39 Commits

Author SHA1 Message Date
kirill zorin
de8db5ff76 Converting ARO-facing raw pointers to TObjectPtr ahead of raw pointer ARO API deprecation.
#rb zousar.shaker
#rb markus.breyer
#rb robert.manuszewski

#preflight 646391406b1406b54ab15460

[CL 25489627 by kirill zorin in ue5-main branch]
2023-05-16 10:52:49 -04:00
Patrick Boutot
5776f586c6 Blueprint: Add generic metadata on function that can be edit from a plugin.
#rb marc.audy
#preflight 62312a17736af8e0821dcc83

[CL 19404995 by Patrick Boutot in ue5-main branch]
2022-03-16 09:15:55 -04:00
dave jones2
ed1b4ed6a5 UE-140327 - Remove ENABLE_BLUEPRINT_REAL_NUMBERS usage
The original ENABLE_BLUEPRINT_REAL_NUMBERS macro was strictly meant for AB testing in the Dev-LWC. Currently, disabling it won't work, and would likely lead to broken behavior. Its presence might incorrectly indicate to licensees that this is an option that can be toggled safely.

#rb marc.audy
#jira UE-140327
#preflight 61fc6449dc0b3ecbecb6f381
#lockdown julien.marchand

#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 18864654 in //UE5/Release-5.0/... via CL 18864683 via CL 18864993
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18865002 by dave jones2 in ue5-main branch]
2022-02-04 11:54:52 -05:00
dave jones2
c8574d3b74 Merging //UE5/Dev-LargeWorldCoordinates [at] 18802167 to //UE5/Release-5.0
Blueprint real number support.

This change deprecates the use the of "float" and "double" types in Blueprints in favor of a new "real". By default, "real" is back by a double precision floating point number. However, it can be single precision if the number is a native float property or function parameter. This distinction won't be visible to the Blueprint user: in both instances, they'll be represented by "real" pin types. During deserialization, we'll automatically convert Blueprint pin types to use real/doubles, unless they're used to represent native code (including delegate signatures).

One consequence of this change is that we need to perform implicit casts between single and double precision real numbers. During Blueprint compilation, the compiler will detect points in the graph for when either a widening or narrowing conversion needs to occur. Subsequently, the script bytecode will contain a new cast instruction that performs the conversion. This also works on container types, but each entry in the container will have to be converted. This can introduce unwanted overhead for large containers that are frequently passed between Blueprint and native code.

The scope of this change affects Blueprints used by Gameplay, Animation, Control Rig, and UMG.

#rb marc.audy (serialization changes)
#jira UE-116484
#preflight 61f8bdd5a2514ba12ff7bdfc

#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 18809077 in //UE5/Release-5.0/... via CL 18809455 via CL 18822548
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18823569 by dave jones2 in ue5-main branch]
2022-02-02 05:50:50 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
mark lintott
bd61859350 #jira 112822
#rb johan.torp
Removal of UE4 references in Archive.h

[CL 16002350 by mark lintott in ue5-main branch]
2021-04-14 05:14:13 -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
ben zeigler
c915582cb2 Correctly fix up user defined pins for function and macro result nodes, function entry nodes already handled this
#jira UE-85090
#rb marc.audy

#ROBOMERGE-SOURCE: CL 11957815 in //UE4/Release-4.25/... via CL 11957841
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)

[CL 11957870 by ben zeigler in Main branch]
2020-03-05 15:29:56 -05:00
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 Hoffman
de3266d787 Duplicating an interface function no longer duplicates the pins on the graph
When the schema duplicates a graph, have it path up all function terminators, not just the entry.
When an interface graph is duplicated, check to make sure a user defined pin exists first before adding it.

#jira UE-79032
#jira UE-58390
#rb Marc.Audy

[CL 8126934 by Ben Hoffman in Dev-Framework branch]
2019-08-20 12:51:36 -04:00
Ben Hoffman
1d22669dc2 Add a function to check if a user defined pin exists by FName to EditablePinBase
#rnx
#rb me
#jira none

[CL 8126383 by Ben Hoffman in Dev-Framework branch]
2019-08-20 11:21:59 -04:00
Ben Zeigler
d49e1c1147 #jira UE-74883 Fix local variables to work correctly after compiling
Pin fixup was being skipped, and was using the wrong parameters for export text
Added object owner parameter to BlueprintEditorUtils functions so they transfer text properly, deleted manual fixup
Change local variable diffing to use new cache, so text data is diffed properly
#rb marc.audy

[CL 6598686 by Ben Zeigler in Dev-Framework branch]
2019-05-21 16:03:16 -04:00
Ben Zeigler
66eb3657e0 #jira UE-74609 Correctly expose Text local variables and function parameters to reference gathering
#jira UE-74857 Change Soft object harvesting for local variables to use a temporarily constructed UFunction instance instead of type-specific hacks
Add FindSignatureFunction and fix function entry tooltip to work for newly created functions
Fix the soft reference fixup code in K2Node to handle references inside a struct, and update CustomEvent/FunctionEntry to update their user pins defaults after a fixup to editor pin data
Right now only local variables are using the value cache as we have too many blueprint pin defaults that cannot be safely copied into properties, will re-evaluate later and fixup comments
#rb michael.noland

[CL 6593293 by Ben Zeigler in Dev-Framework branch]
2019-05-20 21:56:22 -04:00
Marc Audy
608734e30d Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 4664414
#rb
#rnx

[CL 4666113 by Marc Audy in Dev-Framework branch]
2018-12-17 12:24:20 -05:00
Marc Audy
f6f6f20a10 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden
#rb
============================
  MAJOR FEATURES & CHANGES
============================

Change 4007876 by Ben.Zeigler

	Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller
	The player starts with 0 souls, but I hooked up the + on the souls display to grant 50
	Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup
	Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design

Change 4008251 by Mieszko.Zielinski

	PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist)

	Also addresses #jira UE-57869


Change 4008530 by Ben.Zeigler

	Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue

Change 4008694 by Ben.Zeigler

	Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie
	This option is disabled by default because game-specific tick functions may be doing unsafe slate operations

Change 4008698 by Ben.Zeigler

	Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that
	This depends on engine tick working from the loading movie, a feature I just added

Change 4008699 by Ben.Zeigler

	Add SaveGame flag to gameplay tags so they can be used for native save systems

Change 4008941 by Ben.Zeigler

	Hook up Fireball using new functions that allow applying an effect container spec from a projectile
	Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next
	Rename some ability functions to make them shorter

Change 4008943 by Dan.Oconnor

	Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text
	#jira UE-56478

Change 4010465 by Marc.Audy

	Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels.

