Commit Graph

27 Commits

Author SHA1 Message Date
Jurre deBaare
cdb4ef52ba The Undo doesn't work in Preview Scene Set
#fix hacky fix, adding config UProperty, to get the mutable CDO of UAssetViewerSettings transact, as its not in a package/saved
#jira UE-100441
#rb Thomas.Sarkanen

[CL 16672046 by Jurre deBaare in ue5-main branch]
2021-06-15 07:46:12 -04:00
JeanMichel Dignard
70d074639f Merging //UE4/Dev-Main @ 10886849 to Dev-Tools-Staging (//UE4/Dev-Tools-Staging)
#rb none
#rnx

[CL 10906274 by JeanMichel Dignard in Dev-Tools-Staging branch]
2020-01-08 13:26:18 -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
Chris Gagnon
346a4b05ea Copy up from Dev-Editor @10681378
#rb none

[CL 10837446 by Chris Gagnon in Dev-Tools-Staging branch]
2019-12-19 18:07:47 -05:00
Chris Gagnon
d7d4ee7b38 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) at CL 7473521
#rb none
#fyi Max.Chen, Tim.Gautier

[CL 7614721 by Chris Gagnon in Dev-Editor branch]
2019-07-24 15:05:52 -04:00
matt kuhlenschmidt
5dfd42e1be Fix post process settings struct not showing their property name
#ROBOMERGE-SOURCE: CL 7289840 via CL 7306506
#ROBOMERGE-BOT: (v370-7290619)

[CL 7306570 by matt kuhlenschmidt in Main branch]
2019-07-15 06:43:29 -04:00
Chris Gagnon
56e73ed431 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 6042607 by Chris Gagnon in Dev-Editor branch]
2019-04-22 18:56:08 -04:00
sebastien hillaire
92962d5206 Fixed sky diffuse being invisible in project with movable skylight and r.SupportStationarySkylight is false.
Behavior was changed in 4691984.

SupportStationarySkylight should not be used to conditionally create a sky or not. Sky is always used for default environment diffuse (just can be rendered in non base pass but environment pass depending on whether lighting/sky is static/stationary of movable).
A SphereReflectionCapture is not enough to get diffuse light (it can only be used for specular). Which is what we see in this JIRA bug.

Fix is to always create the sky and just make it visible or not (the new behavior added in 4691984 and that is correct)

#rb Jurre.deBaare


#ROBOMERGE-SOURCE: CL 5683666 via CL 5683884

[CL 5683886 by sebastien hillaire in Main branch]
2019-04-02 06:05:37 -04:00
Chris Gagnon
1dd3e0189f Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4730305 by Chris Gagnon in Dev-Editor branch]
2019-01-15 18:47:22 -05:00
Jurre deBaare
c671148b54 Add functionality to Preview Scene Settings that allows the user to hide Environment Cubemap without disabling lighting
#fix Add bUseImageBasedLighting flag to preview scene, so new behaviour when hiding the enviroment is that IBL is still on
#misc Fixed up comment and readded missing code from old merge
#jira UE-54102
#rb Thomas.Sarkanen

[CL 4691984 by Jurre deBaare in Dev-Anim branch]
2019-01-09 06:57:18 -05:00
Thomas Sarkanen
7088a2f273 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4683693
#rb none
#jira none

[CL 4684302 by Thomas Sarkanen in Dev-Anim branch]
2019-01-07 05:38:46 -05:00
Chris Gagnon
8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00
Thomas Sarkanen
8ba3c4c087 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none
#jira none

[CL 4665410 by Thomas Sarkanen in Dev-Anim branch]
2018-12-17 06:31:16 -05:00
Matt Kuhlenschmidt
c1ac4c0eaa Changed the asset viewer profile customziation to have proper sub-categories for easier reading
#rb none

[CL 4427448 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-10-04 10:39:49 -04:00
Ben Marsh
30f891786a Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none

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

Change 3805828 by Gil.Gribb

	UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.

Change 3806784 by Ben.Marsh

	UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.

Change 3807549 by Graeme.Thornton

	Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.

Change 3807727 by Graeme.Thornton

	Unhide the text asset format experimental editor option

Change 3807746 by Josh.Engebretson

	Remove WER from iOS platform

Change 3807928 by Robert.Manuszewski

	When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet

Change 3808221 by Steve.Robb

	GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()

	^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.

Change 3809233 by Graeme.Thornton

	TBA: Misc changes to text asset commandlet
	 - Rename mode to "loadsave"
	 - Add -outputFormat option which can be assigned "text" or "binary"
	 - When saving binary, use a differentiated filename so that source assets aren't overwritten

Change 3809518 by Ben.Marsh

	Remove the outdated UnrealSync automation script.

Change 3809643 by Steve.Robb

	GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value

	#jira UE-53037

Change 3809862 by Steve.Robb

	GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately

	#jira UE-42593

Change 3811190 by Graeme.Thornton

	Add support for writing specific log channels to their own files

Change 3811197 by Graeme.Thornton

	Minor updates to output formatting and timing for the text asset commandlet

Change 3811257 by Robert.Manuszewski

	Cluster creation will now be time-sliced

Change 3811565 by Steve.Robb

	Define out non-monolithic module functions.

Change 3812561 by Steve.Robb

	GitHub #3886 : Enable Brace-Initialization for Declaring Variables

	Incorrect semi-colon search removed after discussion with author.
	Test added.

	#jira UE-48242

Change 3812864 by Steve.Robb

	Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.

	See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html

	#jira UE-53089

Change 3820358 by Ben.Marsh

	PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)


Change 3822594 by Ben.Marsh

	UAT: Improvements to log file handling.

	- Always create log files in the final location, rather than writing to a temp directory and copying in later.
	- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
	- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
	- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.

Change 3823695 by Ben.Marsh

	UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).

	Now always queries changes up to the last change for which zipped binaries are available.

Change 3823845 by Ben.Marsh

	UBT: Exclude C# projects for unsupported platforms when generating project files.

Change 3824180 by Ben.Marsh

	UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).

	#jira

Change 3825777 by Steve.Robb

	Fix to return value of StringToBytes.

Change 3825810 by Ben.Marsh

	UBT: Reduce length of include paths for MSVC toolchain.

Change 3825822 by Robert.Manuszewski

	Optimized PIE lazy pointer fixup. Should be up to 8x faster now.

Change 3826734 by Ben.Marsh

	Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.

Change 3827730 by Steve.Robb

	Try to avoid decltype(auto) if it's not supported.

	See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html

Change 3827745 by Steve.Robb

	Initializer list support for TMap.

Change 3827770 by Steve.Robb

	GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()

	#jira UE-53813

Change 3829189 by Ben.Marsh

	UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.

Change 3830444 by Steve.Robb

	BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
	This should be revisited when Core has its own JSON library.

Change 3830718 by Ben.Marsh

	Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.

	The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.

	For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.

	When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.

	#jira UE-53845

Change 3831064 by Ben.Marsh

	Fix log file contention when spawning UBT recursively.

Change 3832654 by Ben.Marsh

	UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.

Change 3832680 by Ben.Marsh

	UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.

Change 3832695 by Ben.Marsh

	UGS: Invert the options in the 'Show Changes' submenu for simplicity.

Change 3833528 by Ben.Marsh

	UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].

Change 3833543 by Ben.Marsh

	UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.

Change 3834354 by Robert.Manuszewski

	Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.

	#jira UE-52035

Change 3834400 by Robert.Manuszewski

	Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.

	#jira UE-52035

Change 3834947 by Steve.Robb

	USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.

Change 3835004 by Ben.Marsh

	Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.

Change 3835340 by Ben.Marsh

	Fix errors making installed build from directories with spaces in the name.

Change 3835972 by Ben.Marsh

	UBT: Improved diagnostic message for targets which don't need a version file.

Change 3836019 by Ben.Marsh

	UBT: Fix warnings caused by defining linkage macros for third party libraries.

Change 3836269 by Ben.Marsh

	Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.

Change 3836543 by Ben.Marsh

	Enable SoundMod plugin on Linux, since it's already supported through the editor.

Change 3836546 by Ben.Marsh

	PR #4412: fix type mismatch (Contributed by nakapon)


Change 3836805 by Ben.Marsh

	Fix commandlet to compile marketplace plugins.

Change 3836829 by Ben.Marsh

	UBT: Fix ability to precompile plugins from installed engine builds.

Change 3837036 by Ben.Marsh

	UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.

Change 3837037 by Ben.Marsh

	UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).

Change 3837040 by Ben.Marsh

	UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.

Change 3837247 by Ben.Marsh

	UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).

	Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.

Change 3837262 by Ben.Marsh

	UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.

	Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.

Change 3837343 by Ben.Marsh

	UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.

Change 3837356 by Ben.Marsh

	Fix invalid character encodings.

Change 3837727 by Graeme.Thornton

	UnrealPak: KeyGenerator: Only generate prime table when required, not all the time

Change 3837823 by Ben.Marsh

	UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.

Change 3837831 by Graeme.Thornton

	UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives

Change 3837857 by Robert.Manuszewski

	PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)


Change 3837943 by Robert.Manuszewski

	PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)


Change 3838451 by Ben.Marsh

	UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.

	#jira UE-53996

Change 3839519 by Ben.Marsh

	UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.

Change 3843790 by Graeme.Thornton

	UnrealPak: Log the size of all encrypted data

Change 3844258 by Ben.Marsh

	Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.

	Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.

	#jira UE-54157

Change 3845796 by Ben.Marsh

	Workaround for slow performance of String.EndsWith() on Mono.

