02/08 by Aaron.McLeran

	#jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node

	- issue was the looping nodes weren't properly reseting all the child wave instances
	- also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node

Change 2859688 on 2016/02/08 by Chris.Babcock

	Allow external access to runtime modifications to OpenGL shaders
	#jira UE-26679
	#ue4

Change 2859739 on 2016/02/08 by Chad.Taylor

	UE4_Win64_Mono compile fix

	#jira UEBP-142

Change 2859962 on 2016/02/09 by Chris.Wood

	Passing command line to Crash Report Client without stripping the project name.
	[UE-24959] - "Send and Restart" brings up the Project Browser
	#jira UE-24959

	Reimplement changes from Orion in UE 4.11
	Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion)
	Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion)

Change 2859966 on 2016/02/09 by Matthew.Griffin

	Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac

[CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00