Change 4010508 by Marc.Audy

	PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist)
	#jira UE-57775

Change 4010845 by Dan.Oconnor

	Avoid crashing trying to serialize a subobject that was create outside of a transaction

	#jira UE-57419

Change 4012148 by Phillip.Kavan

	PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel.

	#jira UE-55988

Change 4012393 by mason.seay

	Test BP with 512 components

Change 4015966 by mason.seay

	Updated BP to add split pin debugging

Change 4016110 by Marc.Audy

	(4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que)
	#jira UE-58009

Change 4016447 by Phillip.Kavan

	Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.

	Change summary:
	- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class.

	#jira UE-52372

Change 4016463 by Phillip.Kavan

	CIS fix - back out changelist 4016447 (temp)

Change 4017382 by Dan.Oconnor

	Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker

Change 4020602 by paulo.souza

	Lighting improvements and optmizations

Change 4020638 by paulo.souza

	Icons and launch screens on mobile (Android and iOS)

Change 4021340 by Ben.Zeigler

	Fix Map/Set add comments to be accurate, the return value was removed

Change 4021392 by Ben.Zeigler

	#jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup

Change 4021480 by mason.seay

	Reorganized comments and nodes

Change 4025794 by mason.seay

	Cleared all watches

Change 4026141 by Mieszko.Zielinski

	Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4

	In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user:
	https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html

	#jira none

Change 4027427 by Dan.Oconnor

	Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector
	#jira UE-58115

Change 4027434 by Ben.Zeigler

	Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them
	Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO
	Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended
	Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games

Change 4028656 by Ben.Zeigler

	Added comments and cleaned up ActionRPG code, done with primary features
	Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this
	Add inventory interface that is used instead of having character explicitly cast to player controller

Change 4029079 by paulo.souza

	Fixes to camera rotation when using the AutoMode + UI changes

Change 4030066 by Phillip.Kavan

	Message (interface) call nodes no longer display the skeleton class name in the node subtitle.

	Change summary:
	- Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries.

	#jira nojira

Change 4031843 by Jim.Brown

	Action RPG Game full UI overhaul.

	Goals:
	- new layout and art
	- consolidate view to center of screen
	- make buttons appear more like interactible objects
	- update button placement for reach and usability
	- art pass for consistency of visual language (color, iconography, style)

	Still to do:
	- polish on some of the icons (temp art in several places)
	- audio pass
	- environment pass
	- scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock)

Change 4033889 by Fred.Kimberley

	Fixed some watches that were incorrectly displayed as not in scope.

	Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged.

Change 4033921 by Fred.Kimberley

	Remove unnecessary cast and unused variable.

Change 4034094 by Phillip.Kavan

	Moved the Blueprint bookmarks feature out from under the experimental settings flag.

Change 4035553 by Marc.Audy

	Remove unneeded UFUNCTION declaration

	#jira UE-58030

Change 4035588 by Jim.Brown

	RPG Game:
	- Fixed a couple weapon icons (from temp art to more final version for review)
	- Created 1st pass audio for Guardian enemies (attack, death, roar, swing)
	- added reeeeeeeaally temp environmental audio (WIP)
	- Started on audio for Spider creature (not in engine yet)

Change 4036698 by Phillip.Kavan

	When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step.

	Change summary:
	- Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking.
	- Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping.

	#jira UE-52853

Change 4038454 by Marc.Audy

	Remove unneeded validation code for old UC state system
	Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class.

Change 4038487 by Jim.Brown

	RPG Game:
	- Icon work (still a couple placeholder, but almost done!)
	- Audio pass on Guardian creature
	- started audio on Spider creature (WIP)

Change 4040374 by Phillip.Kavan

	When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play.

	Change summary:
	- Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump.
	- Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review).

	#jira UE-52853

Change 4040727 by Ben.Zeigler

	Ability blueprint fixes
	Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0
	Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo
	Added some comments

Change 4040812 by Fred.Kimberley

	Fix errors and warnings in blueprint editor tests.

	This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html).

Change 4041001 by Ben.Zeigler

	Hook up skill cooldown to ui, bump cooldown to 2 seconds

Change 4041021 by Marc.Audy

	PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist)
	#jira UE-46077
	#jira UE-58379

Change 4041038 by Fred.Kimberley

	Remove UFUNCTION macros in overridden functions to fix build errors.

Change 4041671 by Fred.Kimberley

	Added calls to delegates when a periodic effect executes a final time as it is being removed.

	PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87)


Change 4041792 by Dan.Oconnor

	Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer

	#jira None

Change 4041796 by Dan.Oconnor

	SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164
	#jira UE-53734

Change 4041886 by Phillip.Kavan

	Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled.

	Change summary:
	- Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks.
	- Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged().
	- Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes.
	- Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize().
	- Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor.

	#jira UE-42333

Change 4042215 by Marc.Audy

	Copy fix for depth of field in to Dev-Framework
	#author Allan.Bentham

Change 4042732 by Marc.Audy

	Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set
	#jira UE-53965

Change 4042796 by Ben.Zeigler

	#jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled

Change 4042943 by Jim.Brown

	RPG Game:
	- replaced all existing audio
	- set up audio for all animations / matinee
	- will need some polish when real audio comes in, but placeholder is good reference. :)

Change 4043287 by Ben.Zeigler

	#jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none
	#jira UE-57224 Fix it so pasting is correctly validated for soft object properties
	Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal

Change 4043396 by Dan.Oconnor

	Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped
	#jira UE-58290

Change 4043708 by paulo.souza

	Enemy progression intial commit + cleanups

Change 4045083 by Phillip.Kavan

	Don't allow new bookmarks to be added when the name field is empty.