Change 3845823 by Ben.Marsh

	Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.

	#jira UE-54123

Change 3845901 by Arciel.Rekman

	Linux: fix crash due to lambda lifetime issues (UE-54040).

	- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).

	(Edigrating 3819174 to Dev-Core)

Change 3846439 by Ben.Marsh

	Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.

	Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.

Change 3816608 by Ben.Marsh

	UBT: Use DirectoryReference objects for all include paths.

Change 3816954 by Ben.Marsh

	UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.

Change 3816986 by Ben.Marsh

	UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.

Change 3816991 by Ben.Marsh

	UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.

Change 3823090 by Ben.Marsh

	UAT: Improve logging for child UAT instances.

	- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
	- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
	- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
	- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.

Change 3826082 by Ben.Marsh

	UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.

Change 3827025 by Ben.Marsh

	UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.

Change 3829927 by James.Hopkin

	Made HTTP interface const correct

Change 3833533 by Ben.Marsh

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

Change 3835826 by Ben.Marsh

	UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.

Change 3835969 by Ben.Marsh

	UBT: Fix cases where text is being written directly to the console rather than via logging functions.

Change 3837777 by Steve.Robb

	Format string type checking added to FOutputDevice::Logf.
	Fixes for those.

Change 3838569 by Steve.Robb

	Algo moved up a folder.

[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
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
9d110f953e Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3806524) (Part2)
#lockdown Nick.Penwarden
#rb none
#rnx

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

Change 3783110 by Thomas.Sarkanen

	Added support for logical negation when copying to array properties in the fast path

	#jira UE-52043 - Anim fast path correctly doesn't handle copying to arrays of bools with logical negation

Change 3783112 by Thomas.Sarkanen

	Fixed not being able to assign/unassign constraint and physical animation profiles from the context menu

	#jira UE-50205 - Constraint cannot be assigned or unassigned from current profile when using "Unassign" from the context menu in the Skeleton Tree and Graph

Change 3783114 by Thomas.Sarkanen

	Asset picker now only reports 'picks' on user interactions

	In Ocean and other projects with lots of animation assets, the asset picker amortizes its filter queries over a number of frames. This causes the list to temporarily not include the currently selected item, which then gets reported to client code as a 'deselection'. To address this (and to maintain backwards compatibility) I've added a new delegate that gives more context for selections to the SAssetPicker, allowing us to not report selections that are 'Direct'.

	#jira UE-46802 - Searching for an animation from the dropdown in persona causes it to instantly close

Change 3783118 by Thomas.Sarkanen

	Added inline time/frame settings to notify context menu

	#jira UE-45410 - Inline MontageSection/Notify Time Entry

Change 3783122 by Thomas.Sarkanen

	Collision Response dropdown is now a checkbox

	Added details customization to allow the enum to masquerate as a bool property

	#jira UE-47916 - Drop down used for Collision Response enable/disable in Physics Asset Editor

Change 3783183 by Jurre.deBaare

	Follow up fix for toggling post processing in the preview scene

Change 3783186 by Jurre.deBaare

	Material Baking Options has two Mesh Settings sections
	#fix Changed category names for to allow for two distinct categories (would have preferred to merge them, but am limited by the way detailsview handles multiple objects with containing same category)
	#jira UE-52645

Change 3783188 by Jurre.deBaare

	Duplicating:
	"Simplygon Skelmesh "Regenerate" button remains for content that had Lods created in simplygon, even when it's not installed. On regenerating editor crashes - FPersonaMeshDetails::ApplyChanges()
	#fix Ensure the regenerate button is disabled when there is no MeshReduction interface available
	#jira UE-52641

Change 3783205 by Jurre.deBaare

	Bounds are not shown correctly in Persona for imported alembic skeletal mesh
	#fix Ensured that we do not add invalid of (0,0,0) bounds to outgoing mesh bounds
	#jira UE-49338

Change 3783248 by Jurre.deBaare

	Preview Scene Settings window is missing Search bar
	#fix changed search bar flag on Details View
	#jira UE-50063

Change 3783267 by Jurre.deBaare

	Animation Modifiers: GetBonePosesForTime does not create valid data for GetBonePose
	#fix changed the way we retrieve bone transforms, now take it directly from the raw data rather than from a pose
	#jira UE-52057

Change 3783281 by Jurre.deBaare

	Tool Tip issues in Animation Editor Preferences
	#fix corrected typos in comments
	#jira UE-51338

Change 3783373 by Thomas.Sarkanen

	Added error-reporting to the profile name widgets

	This means that the effect of renaming profiles the same as an existing one is clear (i.e. we deny it now).

	#jira UE-48120 - Renaming Physics profiles the same as existing Physics profiles switches profiles and is confusing

Change 3783438 by Jurre.deBaare

	Vertex paint fill tool fills all channels
	#fix Ensure that the current channel fill selection in the Mesh Painter is also used for the fill tool, to allow the user masking out certain channels when using fill
	#jira UE-49256

Change 3783583 by Thomas.Sarkanen

	Correctly return whether a mesh section is shown or not when it has not been edited

	This fixes skeletal->static mesh conversion

Change 3783598 by Thomas.Sarkanen

	Fix multi-convex generastion for skeletal meshes

	Some triangle indices were being missed out of the index buffer, so the mesh that the convex hull was generated from was corrupt. Removing an early-out fixes this.

	#jira UE-52529 - Inaccurate Collision is Generated When Using Multi Convex Hull (PhysicsAsset Editor)

Change 3783615 by Jurre.deBaare

	OpacityMask/Opacity bug in MeshUtilities
	#fix ensured that material baking uses correct texture samples for Opacity Mask property
	#misc deprecated all of this functionality as users should be using the MaterialBaking module
	#jira UE-52382

Change 3783620 by Martin.Wilson

	Fix crash due to oversampling animation during compression

	#Jira UE-52713

Change 3783633 by Jurre.deBaare

	Fix deprecation warnings on CIS

Change 3783636 by Benn.Gallagher

	Fixed non-working tethers in clothing
	Fixed clothing config not applying to active simulation after editing
	Fixed and re-enabled accurate wind mode

	#jira UE-50797, UE-43611

Change 3783637 by Benn.Gallagher

	Github PR: Fix world to actor transform bug in anim dynamics

	Fixed incorrect Actor-space calculations for simulation transforms and world vector transformations inside AnimDynamics highlighted when testing the above PR

	#jira UE-48681
	#3929

Change 3783638 by Benn.Gallagher

	Fixed UBlendProfile properties not being correctly customized on anim nodes - and animation sequence references not being correctly filtered on anim nodes.

Change 3783660 by Danny.Bouimad

	Fixing #UE-40686 Mass TranslatedMass Automated test, instead of decreasing tolrence I changed the content to preserve granularity.

Change 3783974 by Ori.Cohen

	Refactor when sync components is called and how we pass the data into plugins. Simplifies how we handle physx data getting invalidated by UE4 during updates.

	Also fixed crash when scene query returns a destructible component that's been destroyed, but final apex delete flush hasn't happened yet.

	#jira UE-50215

Change 3784112 by Benn.Gallagher

	Fixed subinstance nodes inside states failing to correctly create bridge variables on their skeleton class due to not correctly processing subgraphs in the anim blueprint compiler.

	#jira UE-51000

Change 3784277 by Martin.Wilson

	Fix socket name getting an appended _0

	#jira UE-46625

Change 3785589 by Ori.Cohen

	Fix cis

Change 3786336 by Martin.Wilson

	Pushing skeleton to live link can now take source guid
	-Message bus source pushes guid when sending skeleton

Change 3786778 by Martin.Wilson

	Added ability for worker thread animation blueprint code to report to Message Log + added additive warning when playing an animation on an additive pose

	#jira UE-49780

Change 3786847 by Martin.Wilson

	Initialization and delta time for live link retargeter

	#Jira UE-52112

Change 3786852 by Lina.Halper

	Sequencer blending support

	#jira: UE-52183

Change 3786924 by Lina.Halper

	PR #4210: FIX: Incorrectly passing an unrelated bool rather than the expected pose ind. (Contributed by ruffenman)


Change 3787114 by Jurre.deBaare

	Discrepancy in description of Preview Scene setting and keyboard shortcut
	#fix Changed naming of the settings to match the Advanced Preview Scene panel
	#jira UE-50060

Change 3787115 by Jurre.deBaare

	Animation Editor Preferences do not update the preview scene
	#fix Removed unused preference from PersonaOptions
	#jira UE-51318

Change 3787117 by Jurre.deBaare

	Off-by one error in frame time calculations
	#fix Fixed up UAnimSequenceBase::GetTimeAtFrame and UAnimSequenceBase::GetFrameAtTime to return correct frame indices, similar to FAnimationRuntime::GetKeyIndicesFromTime
	#jira UE-52037

Change 3787412 by Martin.Wilson

	CIS Fix

Change 3787622 by Ethan.Geller

	Include Google Resonance SDK.

Change 3787633 by Ethan.Geller

	Promote AmibsonicsMixerPtr to FAudioDevice

Change 3788026 by Lina.Halper

	Retarget source reference to soft object ptr

	#jira: UE-48570

Change 3788252 by Ethan.Geller

	Add blueprint functions for Resonance Global Reverb

Change 3788750 by Ethan.Geller

	fix single file compile for Resonance plugin

Change 3788763 by Ethan.Geller

	include IModularFeatures.h explicitly for incremental build

Change 3789108 by Martin.Wilson

	Fix animations with scaled root bone generating incorrect root motion

	#jira UE-52088

Change 3789642 by Martin.Wilson

	Fix transition nodes from referencing the wrong state node due to non unique node guids being introduced by copy and paste

	#jira UE-43891

Change 3790165 by Martin.Wilson

	Fix marker sync position not being maintained across instant transitions

	#jira UE-21355

Change 3790182 by Ethan.Geller

	Final Resonance edits pass.

Change 3790184 by Lina.Halper

	Fix issue with crash when montage is streamed out while event is queued.

	https://udn.unrealengine.com/questions/404318/anim-montage-queued-montage-event-crash.html

Change 3790207 by dan.reynolds

	#UE-50774 Updated AEOverviewReverb to not attempt to destroy Audio Component that has already been destroyed.

Change 3790215 by Martin.Wilson

	CIS Fix

Change 3790953 by Ethan.Geller

	#jira UE-53023 bypass filters when at max frequency for LPF, DC for HPF

Change 3791832 by Martin.Wilson

	Don't load animations for preview tooltip in Persona

	#jira UE-52118

Change 3792873 by David.Hill

	Fix CIS.  Remove timer from proxylod code.

Change 3793251 by David.Hill

	ProxyLOD Thirdparty libs  build cs files.

	Update from ModuleRules.WindowsPlatform to ReadOnlyTargetRules.WindowsPlatform
	-- The WindowsPlatform alias is deprecated in 4.18

Change 3793400 by Ethan.Geller

	Update Resonance blueprint library to fit google naming conventions

Change 3794097 by Benn.Gallagher

	Fixed clothing visualizations no longer functioning
	#jira UE-52995

Change 3794250 by Danny.Bouimad

	Regenerated ground truth on LODCurveLinkingTest1 and AnimatedCloth, expected change as a result of Ben fixing a bug.
	Needed to update Owens cloth settings too.
	Should resolve automation test CIS fails

Change 3794352 by David.Hill

	ProxyLOD code:

	Disable openvdb-centric warnings within the openvdb platform.h file.
	C6326: Potential comparison of a constant with another constant

	and add annotations
	C28251: Inconsistent annotation for 'copysign'

	also added a warning suppress for static analysis CA_SUPPRESS(6011) within the proxylod version of the simplifier.

Change 3794786 by Lina.Halper

	Pose asset retarget source bug fix

	#jira: UE-52429

Change 3794841 by Danny.Bouimad

	Hopefully fixes the cloth automation CIS

Change 3795191 by Lina.Halper

	Fix build issue

Change 3795486 by Ethan.Geller

	re-enable android support for Oculus Audio

Change 3796162 by Danny.Bouimad

	Third attempt to fix the cloth CIS error. Hopefuly this will solve it.

Change 3796311 by Martin.Wilson

	Remove recompress animation from curve track actions. Allows smoother interaction on animations with slow recompress time.

	#jira UE-51740

Change 3796321 by Thomas.Sarkanen

	Duplicating CL 3770752 from 4.18:

	Prevent crash when generating convex bodies fails

	Note: speculative fix as the issue cannot be reproduced locally

	#jira UE-52449 - [CrashReport] FPhysicsAssetUtils::CreateFromSkeletalMeshInternal()

Change 3797093 by Danny.Bouimad

	Constrant node AnimBP Automated tests

Change 3797384 by Danny.Bouimad

	Fixing CIS error caused by automated test lighting issue

Change 3800621 by Thomas.Sarkanen

	Fix CIS: Shadowed variable warning

	#jira UE-53253 - FMenuBuilder declaration shadows a local variable warning appears when building the editor on Linux

Change 3800690 by Danny.Bouimad

	Checking in fix for CIS automation for ConstraintNode, set the screenshot tool to use BaseColor. This should fix the issue with the rendering fuzzyness

Change 3800874 by David.Hill

	Clean up static analysis warnings

	#jira: UE-53270

Change 3801227 by David.Hill

	Allow proxylod to fail gracefully if the input mesh is way too big (e.g. sky sphere)

	Added code to automatically compute the correct spatial sampling rate based on the geometry size, also allow the user to override.

	#cl: UE-53155

Change 3801228 by David.Hill

	UI: Mesh Proxy Dialog  re-write.  Make this more like MeshMerging, and share some code.

	#cl UE-53155, UE-52787, UE-53106

Change 3801319 by Danny.Bouimad

	Regenerated all the screen shots for the constraint tests.

Change 3801383 by Ethan.Geller

	#jira UE-53311 fix additional #if PLATFORM_WINDOWS  guards in Oculus Audio

Change 3801697 by Ethan.Geller

	include AudioDevice.h directly to resolve FAudioDevice.

Change 3802180 by David.Hill

	This should fix the Incremental UE4Editor Linux build.

Change 3802643 by David.Hill

	ProxyLOD UI change. Add limits to the target screen size.  They now reflect the values in the old version of the UI and the thirdparty tool.

	#CL: UE-53313

Change 3802986 by Ethan.Geller

	#jira UE-53330 Change vraudio to explicit library path

Change 3803448 by Danny.Bouimad

	disabling constraint tests

Change 3803678 by Danny.Bouimad

	#jira UE-53306 Fix

Change 3804333 by Ethan.Geller

	#jira UE-53330 fix library paths for iOS on Resonance

Change 3804453 by David.Hill

	Fix Shadow warning when compiling UE4Editor on linux:

	FlattenedMaterials.

	#CL: UE-53349

Change 3804510 by Lina.Halper

	CIS warning on shadow vars

	#jira: UE-53348, UE-53345

Change 3805451 by Lina.Halper

	Fix build issue : Renamed variable -

	https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/74095846?stepName=Incremental%20UnrealHeaderTool%20Win64&jobId=8173688&jobName=UE4%20Dev-AnimPhys%20-%20CL%203805429%20-%20Incremental%20Editor%20Win64&tabGroup=diagnosticHeader

Change 3805470 by Lina.Halper

	Fix build issue

Change 3806524 by Martin.Wilson

	Only use previous frame end position if it is valid for this frame

	#jira UE-53414

Change 3792620 by David.Hill

	Copying //UE4/Dev-ProxyLOD to Dev-AnimPhys-Minimal (//UE4/Dev-AnimPhys-Minimal)

	Adding the ProxyLOD code to AnimPhys.

Change 3796059 by Thomas.Sarkanen

	Persona viewport settings are now per-asset editor

	This prevnets bone following (etc) being shared by all Persona asset editors
	FOV & view type is no longer chared by all Persona asset editors

	#jira UE-53005 - Viewport settings like bone following are shared between all animation sub-editors

[CL 3806814 by Marc Audy in Main branch]
2017-12-13 16:02:45 -05:00
Thomas Sarkanen
5b5e160f6d Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3780324)
#lockdown Nick.Penwarden
#rb none
#rnx

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

Change 3760710 by Thomas.Sarkanen

	Fix crash deleting primitives in PhAT

	Crash in tooltip generation for shapes. Tree items still exist in the frame before the tree gets regenerated (as the widget defers their destruction a frame), so they can end up pointing at out of date data.

	#jira UE-52404 - Crash deleting bodies

	#tests deleted primitives in PhAT

Change 3760798 by Martin.Wilson

	Initialize PosesToEvaluate so that we don't get stale data crashes after reinitializing

	#Jira UE-52343

Change 3761312 by Martin.Wilson

	Fix for infrequent crash on module start up

Change 3761333 by Danny.Bouimad

	Fixed the Cable actor test correctly, shouldn't fail on cooked platforms any more!

Change 3761550 by Aaron.McLeran

	Engine changes requested by oculus for spatializer interface

Change 3761728 by Martin.Wilson

	Fix crash when undoing a change on a skeletal mesh that uses virtual bones

	#Jira UE-52475

Change 3762032 by Ethan.Geller

	#jira UE-49076 Implement PR for VOIP bug fix on Mac

Change 3762109 by Aaron.McLeran

	Enabling bAllowAnyoneToDestroyMe on audio components

Change 3762125 by Aaron.McLeran

	Checking in missing file

Change 3762568 by Aaron.McLeran

	Fixing ogg vorbis 5.1 channel ordering channel maps in audio mixer

	Fix is to create separate 5.1 channel maps for various output channel counts and pull those channel maps if the source file was decoded from vorbis. This pattern is copied from old xaudio2source code which handles 5.1 channel mapping seperately. Alternative solution would be to swizzle vorbis channels during cook, but this would break backward compatibility. We'll consider that solution in the future once we remove the old audio engine code.

Change 3762571 by Aaron.McLeran

	Adding multichannel file support.

	- Spoofing the multi-channel file importer tool by allowing a single multichannel file to generate data in the same way
	- Moved the wave serializer code from audio capture plugin to audio.h/.cpp for general use

Change 3762626 by Aaron.McLeran

	Adding ability to automatically tag ambisonics files.

Change 3762627 by Aaron.McLeran

	Fixing up source buses to be more useful

	- Added pre and post source effect bus sends types.
	- Adjusted where in the source generation pipeline distance-based filtering is applied to a source. Source audio is sent to source buses immediately after source effect chain generation and before per-source distance-based filters are applied and distance attenuation.