	#jira UE-58220

Change 4045504 by Phillip.Kavan

	The search bar is now functional in the Blueprint Bookmarks view.

	#jira UE-58421

Change 4045516 by Phillip.Kavan

	Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup).

	#jira UE-55596

Change 4046707 by Jim.Brown

	Action RPG Game

	Guardians:
	- Removed delay before grunts attack (so they don't just stand there anymore)
	- Replaced idle animation with idle animation (was a scream, which they did every time they were idle)

	HUD:
	- Fixed skill meter not animating properly
	- Added pulsing reminder around skill button when it's ready and hasn't been used

	Character: (WIP)
	- Fixed missing anim notify in Attack02
	- Added missing notify (and sound) in a couple attacks
	- reduced forward movement component of first couple attacks in combo move

Change 4046868 by Dan.Oconnor

	Reparent blueprints before replacing references when using the 'delete and replace references' tool

	#jira UE-57355

Change 4047012 by Jose.Gonzalez

	Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate.

Change 4047018 by Jose.Gonzalez

	Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets

Change 4047089 by paulo.souza

	Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics

Change 4049741 by Jim.Brown

	Action RPG Game:

	- Set up Wave intro/outro screen
	- Added a some audio stingers (legal approved, no need to replace)
	- Content (music) file organization

Change 4050235 by Jim.Brown

	Action RPG:

	- Set up blocking volumes throughout entire map
	- aligned all volumes on major grid lines
	- turned off collision on all exterior rock meshes
	- full rebuild
	(should improve perf, collision, and pathing)

Change 4050440 by paulo.souza

	Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions

Change 4050910 by paulo.souza

	Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera

Change 4050920 by paulo.souza

	Action RPG Game: Wave start and finish screen animation timing fix/polishing

Change 4050921 by paulo.souza

	Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode

Change 4052161 by Jose.Gonzalez

	Added player character efforts.
	Adjusted soundcues for VO that plays during slow downs.
	Added anims to support different sounds for mana/health potions

	#jira UE-58598

Change 4052932 by Dan.Oconnor

	Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant

	#jira UE-58605

Change 4053179 by Jim.Brown

	Action RPG Game:

	- New front end (background, logo, buttons, animations)
	- Updated HUD/UI with new art to match updated front end.

Change 4053187 by Marc.Audy

	Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism.
	Fix latent dynamic force feedback effects not updating their values when instructed to.

	#jira UE-55921

Change 4053423 by Jose.Gonzalez

	Added Guardian footsteps and concurrency rules for them.
	Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check.
	Added sword swings, adjusted volume per anim.
	Added power up for Firewave.
	Added Player Character footsteps.
	Added whoosh for slo-mo meteors.

	#jira UE-58598

Change 4053769 by Phillip.Kavan

	Remove associated local bookmarks when Blueprint assets are deleted.

	Change summary:
	- Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only).
	- Added FBlueprintEditorUtils::RemoveAllLocalBookmarks().

	#jira UE-55606

Change 4053771 by Phillip.Kavan

	CIS fix (failed P4 resolve)

Change 4053849 by Jose.Gonzalez

	Spider large steps added, adjusted all anims and added them in the anims they weren't in.
	Character collapse added.
	Began work on Intro audio (creature sounds and timing)

	#jira UE-58598

Change 4054042 by Jose.Gonzalez

	Added Health and Mana cues, they now have seperate anims per item.
	Added all Guardian VO, setup sequences and anims with matching audio.
	Hammer and Axe swings added.
	Level up cue added, adjusted anim.
	Guardian swings and impacts added

	#jira UE-58598

Change 4054375 by Marc.Audy

	Ensure only that instanced IsEditorOnly components are displayed in the IWCE window
	#jira UE-57954

Change 4054518 by Phillip.Kavan

	For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion.

	#jira UE-58738

Change 4054777 by Ben.Zeigler

	#jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong

Change 4054796 by Fred.Kimberley

	Improved watch window.
	 - shows watches from multiple blueprints.
	 - better indication of instances being debugged vs watches that aren't currently valid

Change 4055112 by Fred.Kimberley

	PR #4273: Expose AIController public properties to BP (Contributed by Allar)


	#jira UE-53007

Change 4055126 by Dan.Oconnor

	Fix shadow variable
	#jira UE-58763

Change 4055253 by paulo.souza

	Action RPG Game - Fixes:
	Player can die properly;
	Should not be able to buy Souls;
	Margins for the iPhoneX notch;

Change 4055279 by Fred.Kimberley

	Added a helper function to make it easier to query containers for the presence of a single tag.

	PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren)


	#jira UE-57128

Change 4055511 by Ben.Zeigler

	Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert
	Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered

Change 4055981 by Jose.Gonzalez

	Spider completed

	#jira UE-58598

Change 4056011 by Jim.Brown

	RPG Game:
	- Fixed textures that weren't power of 2 for mobile
	- Updated main menu screens with better lighting/resolution
	- lighting tweaks to main level
	- Gameplay balance tweaks (should be a bit more difficult now)
	     - more enemies per wave
	     - tighter distribution of enemy levels
	- Differentiated enemies:
	     - Lvl 1 enemies are smaller w/ red effects
	     - Lvl 2 enemies are same size with yellow effects
	     - Lvl 3 enemies are larger with purplish effects
	- Added effects to lvl 3 enemy's weapon (torch)
	- Fixed color distrubution and transparency across buttons on the HUD
	- Fixed button text eating input from buttons
	- maybe some other stuff I forgot. :P

Change 4056192 by Dan.Oconnor

	Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal

	#jira None

Change 4056224 by Fred.Kimberley

	Revert CL 4040812 for this file only. This change was not meant to be checked in.