Change 3762652 by Aaron.McLeran

	Fix for device hot swap

Change 3762725 by Ethan.Geller

	Fixing multichannel indices so that it matches the multichannel cook

Change 3762738 by Ethan.Geller

	Add ambisonics plugin support

Change 3762739 by Ethan.Geller

	Updating oculus audio plugin

	- Base implementation by Peter Sterling at Oculus
	- Ambisonics decoding using Oculus API implemented by Ethan

Change 3763687 by Martin.Wilson

	Fix bug in GUID customization that leaves editor in an active transaction + Expose core property set code so other guid customizations can reuse it

	#Jira UE-52510

Change 3764412 by Ethan.Geller

	Fix the incremental build, pt 2

Change 3764721 by Ethan.Geller

	Fix the build, take 3

Change 3764767 by Martin.Wilson

	Rebuild array children properties when an item is added. Solves missing item crash if the user immediately tries to set the value of the new item

	#Jira UE-52537

Change 3764845 by Aaron.McLeran

	Making audio devices call flush after update and before endplay is called to ensure flush is called on audio devices.

	Prevents hang on releasing sound wave procedural references in GC.

Change 3766047 by Thomas.Sarkanen

	Pinnable command list widget

	Added a new "pinnable command list" widget. Shift-clicking a menu option in either the skeleton tree filter or the viewport menus will 'pin' the command outside of the menu. This allows for easier access to commands that are frequently used.

	Minor Slate change - added virtual(s) to FUICommandList so commands can be forwarded when executed.

	#jira UE-51807 - Add 'quick filter' and visualization toggles UI to PhAT

Change 3766111 by Thomas.Sarkanen

	CIS fix

Change 3766273 by Lina.Halper

	Rename PostBlendPhysics to FinalizeAnimationUpdate

Change 3768507 by Thomas.Sarkanen

	CIS fix

Change 3768637 by James.Golding

	Add 'GetSectionFromProceduralMesh' util function
	#jira UE-49262

Change 3768649 by Lina.Halper

	Moved the automation test to tests folder

	#jira:UE-46250

Change 3768675 by Benn.Gallagher

	Fixed incorrect deprecated angular velocity accessor.

Change 3768776 by Benn.Gallagher

	Fix for skeletal mesh editor crash importing more than 5 LODs

	#jira UE-52263

Change 3768804 by Martin.Wilson

	Live Link Virtual subjects
	Virtuals subjects are created within the client and contain the bones of multiple real subjects

Change 3768874 by Martin.Wilson

	UAnimSequenceBase is now entirely exported with ENGINE_API

	#Jira UE-48020

Change 3769318 by Lina.Halper

	- Animation system owns previous bone transform with revision number, so that it can send to renderer when render recreated.
	- Framenumber still exists because clothing system uses it, and I'm planning to talk to Benn  about it next week when he comes back

	#jira: UEAP-272

Change 3769714 by Lina.Halper

	Fix CIS

Change 3770672 by James.Golding

	Expose API for changing 'Use CCD' flag at runtime
	#jira UE-50332

Change 3770675 by James.Golding

	Add test map for 'Set Use CCD' function

Change 3770711 by Thomas.Sarkanen

	Multi viewports and bone-locked cameras in animation editor viewports

	All animation-related editors now have the ability to open up to 4 seperate viewports onto the same scene, each with their own settings.
	Fixed up bounds following to actually work correctly (now follows without lag).
	Added the ability to follow (and orbit) a specified bone as well.

	#jira UE-47127 - Add the Ability to Open Multiple Viewports on the Same Scene.
	#jira UE-49690 - "Camera Follow" in Persona Editor cannot be enabled

Change 3770786 by Lina.Halper

	Support curve in copy pose node

	#jira: UE-50182

Change 3770943 by James.Golding

	Fix 'NODEBUG' option for PVD CONNECT console command (should only send profile data)
	Fix from Kier at NVIDIA

	#jira UE-52444

Change 3771145 by Benn.Gallagher

	Added ability to control whether or not a post process instance runs on a skeletal mesh component. Exposed both to blueprints and anim editor suite

	#jira UE-49747

Change 3772262 by Benn.Gallagher

	Defaulted the clothing create menu to use the skeletal mesh physics asset

	#jira UE-51607

Change 3772389 by Thomas.Sarkanen

	Added a keyboard shortcut to toggle between body and constraint selection

	Shortcut is Ctrl+T by default.

	#jira UE-51804 - Add a quick switch between selected constraints and bodies

Change 3772393 by Thomas.Sarkanen

	Constraints are now displayed only once in the physics asset editor tree view

	User constraints are still displayed twice, however.

	#jira UE-51808 - Constraints in PhAT should only be displayed once in the tree

Change 3772404 by James.Golding

	Fix Modify Curve AnimNode not calling CacheBones on source pose
	#jira UE-52129

Change 3772418 by Benn.Gallagher

	Allowed clothing visualizations to be enabled while clothing paint mode is active.
	Fixed crash attempting to visualize backstops when the clothing data has no backstops.
	#jira UE-47042

Change 3772964 by Thomas.Sarkanen

	Expose sequence recording settings in Persona editors

	Added layout extender to Persona module, so external tabs can now be added to all Persona-based editors easily.
	Added a structure details view to edit the default animation settings.
	Hooked default animation settings up to Persona animation recording.

	#jira UE-48416 - Set Frame Rate and Length of Recordings in Persona in Editor

Change 3772967 by Martin.Wilson

	Add NativeBeginPlay function to AnimInstance

	#jira UE-51351

	PR #4135: Add NativeBeginPlay to AnimInstance (Contributed by Vaei)

Change 3772986 by Thomas.Sarkanen

	Added "Show Only Selected Constraints" to the physics asset editor

	#jira UE-51805 - Add 'show only selected constraints' option to PhAT

Change 3773012 by Benn.Gallagher

	Added facility to debug skel mesh component to extend the viewport text seen in skeletal mesh editor and added lines for current cloth value

	#jira UE-42354

Change 3773132 by Martin.Wilson

	Added Uncheck all unconnected pins for BreakStruct nodes

	#jira UE-51136

	PR #4110: Uncheck all unconnected pins from BreakStruct node... (Contributed by projectgheist)

Change 3773158 by Benn.Gallagher

	Added auto-range feature to cloth view ranges, and a way for tools to extend those ranges when necessary

	#jira UE-48109

Change 3773895 by Jurre.deBaare

	Move material baking out of experimental
	#fix Removed experimental settings gating around Material Baking functionality
	#jira UE-52685

Change 3773898 by Jurre.deBaare

	Change log message wording when Simplygon fails to initialise to ensure it does not block CIS (error triggers a CIS error and will halt the build)

Change 3773899 by Jurre.deBaare

	Add keybind for switching between paint / erase color while mesh painting
	#fix Added new command for switching fore and background colors in the mesh painter (defaults to X as shortcut)
	#jira UE-52197

Change 3773900 by Jurre.deBaare

	Hotkey to enable and disable post processing in the preview scene settings
	#fix Added hotkey and command for toggling Post Processing in Preview Scenes
	#jira UE-48111

Change 3773933 by Martin.Wilson

	Add missing file (for live link monolithic build failure)

Change 3773949 by Jurre.deBaare

	Right click add selected to HLOD cluster / create cluster
	#fix Partially implemented the request, added context menu to HLOD level nodes in the HLOD outliner treeview to allow creating a new cluster from the current level viewport selection
	#jira UE-48334

Change 3773950 by Jurre.deBaare

	HLOD cluster drawing should not use AHLODSelectionActor but regular in-viewport drawing
	#fix removed old behaviour using a spawned actor to represent a selected HLOD cluster, and replaced it will simple debug drawing (this is a lot less bug prone and much cleaner)
	#jira UE-49094

Change 3773964 by James.Golding

	Mark FBodyInstance::ResponseToChannels_DEPRECATED as 'WITH_EDITORONLY_DATA'
	#jira UE-52545

Change 3773978 by Thomas.Sarkanen

	Allow edits to physics sim options to be undone/redone

	Added RF_Transactional to the object

	#jira UE-48046 - Undo/redo does not work in Physics Asset Editor's Physics/Details menu

Change 3773982 by Martin.Wilson

	Add pre and post conversion callbacks to root motion conversion in character movement component

	#jira UE-51966

Change 3773988 by Thomas.Sarkanen

	Duplicating CL 3773896 from Fortnite:

	Push non-rendered anim updates back onto the worker thread

	Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).

	#jira UE-46710 - Animation updates run on the main thread when Evaluation task doesnt run

Change 3773999 by Martin.Wilson

	Fix incorrect merge

Change 3774030 by Thomas.Sarkanen

	Renamed "Create Joints" to "Create Constraints"

	#jira UE-50861 - New Physics Asset window reads "Joints" instead of "Constraint"

Change 3774031 by Thomas.Sarkanen

	Fixed typo in comment

	#jira UE-50841 - Typo in Vertex Weighting Type setting when creating new Physics Asset

Change 3774200 by Lina.Halper

	Fix crash with empty element in the constraint setup

	#jira: UE-52686

Change 3774236 by Ori.Cohen

	Fix crash when destructible component doesn't mark its killed actors as IgnoreActiveActors

	#jira UE-52320

Change 3774284 by James.Golding

	Fix constructor order CIS error in AudioMicerSubmix.cpp

Change 3774511 by James.Golding

	Fix up removed RevisionNumber param

Change 3774724 by Lina.Halper

	Fix of motion blur change of previous bone transform

Change 3775493 by Thomas.Sarkanen

	Duplicating CL 3775488 from Fortnite:

	Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks

	#jira FORT-61157 - Run anim update on worker, even if not visible

Change 3775508 by James.Golding

	Fix compilation without PhysX, move DeferredReleaseCallback outside WITH_PHYSX block

Change 3775538 by James.Golding

	Fix Mac CIS due to missing virtual destructor in IDeferredReleaseCallback

Change 3775921 by Ori.Cohen

	Better fix for destructible crash (also fix CIS)

	#jira UE-52762

Change 3776054 by Benn.Gallagher

	Fixed crash deleting max distance mask from a clothing data entry.

	#jira UE-52723

Change 3776063 by Thomas.Sarkanen

	Fix static analysis warning

Change 3776331 by Jurre.deBaare

	Hierarchical LOD Outliner scrollbar doesn't appear
	#fix removed AutoHeight from parent vertical box around HLOD outliner details view
	#jira UE-52756

Change 3776704 by Martin.Wilson

	Fix array properties not always refreshing when new items are added

	#UE-52760

Change 3776755 by Thomas.Sarkanen

	Duplicating CL 3776656 from Fortnite:

	Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components

	This was causing AIs to get stuck in montage playback in some circumstances

	#jira FORT-61324, FORT-60558

Change 3777385 by Aaron.McLeran

	#jira UE-52786 Fix for broken spatialization on xaudio2, old audio engine.

Change 3778233 by Lina.Halper

	Removed android from oculus audio platform

Change 3778714 by Ethan.Geller

	#jira UE-52818 remove Android from Oculus Audio platforms

Change 3779004 by Lina.Halper

	Include "Features/IModularFeatures.h" to cpp

	Fix build error

Change 3780324 by Thomas.Sarkanen

	Duplicating CL 3778679 from Fortnite-Main:

	Fix 100% Linux server crash - dont attempt to run threaded work in a single-threaded environment

	We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.

	#jira FORT-61548

Change 3763999 by Ethan.Geller

	remove space from ambisonics mixer name, fix build

Change 3774470 by James.Golding

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ 3774039

[CL 3780967 by Thomas Sarkanen in Main branch]
2017-11-30 12:07:08 -05:00
Matt Kuhlenschmidt
c72e1e1e70 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none

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

Change 3358367 by tim.gautier

	Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters

Change 3624848 by Jamie.Dale

	Added a composite font for the editor (and Slate core)

	This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.

	This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.

	This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.


Change 3654993 by Jamie.Dale

	'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer

	This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer

	Breaking changes:
	 - Native has been renamed to FNativeFuncPtr.
	 - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
	 - Use P_THIS if you were previously using the 'this' pointer in your native function.

Change 3699591 by Jamie.Dale

	Added support for displaying and editing numbers in a culture correct way

	Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).

	#jira UE-4028


Change 3719568 by Jamie.Dale

	Allow platforms to override the default ICU timezone calculation


Change 3622366 by Bradut.Palas

	#jira UE-46677

	Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
	Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.

Change 3622378 by Bradut.Palas

	#jira UE-46590

	we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
	The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
	Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.

Change 3622552 by Jamie.Dale

	Added support for per-culture sub-fonts within a composite font

	This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).

Change 3623170 by Jamie.Dale

	Fixing warning

Change 3624846 by Jamie.Dale

	Composite font cache optimizations

	- Converted a typically small sized map to a sorted array + binary search.
	- Converted the already sorted range array to use binary search.
	- Contiguous ranges using the same typeface are now merged in the cache.

Change 3625576 by Cody.Albert

	We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.

	#jira UE-47971

Change 3626057 by Matt.Kuhlenschmidt

	Expose EUmgSequencePlayMode to blueprints

	#jira UE-49255

Change 3626556 by Matt.Kuhlenschmidt

	Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is.  Causes flickering and incorrect window positioning.

	#jira UE-48922, UE-48957

Change 3627692 by Matt.Kuhlenschmidt

	PR #3977: Source control submenu menu customization (Contributed by Kryofenix)


Change 3628600 by Arciel.Rekman

	Added AutoCheckout to FAssetRenameManager for commandlet usage.

Change 3630561 by Richard.Hinckley

	Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.

Change 3630656 by Richard.Hinckley

	Compile fix.

Change 3630964 by Arciel.Rekman

	Fix CrashReporterClient headless build.

Change 3631050 by Matt.Kuhlenschmidt

	Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp

	Causes major problems with resizing splitters in editor

Change 3631140 by Arciel.Rekman

	OpenAL: update Linux version to 1.18.1 (UETOOL-1253)

	- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
	- Bulk of the change from Cengiz.Terzibas

	#jira UETOOL-1253

Change 3632924 by Jamie.Dale

	Added support for a catch-all fallback font within composite fonts

	This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.

Change 3633055 by Jamie.Dale

	Fixed some refresh issues in the font editor

Change 3633062 by Jamie.Dale

	Fixed localization commands being reported as unknown

Change 3633906 by Nick.Darnell

	UMG - You can now store refrences to widgets in the same UserWidget.  If you need to create links between widgets this is valuable.  Will likely introduce new ways to utilize this in the future, for now just getting it working.

Change 3634070 by Arciel.Rekman

	Display actually used values of material overrides.

Change 3634254 by Arciel.Rekman

	Fix ResavePackages working poorly with projects on other drives (UE-49465).

	#jira UE-49465

Change 3635985 by Matt.Kuhlenschmidt

	Fixed typo in function name used by maps

	PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)


Change 3636012 by Matt.Kuhlenschmidt

	PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)


Change 3636706 by Lauren.Ridge

	Epic Friday: Save parameters to child or sibling  instance functionality

Change 3638706 by Jamie.Dale

	Added an improved Japanese font to the editor

	This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).

	#jira UE-33268

Change 3639438 by Arciel.Rekman

	Linux: Repaired ARM server build (UE-49635).

	- Made Steam* plugins compile.
	- Disabled OpenEXR as the libs aren't compiled (need to be done separately).

	(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)

Change 3640625 by Matt.Kuhlenschmidt

	PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)


Change 3640626 by Matt.Kuhlenschmidt

	PR #4011: Remove space from filename (Contributed by projectgheist)


Change 3640697 by Matt.Kuhlenschmidt

	PR #4010: PNG alpha fix (Contributed by mmdanggg2)


Change 3641137 by Jamie.Dale

	Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch

	It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.

Change 3641351 by Jamie.Dale

	Fixing incorrect weights on the Japanese sub-font

Change 3641356 by Jamie.Dale

	Fixing inconsistent font sizes between CoreStyle and EditorStyle

Change 3641710 by Jamie.Dale

	Fixed pure-virtual function call on UMulticastDelegateProperty

Change 3641941 by Lauren.Ridge

	Adding a Parameter Details tab to the Material Editor so users can change default parameter details

Change 3644141 by Jamie.Dale

	Added an improved Korean font to the editor

	This is only used when displaying Korean text when the editor is set to Korean

Change 3644213 by Arciel.Rekman

	Fix the side effects of a fix for UE-49465.

	- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
	  and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.

	#jira UE-49465

Change 3644777 by Jamie.Dale

	Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished

Change 3644879 by tim.gautier

	QAGame: Optimized assets for Procedural Foliage testing
	- Added camera bookmarks to Stations in QA-Foliage
	- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
	- Fixed up redirectors

Change 3645109 by Matt.Kuhlenschmidt

	PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)


Change 3645114 by Matt.Kuhlenschmidt

	PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)


Change 3645116 by Matt.Kuhlenschmidt

	PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)


Change 3645118 by Matt.Kuhlenschmidt

	PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)


Change 3645876 by Arciel.Rekman

	Linux: fix submenus of context menu not working (UE-47639).

	- Change by icculus (Ryan Gordon).
	- QA-ClickHUD seems to be not affected by this change (it is already broken alas).

	#jira UE-47639

Change 3648088 by Jamie.Dale

	Fixed some case-sensitivity issues with FText format argument names/pins

	These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.

	#jira UE-47122

Change 3648097 by Jamie.Dale

	Moved common macOS/iOS localization implementation into FApplePlatformMisc

	#jira UE-49940

Change 3650858 by Arciel.Rekman

	UBT: improve CodeLite project generator (UE-49400).

	- PR #3987 submitted by yaakuro (Cengiz Terzibas).

	#jira UE-49400

Change 3651231 by Arciel.Rekman

	Linux: default to SM5 for Vulkan.

	- Change by Timothee.Bessett.

Change 3653627 by Matt.Kuhlenschmidt

	PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)


Change 3653628 by Matt.Kuhlenschmidt

	PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)


Change 3653984 by Jamie.Dale

	Fixed some redundant string construction

Change 3658528 by Joe.Graf

	UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files

Change 3658594 by Jamie.Dale

	Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues

	#jira UE-27263

Change 3659643 by Michael.Trepka

	Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior

	#jira UETOOL-1238

Change 3661908 by Matt.Kuhlenschmidt

	USD asset importing improvements

Change 3664100 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3664107 by Matt.Kuhlenschmidt

	PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)


Change 3664125 by Matt.Kuhlenschmidt

	PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)


Change 3664340 by Jamie.Dale

	PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)


Change 3664403 by Jamie.Dale

	PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)


Change 3664539 by Jamie.Dale

	PR #3280: Added EditableText functionality (Contributed by projectgheist)


Change 3665433 by Alexis.Matte

	When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
	#jira UE-50231

Change 3666747 by Cody.Albert



Change 3669280 by Jamie.Dale

	PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)


Change 3669718 by Jamie.Dale

	PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)


Change 3670838 by Alexis.Matte

	Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
	#jira UE-50387

Change 3671559 by Matt.Kuhlenschmidt

	Update SimpleUI automation test ground truth

	#jira UE-50325

Change 3671587 by Alexis.Matte

	Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
	#jira UE-50147

Change 3671730 by Jamie.Dale

	Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances

Change 3672104 by Michael.Dupuis

	#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings

Change 3674906 by Alexis.Matte

	Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
	#jira UE-50248

Change 3674942 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3675401 by Alexis.Matte

	-fix export animation, do not truncate the last frame anymore
	-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.