	#jira UE-58785

Change 4056239 by Marc.Audy

	Components correctly display again.
	Sprite components of Instanced components do appear. Can't solve that for now.
	#jira UE-58747

Change 4056390 by Fred.Kimberley

	Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called.

	#jira UE-56986

Change 4056397 by Fred.Kimberley

	Fix several minor issues with the watch window.
	 - Switched to more user friendly names for the instances being debugged
	 - Support copy and paste of multiple lines in the watch window
	 - Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged.

	#jira UE-55707, UE-58273, UE-58703

Change 4056410 by Michael.Noland

	Core: Added FUNC_Const to FUNC_FuncInherit

Change 4056515 by Phillip.Kavan

	Fix crash on load during serialization of function entry nodes if the generated class is not yet available.

	#jira UE-58783

Change 4056530 by Jose.Gonzalez

	Set up soundclasses for all soundcues.
	PSMs for Potions, Abilities, Slomo, and Enemy

	#jira UE-58598

Change 4056552 by Ben.Zeigler

	#jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values

Change 4056554 by Ben.Zeigler

	Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds

Change 4056558 by paulo.souza

	Action RPG:
	- Fixed weapon switching bug
	- Added more time to play the game (added per wave)
	- AnimBP now resets to idle animation when in Inventory mode

Change 4056634 by Ben.Zeigler

	Stop error spam about loading null items

Change 4056638 by Ben.Zeigler

	Cleaned up GameInstance handling of loading screens
	Delete some unused assets and consolidate a physical material

Change 4056640 by Michael.Noland

	PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar)
	#jira UE-51273

Change 4056641 by Michael.Noland

	PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar)
	#jira UE-51293

Change 4056642 by Michael.Noland

	PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56)

Change 4056644 by Michael.Noland

	PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl)

Change 4056645 by Michael.Noland

	PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist)
	#jira UE-57273

Change 4056646 by Michael.Noland

	Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified
	PR #4687: (Contributed by projectgheist)
	#jira UE-58082

Change 4056659 by Michael.Noland

	PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed)

Change 4056662 by Michael.Noland

	PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly)
	#jira UE-58158, UE-58096

Change 4056664 by Michael.Noland

	PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar)
	#jira UE-51291

Change 4056665 by Michael.Noland

	PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist)

Change 4056696 by Michael.Noland

	PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar)

	#jira UE-51292

Change 4056716 by Michael.Noland

	PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits)

Change 4056720 by Michael.Noland

	PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon)

Change 4056723 by Michael.Noland

	PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron)

Change 4056744 by paulo.souza

	Action RPG:
	- Fixed null referenced assets
	- Reinstated the "Add Souls" button (for QA)
	- Reduced some UI images max cook resolution

Change 4056745 by Jose.Gonzalez

	UI and Ambient sounds added

	#jira UE-58598

Change 4057038 by Jim.Brown

	RPG Game:
	- Fixed broken title screen

Change 4057043 by Jim.Brown

	RPG Game:
	- Lowered footstep volume

Change 4057071 by Jim.Brown

	RPG Game: fixed broken logo/title widget

Change 4057079 by Michael.Noland

	Blueprints: Fixing a static analysis error in the watch window

Change 4057112 by Jim.Brown

	RPG Game: updated logo (downsized from 2048 to 1024 and improved quality)

Change 4057201 by Jim.Brown

	RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances.

Change 4057245 by Jim.Brown

	RPG Game: Lowered pitch of sword swing

Change 4057443 by Marc.Audy

	Property counts will be different in cooked and uncooked builds due to the editor only properties

Change 4057515 by Jim.Brown

	Action RPG:
	- Replaced background image in main  menu with much higher quality art
	- Removed dynamic spotlight that was causing perf hitch in main map
	- Added slight animation to damage number pops
	- Audio tweaks

Change 4020341 by Phillip.Kavan

	(Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.

	Change summary:
	- Restored 4016447.
	- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods.
	- Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion.

	#jira UE-52372

Change 4024137 by Ben.Zeigler

	Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions
	Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum
	Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo
	Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags
	Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code

Change 4035540 by Marc.Audy

	Make UWidget::IsHovered virtual

Change 4043467 by Ben.Zeigler

	#jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories
	#jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654
	These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI

[CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -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
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
Ben Marsh
111ec7adc5 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870)
#lockdown Nick.Penwarden

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

Change 3284872 on 2017/02/03 by Graeme.Thornton

	Seperate pak cache granularity from pak signing chunk size

Change 3285765 on 2017/02/03 by Graeme.Thornton

	Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread

	#jira UE-41478

Change 3286913 on 2017/02/04 by Ben.Marsh

	IncludeTool: Merging fixes.

	* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
	* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.

Change 3287100 on 2017/02/05 by Ben.Marsh

	UBT: Move platform settings into platform-specific TargetRules objects.

Change 3287106 on 2017/02/05 by Ben.Marsh

	Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.

Change 3287398 on 2017/02/06 by Steve.Robb

	Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.

Change 3287399 on 2017/02/06 by Steve.Robb

	Log verbosities made more readable in the debugger.

Change 3287410 on 2017/02/06 by Steve.Robb

	Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.

	#fyi marc.audy

Change 3288020 on 2017/02/06 by Ben.Marsh

	Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.

Change 3291817 on 2017/02/08 by Steve.Robb

	New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.

Change 3292090 on 2017/02/08 by Graeme.Thornton

	Crash fix - don't update font engine services if it was never created

	#jira UE-33953

Change 3292993 on 2017/02/08 by Ben.Marsh

	Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)

Change 3293231 on 2017/02/08 by Ben.Marsh

	BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.

Change 3294213 on 2017/02/09 by Ben.Marsh

	EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.

Change 3294753 on 2017/02/09 by Ben.Zeigler

	#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated

Change 3296070 on 2017/02/09 by Ben.Zeigler

	Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.

Change 3296420 on 2017/02/10 by Graeme.Thornton

	Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
	Refactored encryption and signing key access in unrealpak to make it easier to use

Change 3296609 on 2017/02/10 by Ben.Marsh

	BuildGraph: Fix error running the <Copy> task with an empty "From" argument.

	* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
	* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.

Change 3297440 on 2017/02/10 by Ben.Marsh

	UBT: Move the FileFilter class into UnrealBuildTool.

Change 3297725 on 2017/02/10 by Ben.Zeigler

	#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
	Clean up a lot of confusingly named and broken functions on UEnum:
	#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
	#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
	Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
	Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
	While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
	Delete some now redundant enum editor code and pipe everything through UEnum

Change 3297979 on 2017/02/10 by Ben.Zeigler

	Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior

Change 3298299 on 2017/02/10 by Steve.Robb

	TTuple improvements:
	- equality comparable
	- serializable
	- in the correct folder

	2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
	TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.

	#fyi robert.manuszewski,ben.marsh

Change 3298460 on 2017/02/11 by Ben.Marsh

	UGS: Set the correct result from running custom tasks.

Change 3298462 on 2017/02/11 by Ben.Marsh

	UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.

Change 3299447 on 2017/02/13 by Graeme.Thornton

	Fix AES and pak signing key embedding for content only projects
	 - Force temp target when any keys are specified by project config

Change 3299649 on 2017/02/13 by Steve.Robb

	PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
	Other obsolete compiler switches removed.

Change 3299787 on 2017/02/13 by Steve.Robb

	IsAbstract() for testing if a reflected native type contains pure virtual functions.  Needed for BP nativization.

	#fyi robert.manuszewski

Change 3300576 on 2017/02/13 by Ben.Marsh

	EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.

Change 3300600 on 2017/02/13 by Ben.Marsh

	EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.

Change 3300624 on 2017/02/13 by Ben.Marsh

	Switch incremental builds for all streams to start up on the incremental agent.

Change 3302134 on 2017/02/14 by Steve.Robb

	UnrealCodeAnalyzer removed.

	#fyi ben.marsh,robert.manuszewski

Change 3302639 on 2017/02/14 by Ben.Zeigler

	Fix crash cooking odin with default command line
	#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified

Change 3303002 on 2017/02/14 by Ben.Zeigler

	#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
	#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
	Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
	Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
	Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
	Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
	Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate

Change 3303084 on 2017/02/14 by Ben.Zeigler

	Attempt to get Nativization and EDL working without warnings

	Change 3305153 on 2017/02/15 by Ben.Zeigler

	Fix Fortnite and Orion cook, I don't understand why this passed my local testing
	Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning

Change 3305959 on 2017/02/16 by Gil.Gribb

	UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.

Change 3306159 on 2017/02/16 by Ben.Marsh

	Fix path to target binaries when building non-monolithic in a unique build environment.

Change 3306584 on 2017/02/16 by Steve.Robb

	UEnum internal functions renamed from Index to Value.
	GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.

	#fyi ben.zeigler

Change 3307836 on 2017/02/16 by Ben.Zeigler

	#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
	Fixes lighting in Infiltrator demo

Change 3307929 on 2017/02/16 by Ben.Zeigler

	#jira UE-42055 Second half of matinee redirector fix

Change 3308840 on 2017/02/17 by Matthew.Griffin

	Reimplementing CL#3305808 from 4.15

		Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)

Change 3309115 on 2017/02/17 by Ben.Marsh

	Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on,  before many of the game settings have been initialized, so just return the directory containing the Core module instead.

Change 3309120 on 2017/02/17 by Ben.Marsh

	Fix support for creating modular builds which don't use the shared build environment.

Change 3309125 on 2017/02/17 by Ben.Marsh

	Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator.

Change 3309128 on 2017/02/17 by Ben.Marsh

	Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces.

Change 3309131 on 2017/02/17 by Ben.Marsh

	Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.

Change 3309140 on 2017/02/17 by Ben.Marsh

	UAT: Fix exception moving a file from one location to another if the target directory does not exist.

Change 3309212 on 2017/02/17 by Ben.Marsh

	Fixes/improvements for mod editor and code mods:

	* A separate top-level project is generated for each code mod in the Visual Studio solution.
	* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
	* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
	* Plugin browser now includes a separate category for mods.
	* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.

Change 3309231 on 2017/02/17 by Steve.Robb

	Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<.

	#jira UE-42052

Change 3309248 on 2017/02/17 by Ben.Marsh

	Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true.

Change 3309257 on 2017/02/17 by Ben.Marsh

	Prevent game binaries from being renamed for hot reload when working with installed projects.

Change 3309355 on 2017/02/17 by Steven.Hutton

	Changes to make the website compatible with the new database changes.

Change 3309371 on 2017/02/17 by Ben.Marsh

	Fix exception on shutdown when running asset registry with threads disabled.

	#jira UE-41951

Change 3309389 on 2017/02/17 by Ben.Zeigler

	#jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node

Change 3309570 on 2017/02/17 by Gil.Gribb

	UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4.

Change 3310039 on 2017/02/17 by Ben.Marsh

	BuildGraph: Prevent exception when trying to delete a file that does not exist.

Change 3311484 on 2017/02/20 by Chris.Wood

	CrashReportProcess crash add retry logic improvements (CRP v1.2.16)

Change 3311600 on 2017/02/20 by Matthew.Griffin

	Updated StripSymbols functions so that all platforms can deal with the source and target file being the same

Change 3311675 on 2017/02/20 by Steve.Robb

	FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack.

Change 3311893 on 2017/02/20 by Ben.Marsh

	UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines.

Change 3313966 on 2017/02/21 by Ben.Marsh

	Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too.

Change 3314398 on 2017/02/21 by Ben.Zeigler

	#jira UE-42212 Fix shutdown of AnimGraph module to be safer

[CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
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
5f72049a23 Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3080732)
#lockdown Nick.Penwarden
#rb none

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

Change 3058607 on 2016/07/20 by Mike.Beach

	Preventing a uneeded FStructOnScope allocation from happening - was causing issues with the memstomp allocator (internally, FStructOnScope was allocating mem of zero size and then asserting on the returned pointer).