	#jira UE-48231

Change 3675990 by Alexis.Matte

	Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
	This is to avoid driving random vertex with old morph target.
	#jira UE-50391

Change 3676169 by Alexis.Matte

	When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.

Change 3676396 by Alexis.Matte

	Make all LOD 0 name consistent in staticmesh editor
	#jira UE-49461

Change 3677730 by Cody.Albert

	Enable locking of Persistent Level in Levels tab

	#jira UE-50686

Change 3677838 by Jamie.Dale

	Replaced broken version of Roboto Light

Change 3679619 by Alexis.Matte

	Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
	#jira UE-50001

Change 3680093 by Alexis.Matte

	Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.

Change 3680931 by Arciel.Rekman

	SlateDialogs: show image icon for *.tga (UE-25106).

	- Also reworked the logic somewhat.

	#jira UE-25106

Change 3681966 by Yannick.Lange

	MaterialEditor post-process preview.
	#jira UE-45307

Change 3682407 by Lauren.Ridge

	Fixes for material editor compile errors

Change 3682628 by Lauren.Ridge

	Content browser filters for Material Layers, Blends, and their instances

Change 3682725 by Lauren.Ridge

	Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default

Change 3682921 by Lauren.Ridge

	Fix for instance layers not initializing fully

Change 3682954 by Lauren.Ridge

	Creating Material Layer Test Assets

Change 3683582 by Alexis.Matte

	Fix static analysis build

Change 3683614 by Matt.Kuhlenschmidt

	PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)


Change 3684130 by Lauren.Ridge

	Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.

Change 3686289 by Arciel.Rekman

	Remove the pessimization (UE-23791).

Change 3686455 by Lauren.Ridge

	Fixes for adding/removing a layer parameter from the parent not updating the child

Change 3686829 by Jamie.Dale

	No longer include trailing whitespace in the justification calculation for soft-wrapped lines

	#jira UE-50266

Change 3686970 by Lauren.Ridge

	Making material parameter preview work for functions as well

Change 3687077 by Jamie.Dale

	Fixed crash using FActorDetails with the struct details panel

Change 3687152 by Jamie.Dale

	Fixed the row structure tag not appearing in the Content Browser for Data Table assets

	The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.

	#jira UE-48691

Change 3687174 by Lauren.Ridge

	Fix for material layer sub-parameters showing up in the default material parameters panel

Change 3688100 by Lauren.Ridge

	Fixing static analysis error

Change 3688317 by Jamie.Dale

	Fixed crash using the widget reflector in a cooked game

	Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.

Change 3689054 by Jamie.Dale

	Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes

	#jira UE-45751

Change 3689513 by Jamie.Dale

	Fixed justification bug with RTL text caused by CL# 3686829

	Also implemented the same alignment fix for visually left-aligned RTL text.

	#jira UE-50266

Change 3690231 by Lauren.Ridge

	Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor

Change 3690234 by Lauren.Ridge

	Adding Material Layers Function Parameter to Static Parameter Compare

Change 3690750 by Chris.Bunner

	Potential nullptr crash.

Change 3690751 by Chris.Bunner

	Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.

Change 3691010 by Jamie.Dale

	Fixed some clipping issues that could occur with right-aligned text

	FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)

	#jira UE-46760

Change 3691091 by Jamie.Dale

	Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type

Change 3691134 by Alexis.Matte

	Make sure we instance also the collision mesh when exporting a level to fbx file.
	#jira UE-51066

Change 3691157 by Lauren.Ridge

	Fix for reset to default not refreshing sub-parameters

Change 3691192 by Jamie.Dale

	Fixed Content Browser selection resetting when changing certain view settings

	#jira UE-49611

Change 3691204 by Alexis.Matte

	Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
	#jira UE-51023

Change 3692335 by Lauren.Ridge

	Setting displayed asset to equal filter asset if no instance has been selected

Change 3692479 by Jamie.Dale

	Fixed whitespace

Change 3692508 by Alexis.Matte

	Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
	We also prevent the export dialog to show
	#jira UE-50973

Change 3692639 by Jamie.Dale

	Translation Editor now shows stale translations as "Untranslated"

Change 3692743 by Lauren.Ridge

	Smaller blend icons, added icon size override to FObjectEntryBox

Change 3692830 by Alexis.Matte

	Fix linux build

Change 3692894 by Lauren.Ridge

	Tooltip on "Parent" in material layers

Change 3693141 by Jamie.Dale

	Removed dead code

	FastDecimalFormat made this redundant

Change 3693580 by Jamie.Dale

	Added AlwaysSign number formatting option

	#jira UE-10310

Change 3693784 by Jamie.Dale

	Fixed assert extracting the number formatting rules for Arabic

	It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.

	#jira UE-10310

Change 3694428 by Arciel.Rekman

	Linux: make directory watch request a warning so they don't block cooking.

	- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html

Change 3694458 by Matt.Kuhlenschmidt

	Made duplicate keybinding warning non-fatal

Change 3694496 by Alexis.Matte

	fix static analysis build

Change 3694515 by Jamie.Dale

	Added support for culture correct parsing of decimal numbers

	#jira UE-4028

Change 3694621 by Jamie.Dale

	Added a variant of FastDecimalFormat::StringToNumber that takes a string length

	This can be useful if you want to convert a number from within a non-null terminated string

	#jira UE-4028

Change 3694958 by Jamie.Dale

	Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing

	You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.

	#jira UE-4028

Change 3695083 by Alexis.Matte

	Optimisation of the morph target import
	- We now compute only the normal for the shape the tangent are not necessary
	- The async tasks are create when there is some available cpu thread to avoid filling the memory
	- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
	#jira UE-50945

Change 3695122 by Jamie.Dale

	GetCultureAgnosticFormattingRules no longer returns a copy

Change 3695835 by Arciel.Rekman

	TestPAL: greatly expanded malloc test.

Change 3695918 by Arciel.Rekman

	TestPAL: Added thread priority test.

Change 3696589 by Arciel.Rekman

	TestPAL: tweak thread priorities test (better readability).

Change 3697345 by Alexis.Matte

	Fix reorder of material when importing a LOD with new material
	#jira UE-51135

Change 3699590 by Jamie.Dale

	Updated SGraphPinNum to use a numeric editor

	#jira UE-4028

Change 3699698 by Matt.Kuhlenschmidt

	Fix crash opening the level viewport context menu if the actor-component selection is out of sync

	#jira UE-48444

Change 3700158 by Arciel.Rekman

	Enable packaging for Android Vulkan on Linux (UETOOL-1232).

	- Change by Cengiz Terzibas

Change 3700224 by Arciel.Rekman

	TestPAL: fixed a memory leak.

Change 3700775 by Cody.Albert

	Don't need to initialize EnvironmentCubeMap twice.

Change 3700866 by Michael.Trepka

	PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)


	#jira UE-41643

Change 3701132 by Michael.Trepka

	Copy of CL 3671538

	Fixed issues with editor's game mode in high DPI on Mac.

	#jira UE-49947, UE-51063

Change 3701421 by Michael.Trepka

	Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression

Change 3701495 by Alexis.Matte

	Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
	#jira UE-UE-51359

Change 3702982 by Jamie.Dale

	Cleaned up some localization setting names

	These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.

Change 3703517 by Arciel.Rekman

	TestPAL: improved thread test.

	- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).

Change 3704378 by Michael.Trepka

	Disable Zoom button on Mac if project requests a resizeable window without it.

	#jira UE-51335

Change 3706316 by Jamie.Dale

	Fixed the asset search suggestions list closing if you clicked on its scrollbar

	#jira UE-28885

Change 3706855 by Alexis.Matte

	Support importing animation that has some keys with negative time
	#jira UE-51305

Change 3709634 by Matt.Kuhlenschmidt

	PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)


Change 3711085 by Michael.Trepka

	Reenabled UBT makefiles on Mac

Change 3713049 by Josh.Engebretson

	The ConfigPropertyEditor now generates a unique runtime UClass.  It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone).  I also removed some static qualifiers for Section and Property names which were incorrect.

	#jira UE-51319

Change 3713144 by Lauren.Ridge

	Fixing automated test error

	#jira UE-50982

Change 3713395 by Alexis.Matte

	Fix auto import mountpoint
	#jira UE-51524

Change 3713881 by Michael.Trepka

	Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.

	#jira UE-31093

Change 3714197 by Michael.Trepka

	Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.

	#jira UE-47915

Change 3714911 by Joe.Graf

	Merge of cmake changes from Dev-Rendering

Change 3715973 by Michael.Trepka

	Disable OS close button on Windows if project settings request that

	#jira UE-45522

Change 3716390 by Lauren.Ridge

	The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.

	#jira UE-50916

Change 3716529 by Josh.Engebretson

	Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1

	#jira UE-51341

Change 3716885 by Josh.Engebretson

	Tracking transactions such as a duplication operation can modify a selection which differs from the initial one.  Added package state tracking to restore unmodified state when necessary.

	#jira UE-48572

Change 3716929 by Josh.Engebretson

	Unshelved from pending changelist '3364093':

	PR #3420: Exe's icons and properties (Contributed by projectgheist)


Change 3716937 by Josh.Engebretson

	Unshelved from pending changelist '3647428':

	PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)


Change 3717002 by Josh.Engebretson

	Fix FileReference/string conversion

Change 3717355 by Joe.Graf

	Fixed CMake file generation on Windows including Engine/Source/ThirdParty source

Change 3718256 by Arciel.Rekman

	TestPAL: slight mod to the malloc test.

	- Touch the allocated memory to check actual resident usage.

Change 3718290 by Arciel.Rekman

	BAFO: place descriptor after the allocation to save some VIRT memory.

	- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.

Change 3718508 by Michael.Trepka

	Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)

	#jira UE-46148

Change 3718855 by Lauren.Ridge

	Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.

Change 3718932 by Cody.Albert

	Update ActorSequence plugin loading phase to PreDefault

	#jira UE-51612

Change 3719378 by tim.gautier

	QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
	Added additional Text Widgets for testing

Change 3719413 by Lauren.Ridge

	Resubmit of content browser favorites

Change 3719803 by Yannick.Lange

	VREditor: Fix crash with null GEditor
	#jira UE-50103

Change 3721127 by tim.gautier

	QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
	- Added M_ParamDefaults and MF_ParamDefaults
	- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
	- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions

Change 3721255 by Alexis.Matte

	Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
	#jira UE-51363

Change 3721594 by Lauren.Ridge

	Material Blends now have plane mesh previews in their icons.

Change 3722072 by tim.gautier

	QAGame: Updated MF_ParamDefaults - using red channel as roughness
	Updated M_ParamDefaults - tweaked Scalar values

Change 3722180 by Michael.Trepka

	Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.

	#jira UE-25941

Change 3722220 by Michael.Trepka

	Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly

	#jira UE-40246

Change 3722806 by Lauren.Ridge

	Fixing non-editor compiles

Change 3722914 by Alexis.Matte

	Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.

	#jira UE-51665

Change 3723446 by Michael.Trepka

	Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME

	Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.

	#jira UE-48257

Change 3723505 by Matt.Kuhlenschmidt

	Fix duplicate actors being created for USD primitives that specify a custom actor class

Change 3723555 by Matt.Kuhlenschmidt

	Fix crash loading the gameplayabilities module

	#jira UE-51693

Change 3723557 by Matt.Kuhlenschmidt

	Fixed tooltip on viewport dpi scaling option

Change 3723870 by Lauren.Ridge

	Fixing incorrect reset to default visibility, adding clear behavior to fields

Change 3723917 by Arciel.Rekman

	Linux: fix compilation with glibc 2.26+ (UE-51699).

	- Fixes compilation on Ubuntu 17.10 among others.

	(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)

Change 3723918 by Arciel.Rekman

	Linux: do not test for popcnt presence unnecessarily (UE-51677).

	(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)

Change 3724229 by Arciel.Rekman

	Fix FOutputDeviceStdOutput to use printf() on Unix platforms.

Change 3724261 by Arciel.Rekman

	TestPAL: fix thread priority test (zero the counter).

Change 3724978 by Arciel.Rekman

	Linux: fix priority calculation.

	- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.

Change 3725382 by Matt.Kuhlenschmidt

	Guard against crashes and add more logging when actor creation fails.
	Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed

	#jira UE-47464

Change 3725559 by Matt.Kuhlenschmidt

	Added a setting to enable/disable high dpi support in editor.   This currently only functions in Windows.
	Moved some files around for better consistency

Change 3725640 by Arciel.Rekman

	Fix Linux thread/process priorities.

	- Should also speed up SCW on Linux by deprioritizing them less.

Change 3726101 by Matt.Kuhlenschmidt

	Fix logic bug in USD child "kind" type resolving

Change 3726244 by Joe.Graf

	Added an option to generate a minimal set of targets for cmake files
	Added shader and config files to cmake file generation for searching within IDEs

Change 3726506 by Arciel.Rekman

	Fix compile issue after DPI change.

Change 3726549 by Matt.Kuhlenschmidt

	Remove unnecessary indirection to cached widgets in the hit test grid

Change 3726660 by Arciel.Rekman

	Enable DPI switch on Linux.

Change 3726763 by Arciel.Rekman

	Fix mismatching "noperspective" qualifier (UE-50807).

	- Pull request #4080 by TTimo.

Change 3727080 by Michael.Trepka

	Added support for editor's EnableHighDPIAwareness setting on Mac

Change 3727658 by Matt.Kuhlenschmidt

	Fix shutdown crash if level editor is still referenced after the object system has been gc'd

	#jira UE-51630

Change 3728270 by Matt.Kuhlenschmidt

	Remove propertyeditor dependency from editorstyle

Change 3728291 by Arciel.Rekman

	Linux: fix for a crash on a headless system (UE-51714).

	- Preliminary change before merging to 4.18.

Change 3728293 by Arciel.Rekman

	Linux: remove unneeded dependency on CEF.

	- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.

Change 3728524 by Michael.Trepka

	Copy of CL 3725570

	Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)

	#jira UE-51709

Change 3728875 by Michael.Trepka

	Fixed compile error in Mac SlateOpenGLContext.cpp

Change 3728880 by Matt.Kuhlenschmidt

	Guard against invalid worlds in thumbnail renderers

Change 3728924 by Michael.Trepka

	Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.

	#jira UE-51711

Change 3729288 by Joe.Graf

	Added the .idea/misc.xml file generation to speed up CLion indexing

Change 3729935 by Michael.Dupuis

	#jira UE-51722: Hide from UI invalid enum values

Change 3730234 by Matt.Kuhlenschmidt

	Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.

	#jira UE-51801

Change 3730349 by Michael.Dupuis

	#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item

Change 3730438 by Lauren.Ridge

	Cleaning up material layering UI functions

Change 3730723 by Jamie.Dale

	Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers

	#jira UE-51799

Change 3731008 by Lauren.Ridge

	Changing Layers and Blends from proxy assets to real assets

Change 3731026 by Arciel.Rekman

	libelf: make elf_end() visible (UE-51843).

	- This repairs compilation for a case when CUDA is being used.
	- Also added some missing files for ARM 32-bit.

Change 3731081 by Lauren.Ridge

	New material layer test assets

Change 3731186 by Josh.Engebretson

	Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets

	#jira UE-50104

Change 3731188 by Mike.Erwin

	Improve responsiveness of Open Asset dialog.

	On large projects, there's a noticeable delay when opening and searching/filtering assets.

	Stopwatch measurements on my machine (seconds for ~122,000 assets):
		before	with this CL
	ctrl-P	1.4	0.45
	search	1.8	0.55

	CollectionManagerModule was the main culprit for search/filter slowness.

	Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.

Change 3731682 by Arciel.Rekman

	UnrealEd: Allow unattended commandlets to rename/save packages.

Change 3732305 by Michael.Dupuis

	#jira UE-48434 : Only register if the foliage type still has a valid mesh

Change 3732361 by Matt.Kuhlenschmidt

	Fix two settings objects being created in the transient package with the same name

	#jira UE-51891

Change 3732895 by Josh.Engebretson

	https://jira.it.epicgames.net/browse/UE-51706

	If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
	Adds DDC notification events for check/put and query for whether a shared DDC is in use.

	#jira UE-51706

Change 3733025 by Arciel.Rekman

	UBT: make sure new clang versions are invoked.

Change 3733311 by Mike.Erwin

	Fix Linux compile warning from CL 3731188

	It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.

Change 3733658 by Josh.Engebretson

	Add a missing #undef LOCTEXT_NAMESPACE

Change 3734003 by Arciel.Rekman

	Fix Windows attempting to use printf %ls and crashing at that (UE-51934).

Change 3734039 by Michael.Trepka

	Fixed a couple of merge issues in Mac ApplicationCore

Change 3734052 by Michael.Trepka

	One more Mac ApplicationCore fix

Change 3734244 by Lauren.Ridge

	Fix for accessing Slate window on render thread

Change 3734950 by Josh.Engebretson

	Fixing clang warning

Change 3734978 by Jamie.Dale

	Relaxed enum property importing to allow valid numeric values to be imported too

	This was previously made more strict which caused a regression in Data Table importing

	#jira UE-51848

Change 3734999 by Arciel.Rekman

	Linux: add LTO support and more.

	- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
	- Supports using llvm-ar and lld instead of ar/ranlib and ld.
	- More build information printed (and in a better organized way).
	- Native scripts updated to install packages with the appropriate tools on supported systems
	- AutoSDKs updated to require a new toolchain (already checked in).
	- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089

Change 3735268 by Matt.Kuhlenschmidt

	Added support for canvas based DPI scaling.

	-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
	-The debug canvas for stats is always dpi scaled in editor and pie.
	-Eliminated text scaling workaround now that the entire canvas is properly scaled
	-Enabled canvas scaling in cascade UI

Change 3735329 by Matt.Kuhlenschmidt

	Fix potential crash if an asset editor has an object deleted out from under it

	#jira UE-51941



Change 3735502 by Arciel.Rekman

	Fix compile issue (bShouldUpdateScreenPercentage).

Change 3735878 by Jamie.Dale

	Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string

	This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.

Change 3735881 by Jamie.Dale

	JsonValue no longer stringifies whole numbers as floats

Change 3735884 by Jamie.Dale

	Only allow enums to import integral values

Change 3735912 by Josh.Engebretson

	Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications

	#jira UE-48131

Change 3736280 by Matt.Kuhlenschmidt

	Fix 0 dpi scale for canvases

	#jira UE-51995

Change 3736298 by Matt.Kuhlenschmidt

	Force focus of game viewports in vr mode

Change 3736374 by Jamie.Dale

	Fixed some places where input chords were being used without testing that they had a valid key set

	#jira UE-51799

Change 3738543 by Matt.Kuhlenschmidt

	Better fix for edit condition crashes

	#jira UE-51886

Change 3738603 by Lauren.Ridge

	Copy over of drag and drop non-array onto array fix

Change 3739701 by Chris.Babcock

	Fix crashlytics merge error
	#jira UE-52064
	#ue4
	#android

[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -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
Thomas Sarkanen
6b2c402ca8 Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3624379)
#lockdown Nick.Penwarden
#rb none

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

Change 3536809 by Ben.Marsh

	Fixing case of files in "iOS" directory, pt 1.