Change 3059586 on 2016/07/21 by Maciej.Mroz

	Added comments

Change 3061614 on 2016/07/22 by Ben.Cosh

	Fix for a bug in the blueprint profiler tunnel mapping code that caused asserts when internal pure tunnel pins were linked to each other as pass thru.
	#Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled
	#Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler
	#Proj BlueprintProfiler

Change 3061686 on 2016/07/22 by Mike.Beach

	Keeping cyclically dependent Blueprints from infinitely trying to recompile each other, when both have an unrelated error that will not be resolved by compiling the other.

Change 3061760 on 2016/07/22 by Ben.Cosh

	Minor refactor of the delegate event code in the profiler to fix some stubborn issues.
	#Jira UE-33466 - Key events still have problems with recording event stats correctly
	#Proj BlueprintProfiler, Kismet

Change 3061819 on 2016/07/22 by Maciej.Mroz

	#jira UE-26676 Blueprint native events give error when output ref params aren't in a specific order

	Force a overriden function to have the same parameter's order as the original one.

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 3062634 on 2016/07/23 by Mike.Beach

	Accounting for EditablePinBase nodes whose UserDefinedPins have the wrong direction assigned to them (we now validate the direction, and expect it to reflect the EdGraphPin's). We already had made this fixup in CustomEvent nodes, but others (like collapsed tunnels, and math expression nodes) needed the fixup as well.

Change 3062926 on 2016/07/25 by Ben.Cosh

	Added functionality to the blueprint compiler to detect local event function calls and handle them better in profiling conditions.
	#Jira UE-32869 - Nodes called after a custom event call do not record stats in the profiler
	#Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler, BlueprintGraph

	- Added script emitted inline event start/stop calls for inline events so we can pull out and process these events discretely
	- Looked into adding something similar for all events but couldn't find a good place to put it/get it operational so it caught more standard events.

Change 3063406 on 2016/07/25 by Ben.Cosh

	Modifying the execution graph selection highlight coloring.
	#Jira none
	#Proj EditorStyle

Change 3063505 on 2016/07/25 by Ben.Cosh

	The blueprint profiler tunnel mapping was missing a call seek past reroute nodes
	#Jira UE-33670 - Reroute nodes used in 'for' loops break profiler communication
	#Proj BlueprintProfiler

Change 3063508 on 2016/07/25 by Ben.Cosh

	Fixed a minor bug in the stat creation code that reported tunnel pure timings twice.
	#Jira UE-33707 - BP Profiler - Pure nodes internal to macro reported twice in tree view
	#Proj Kismet

Change 3063511 on 2016/07/25 by Ben.Cosh

	Fix for a bug introduced that caused pie instances to mapped twice in the blueprint profiler.
	#Jira UE-33697 - BP Profiler: Extra instance showing up in the tree view
	#Proj BlueprintProfiler

Change 3063627 on 2016/07/25 by Maciej.Mroz

	#jira UE-33027 Crash when implementing interface to child blueprint and then implementing it with parent blueprint

	Removed premature validation.

Change 3064349 on 2016/07/26 by Maciej.Mroz

	#jira UE-32942 BP Nativization: Reduce the size of executable files

	Enabled and fixed local variables on event graph. Local variable can be only created as return value (so we're sure it doesn't require any resistency between calls.)
	It reduces size of executable file (2MB in Orion.exe dev config).
	It reduces number of member variables in nativized class (local varaibles in functions are not uproperties, so the number of generated of objects decreases).

Change 3064788 on 2016/07/26 by Ryan.Rauschkolb

	Fixed Splitting a Rotation input struct pin results in any previously entered values shifting to a different axis
	#UE-31931

Change 3064828 on 2016/07/26 by Ryan.Rauschkolb

	Removed flag to disable Single Layout Blueprint Editor (no longer experimental feature)
	#jira UE-32038

Change 3064966 on 2016/07/26 by Ryan.Rauschkolb

	Fixed Comment bubbles don't handle widget visibility correctly
	#UE-21278

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 3068122 on 2016/07/28 by Maciej.Mroz

	#jira UE-32942 BP Nativization: Reduce the size of executable files

	Hardcoded asset paths are split, so string literals can be better reused.
	Added UDynamicClass::FindStructPropertyChecked. It replaces FindFieldChecked<UStructProperty>, without inlining, and implicit FName constructor.

	It reduced the size of OrionGame.exe 1MB.

Change 3068159 on 2016/07/28 by Maciej.Mroz

	#jira UE-32806 GitHub 2569 : Exposed GetComponentByClass to blueprint
	#2569: Exposed GetComponentByClass to blueprint (Contributed by Koderz)

Change 3069715 on 2016/07/29 by Maciej.Mroz

	#jira UE-33460 [CrashReport] UE4Editor_CoreUObject!UObjectPropertyBase::ParseObjectPropertyValue() [propertybaseobject.cpp:237]

	UObjectPropertyBase::ParseObjectPropertyValue won;t crash when property is invalid.
	Property validation in UserDefinedStruct. THe struct is not recompiled on load, so it must be validated after serialization.

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 3071292 on 2016/07/30 by Mike.Beach

	Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).

	#jira UE-29631

Change 3072078 on 2016/08/01 by Maciej.Mroz

	#jira UE-33423, UE-33860

	Removed too strint ensures.
	Fixed FGraphObjectTextFactory - After Custom Event nodes are pased, Skel Class is recompiled, because other pasted nodes may require its signature.

Change 3072166 on 2016/08/01 by Dan.Oconnor

	PR #2589: fix EaseIn / EaseOut descriptions (Contributed by dsine-de)

	#jira UE-32997

Change 3072614 on 2016/08/01 by Mike.Beach

	Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.

	#jira UE-29613
	#codreview Maciej.Mroz, Phillip.Kavan

Change 3073939 on 2016/08/02 by Dan.Oconnor

	Final fix for function graphs that cannot be deleted (bAllowDeletion erroneously set to false). Issue only manifests with assets created before 4.11, as the original bug was fixed in 2842578
	#jira UE-19062

Change 3075793 on 2016/08/03 by Maciej.Mroz

	#jira UE-30473 Moving child component in child blueprint forces parent to become dirty

	Don't make parent BP package dirty, when a component in child BP was modified.

Change 3076990 on 2016/08/04 by Ben.Cosh

	This fixes issues with mapping tunnel boundary pure nodes and addresses some asserts recently introduced.
	#Jira UE-33691 - Assert when compiling Blueprint with profiler instrumentation
	#Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler
	#Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled
	#Proj Kismet, BlueprintProfiler, BlueprintGraph

	- Fixed inline event detection ( it was causing function stats to fail, happened across it )
	- Updated pure node lookup to use the entry pin, this was required because pure nodes span function contexts and lookup is a problem in nested tunnels.
	- Updated tunnel pure node code, added a stubbed pure chain early on external pure links add this and it maps at an appropriate time.
	- Changed the way nested tunnels are mapped, now only top level tunnels are gathered mapping the blueprint and these map nested tunnels and register them.
	- Updated pure node stat refreshes and heat level updates ( this was causing a bunch of extra cost with my changes )
	- Fixed an issue with script perf data that caused nan's with no samples.
	- Updated pure node playback to cache pure nodes and avoid a second involved lookup when applying timings.
	- Renamed FScriptExecutionPureNode to FScriptExecutionPureChainNode to better reflect it's updated role.
	- Added extra editor stat collection for checking the cost breakdown of the profiler ( hottest path and heat level calcs now have discreet timings )

Change 3079235 on 2016/08/05 by Phillip.Kavan

	Fix for a bug in pi to pure node lookup functionality that caused pure nodes to be mapped more than once.
	#Jira UE-34254 - Crash compiling blueprint with instrumentation - !ScriptExecNode.IsValid()
	#Proj BlueprintProfiler, Kismet

	- Fixed the code to focus observed pins
	- Fixed event pin mapping code that was failing when linked directly to a tunnel node.

	Note: Submitting on behalf of BenC (per MikeB).

Change 3080417 on 2016/08/08 by Ben.Cosh

	This fixes the way execution path stats are calculated.
	#Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly.
	#Proj Kismet

Change 3080484 on 2016/08/08 by Maciej.Mroz

	#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match

Change 3080571 on 2016/08/08 by Ben.Cosh

	This addresses some flaws in the fix submitted in CL 3080417 that were discovered after submission.
	#Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly.
	#Proj Kismet

[CL 3080751 by Mike Beach in Main branch]
2016-08-08 11:42:16 -04:00
Mike Beach
e8b0edbafc Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none

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

Change 3043219 on 2016/07/08 by Dan.Oconnor

	SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
	#jira UE-32932

Change 3044844 on 2016/07/11 by Ryan.Rauschkolb

	Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
	#jira UE-32683

Change 3045508 on 2016/07/11 by Mike.Beach

	Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).

	#jira UE-32985

Change 3045986 on 2016/07/12 by Maciej.Mroz

	#jira UE-32942 BP Nativization: Reduce the size of executable files

	Reuse hardcoded paths. Reduce amount of generated strings.

Change 3046188 on 2016/07/12 by Maciej.Mroz

	#jira UE-32942 BP Nativization: Reduce the size of executable files

	Reduce number of TArray::operator[] calls.

Change 3046412 on 2016/07/12 by Maciej.Mroz

	#jira UE-32942 BP Nativization: Reduce the size of executable files

	Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.

Change 3046608 on 2016/07/12 by Ryan.Rauschkolb

	Fixed crash when breaking all links when pins are split pins with an array type
	#jira UE-31919

Change 3046755 on 2016/07/12 by Ben.Cosh

	This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
	#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
	#Proj BlueprintProfiler, Kismet

	- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
	- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
	- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
	- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
	- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
	- Added option in the blueprint profiler toolbar to hide.show inherited events
	- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
	- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
	- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
	- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.

Change 3047035 on 2016/07/12 by Ben.Cosh

	This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
	#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
	#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine

	- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
	- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
	- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
	- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
	- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.

Change 3047206 on 2016/07/12 by Ben.Cosh

	This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
	#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
	#Proj BlueprintProfiler

	- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
	- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix

Change 3047468 on 2016/07/13 by Phillip.Kavan

	[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.

	change summary:
	- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
	- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
	- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
	- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
	- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
	- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
	- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
	- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
	- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
	- added FScriptHeatLevelMetrics struct
	- added FScriptPerfData::SetHeatLevels()
	- added FScriptExecutionNode::CalculateHeatLevelStats()
	- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
	- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
	- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)

	#jira UE-32254

Change 3047513 on 2016/07/13 by Phillip.Kavan

	[UE-32254] Fix code merge oversight causing compile error.

	#jira UE-32254

Change 3048638 on 2016/07/13 by Phillip.Kavan

	[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.

	change summary:
	- added FBlueprintEditorUtils::IsEventGraph()
	- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
	- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
	- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name

	notes:
	- will also address UE-33133

	#jira UE-33131

Change 3048796 on 2016/07/13 by Maciej.Mroz

	FAnimNode_BlendListByBool constructor works the same way both  in runtime and in editor.

	It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).

Change 3048797 on 2016/07/13 by Ryan.Rauschkolb

	Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
	#jira UE-33124

Change 3048805 on 2016/07/13 by Maciej.Mroz

	#jira UE-32942 BP Nativization: Reduce the size of executable files

	Reduce size of struct construction.
	While generating code, structures are diff with default instances.
	FLatentActionInfo and FBodyInstance are handled in a special way.

Change 3048988 on 2016/07/13 by Ben.Cosh

	Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
	#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
	#Proj BlueprintProfiler, Kismet

	- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
	- The second part which is underway will address problems inside macro and tunnel instances.

Change 3050027 on 2016/07/14 by Ben.Cosh

	This fixes an issue adding instrumentation to blueprints that don't implement events
	#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
	#Proj BlueprintProfiler

	- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
	- Removed some stale ubergraph code and added some extra checks when looking up function names.

Change 3050029 on 2016/07/14 by Ben.Cosh

	This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
	#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
	#Proj BlueprintProfiler, Kismet, UnrelEd

	- This also improves the execution graph UI, notifying the user that no instances are available to display data from.

Change 3050275 on 2016/07/14 by Ben.Cosh

	Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
	#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
	#Proj BlueprintProfiler

Change 3050513 on 2016/07/14 by Ryan.Rauschkolb

	BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
	#jira UE-32293

Change 3050624 on 2016/07/14 by Ben.Cosh

	This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
	#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
	#Proj Kismet

Change 3052034 on 2016/07/15 by Ben.Cosh

	This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
	#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
	#Proj Kismet

Change 3052037 on 2016/07/15 by Mike.Beach

	To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).

	#jira UE-33330

Change 3052271 on 2016/07/15 by Ryan.Rauschkolb

	BP Profiler: Added persistence for display settings
	#jira UE-32929

Change 3052416 on 2016/07/15 by Ben.Cosh

	This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
	#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
	#Proj BlueprintProfiler, Kismet

	- Added map through tunnel functionality for pure nodes
	- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
	- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
	- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.

Change 3052791 on 2016/07/16 by Ben.Cosh

	Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
	#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
	#Proj BlueprintProfiler

Change 3052794 on 2016/07/16 by Ben.Cosh

	This fixes function return stats to be colored correctly in the blueprint profiler
	#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
	#Proj BlueprintProfiler

Change 3052957 on 2016/07/17 by Ben.Cosh

	Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
	#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
	#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
	#Proj BlueprintProfiler, Kismet, UnrealEd

Change 3052964 on 2016/07/17 by Ben.Cosh

	Renaming exclusive timings internally inside the blueprint profiler.
	#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
	#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler

	- Doesn't resolve UE-32264, its more of a supporting change
	- Refactoring node exclusive API naming conventions to reflect the decision to go with average.

Change 3052979 on 2016/07/17 by Ben.Cosh

	This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
	#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
	#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
	#Proj BlueprintProfiler, Kismet

	- Added SampleBase so the perfdata can account for re-entrant samples.
	- Fixed sequence node re-entrant/sample count stats
	- Added a second number format for times and made times work and display in Millisecs rather than seconds.
	- Added trace histories for the tunnel entry/exit sites.

Change 3052986 on 2016/07/17 by Ben.Cosh

	This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
	#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
	#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
	#Proj BlueprintProfiler

Change 3053027 on 2016/07/17 by Ben.Cosh

	Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
	#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
	#Proj BlueprintProfiler, Kismet

	- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.

Change 3053886 on 2016/07/18 by Maciej.Mroz

	#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..

	Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.

Change 3053904 on 2016/07/18 by Ben.Cosh

	This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
	#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
	#Proj BlueprintProfiler, Kismet

	- A minor update to the exit site mapping of tunnels to avoid the issue.

Change 3053920 on 2016/07/18 by Ben.Cosh

	Disabling the heat display for the max time column in the blueprint profiler.
	#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
	#Proj Kismet

Change 3053985 on 2016/07/18 by Maciej.Mroz

	#jira UE-33035, UE-32951

	BP Nativization:
	- Dependencies for UserDefinedStruct default values
	- Fixed array of class declaration.

Change 3054266 on 2016/07/18 by Ben.Cosh

	Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
	#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
	#Proj BlueprintProfiler

Change 3054357 on 2016/07/18 by Phillip.Kavan

	BP Profiler - misc. UI polish

	change summary:
	- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
	- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
	- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
	- exec node name column text now remains white when selected (to be consistent w/ stat text)
	- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text

Change 3054504 on 2016/07/18 by Ben.Cosh

	Removing the hottest endpoint profiler wire option from the blueprint profiler.
	#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
	#Proj BlueprintProfiler, Kismet

Change 3055145 on 2016/07/19 by Maciej.Mroz

	Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"

Change 3055187 on 2016/07/19 by Maciej.Mroz

	#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph

Change 3055366 on 2016/07/19 by Maciej.Mroz

	#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive

	Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.

Change 3055415 on 2016/07/19 by Ben.Cosh

	Fixing up some average timing namings that regressed/were missed to exclusive.
	#Jira  UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
	#Proj BlueprintProfiler, GraphEditor, Kismet

Change 3055708 on 2016/07/19 by Phillip.Kavan

	[UE-32929] BP profiler tool - display/threshold options are now being saved.

	change summary:
	- added properties for stat display options to BP profiler settings.
	- moved custom threshold values from experimental editor settings to BP profiler settings object.
	- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
	- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
	- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
	- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
	- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).

	#jira UE-32929

Change 3055801 on 2016/07/19 by Mike.Beach

	Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.

	#jira UE-33328

Change 3056088 on 2016/07/19 by Ben.Cosh

	This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
	#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
	#Jira UE-33451 - Stats issues with Sequence nodes
	#Jira UE-33105 - Stats issues with Sequence nodes
	#Proj BlueprintProfiler, Kismet

	- Did a pass through tunnel stats and got them working in the non instance view
	- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
	- Fixed complex tunnel widget generation ( it was missig the input pin links )
	- Fixed simple tunnel widget generation
	- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
	- Fixed blueprint pure timings
	- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
	- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
	- Made average stats always show when samples are present.

Change 3056373 on 2016/07/19 by Maciej.Mroz

	#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them

Change 3057320 on 2016/07/20 by Maciej.Mroz

	#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow

	FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).

Change 3057341 on 2016/07/20 by Maciej.Mroz

	#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion

Change 3057448 on 2016/07/20 by Maciej.Mroz

	#jira UE-28941 Contains node giving incorrect result with literal Enum

	Any literal, passed as parameter to any Custom Thunk function, will have a proper type.

Change 3057764 on 2016/07/20 by Ben.Cosh

	This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
	#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
	#Proj BlueprintProfiler

[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00