Change 3536814 by Ben.Marsh

	Fixing case of files in "iOS" directory, pt 2.

Change 3596207 by Thomas.Sarkanen

	Copying //Tasks/UE4/Dev-UEAP-29-PhATUpgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3590250

	PhAT Upgrade

	#jira UEAP-29 - New PhysicsAsset editor

	Changelists from task stream:

	Change 3380649 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Initial pass at allowing viewports to be extended more easily, still plenty TOD, but just unearthing this old shelf and getting it working.

		This gets the Persona skeleton tree and viewport into PhAT, without any PhAT functionality added.

	Change 3380685 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Renaming PhAT files to PhysicsAssetEditor

	Change 3380749 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Rename PhAT -> PhysicsAssetEditor

	Change 3380832 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed up PhAT to Physics Asset Editor

	Change 3380884 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Reverted some over-zealous renaming

	Change 3380970 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Tweaked ISkeletonTreeBuilder interface to make way for actually making a derived class of it
		Added the ability to hide filter menus to skeleton tree

	Change 3381017 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added new physics asset skeleton tree builder

	Change 3384407 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Skeleton tree extensions to support physics assets

		Only started this work - still much to do

	Change 3384460 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Rearranged persona viewport menus

	Change 3392222 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed body/constraint modes.
		Added graph editor
		Added edit mode - moved viewport client code over
		Got PhAT skel mesh rendering in viewport

	Change 3392268 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Increased hit proxy priority to improve selection

	Change 3401648 on 2017/04/20 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Skeleton tree gets bodies & shapes back.

		Selection works in graph, now displaying the correct constraint in the detials panel. Still need to add selection from viewport.

		Added multi-select to bone proxy customization

		Re-tweaked editor layout

	Change 3403701 on 2017/04/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Selection sync work.

		Customization of anim viewport menus.

		Context menus for physics asset items, as well as masking of various context menu items via settings.

	Change 3405246 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Started more work on viewport menu extensions, but need to refactor the toolbar system to use actual multiboxes. Up next!

	Change 3405274 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		More viewport menu fixups (plus deleting duplicate functionality).

	Change 3409155 on 2017/04/26 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Got simulation working again - as we switched to the debug skel mesh comp, the normal tick path didnt work for post-blend physics (it tried to flip the buffer too early).
		Also tweaked debug skel mesh comp root motion consumption code to not reset transfor every frame if we are not using root motion.
		Cleaned up unused files & code

	Change 3410814 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Allow extensibility of viewport menu bars

		Slate changes:

		Allow menu bars to optionally specify an icon to use. This is intended to allow us to move viewport tool/menu bars over to use multibox, with all the attendant features and extension points.
		Allow menu bars to optionally invert-on-hover.
		Allow styling of menus to affect closed appearance of menu header. Previously only NoBorder was used.
		Adjusted core styling of menu bar elements.

		Other changes:

		Adjusted padding for various UI elements to preserve previoud behavior.
		Adjusted SAnimViewportToolbar to use the new menu bar builder.
		Exposed SEditorViewportViewMenu so that it can be used in a standard menu bar.

	Change 3410816 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added extension point to viewport menu bar

	Change 3410818 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Getting sim working again

		Moved over to using preview instance so we share functionality with Persona editors.
		Added time dilation options to persona preview scene.
		Removed PhAT specific recording functionality (it is in the viewport now).

	Change 3410840 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Recreate physics state on edit, not sim start

		This allows velocity to be inherited when simulation is started

	Change 3410863 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Moving viewport to continually-invalidated one like animation editors

		Fixed crash in non-extended viewport toolbars

	Change 3410936 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Bodies start off non-expanded

		Selection now synced between viewport and graph

		Constraint selection in graph not works on the first try

	Change 3410943 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added missing icon

	Change 3410966 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed shape listing from graph nodes

	Change 3411013 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Double click on body node recenters graph

		Fixed graph disappearing on right-click

	Change 3411111 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Prevented cursor getting swallowed in sim mode

	Change 3411126 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed overlapping text

	Change 3411213 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Node layout now takes dimensions into account

	Change 3411320 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed crash opening Persona editors

		Renamed file

	Change 3411327 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Tweaks to profiles menu

	Change 3420822 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Profiles can now be edited in their own details panel

		Existing customizations folded into the new panel

		Tweaks to toolbar

		Added the ability for the persona details panel to have extra top/bottom content added

	Change 3420832 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Add profile control to context menus

		Also delete old unused code

	Change 3422651 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Toolbar trimmed down & re-ordered

		Body/constraint ops moved to context menus

		Apply physmat now a context-menu option with an asset picker

	Change 3422654 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed extra warning dialog when auto-creating bodies

		Changed title of new asset dialog to "auto-create bodies"

	Change 3422680 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix "simulate selected"

		As we dont re-init the physics state each time we start simulating, our tweaked physics type was never applied. We now manually do this in the editor.

	Change 3422937 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Replaced EKCollisionPrimitiveType with EAggCollisionShape::Type

		Fixed up selection so body selection works & tree seleciton is properly synced with viewport
		Added recursion guard to selection delegate handlers.

		Removed vestigial instance property editing support (no longer needed).

		Removed unused old tree support code

	Change 3423034 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added constraints to tree

	Change 3423318 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix bone proxiies stopping updating after initial viewport selection

	Change 3424993 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed up selection issues when creating new bodies

		Added constraint context menu

	Change 3424998 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Moved icons to central location

	Change 3425445 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Customized filtering of the skeleton tree

		Hide constraints by defualt

		Added option to hide parents when filtering (so the vertical space is nto wasted, but some idea of hierarchy is preserved).

		BREAKING CHANGE: changed skeleton tree filtering API to add args & removed bWillFilter bool.

	Change 3425488 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen

		Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3425303

	Change 3427886 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Moved physics sim options to viewport menu (so seleciton changing is not required to change them)

		Moved physics-related rendering options to show menu

		We no longer switch to sim options when nothing is selected.

		During simulation we now disable the details panel

		Constraint scaling now works correctly (rather than just scaling the screen size limit that axes only are rendered)

	Change 3428040 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Small fixes based on feedback:

		Exposed Mirror tool to menus

		Exposed constraint quick actions to menus

		Added edit condition to Position & Velocity strength for physical animation

		Fixed up some tooltips & display names

	Change 3428143 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Defaulted to constraints as points

	Change 3428216 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Request from Nick D:

		Update in-level primitive transforms immediately, rather than on mouse up. We only do this for non-convex primitives however, to avoid re-cooking meshes.

	Change 3430326 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Tweaks to rendering of constraints and shapes to allow for better seleciton & interaction with editor widgets.

		Slightly increased point-constraint rendering size and added crosshair cursor to constraints

	Change 3430327 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed object-reuse issue in skeleton tree items with sanem names (use a GUID instead)

	Change 3430391 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed duplicate time dilation (can just use viewport menu!)

	Change 3430419 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixup post-merge

		Prevent crash by attaching to root component in the correct place

		Add IWYU include for TArrayView

		Remove more unused code

	Change 3430443 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix constraint/body selection one final time

		Move constraint drawing to SDPG_World (apart from point mode)

		Remove depth offset in material

	Change 3430495 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Enabling/disabling collision between bodies is now clearer

		Menu items are now enabled and disabled correctly depending on collision state

		Tooltip reflects what actually gets done when the operation is enacted

		Also corrected a few functions that still reference constraint & body mode

	Change 3430553 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added enable/disable collision with all

	Change 3432386 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Color code graph items based on current profile

	Change 3432401 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Color code tree items too

	Change 3432418 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Bone selection & manipulation now possible - allows for pose setup before simulation

		Item expansion now expands leaf nodes when selecting - helps with constraint selection etc.

	Change 3432427 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix compile error

		Color code according to simulated/kinematic status

	Change 3432428 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		File i missed

	Change 3432540 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added physics asset factory so physics assets can be created form the "new asset" menu.

		Skeletal mesh is picked then a defualt asset is generated

	Change 3432556 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Improve interactions with bones & bodies

		Clear bone selection when selecting bodies/constraints

		Always hide gizmo in simulate

	Change 3432703 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed unused selection lock feature

		Fixed selection working incorrectly with details panel closed

	Change 3434710 on 2017/05/11 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Selection improvements

		Multiselect in tree now only selects non-collapsed tree elements

		Selection API revamped in shared data, so multiselect of constraints can work correctly (they appear more than once in the tree, so the preivous single-point-of-access API was insufficent).

	Change 3489030 on 2017/06/14 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen

		Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3488994

	Change 3491459 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixup post-merge issues

	Change 3491486 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Simulation now works in a simlar way to the level editor

		Only on 'simulate' button, which controls repeating the last simulation (be it selected or not). Options are on a dropdown.

	Change 3491529 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed selection color of wireframe drawing (this broke ages ago!)
		Fixed initialized environment color/intensity

	Change 3491537 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Tweaked materials so they dont repend on seperate translucency (which is optional, and disabled currently)

	Change 3491791 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix crash when simulating selected new bodies

		Make sure we recreate physics state appropriately (it used to be done on simulation start, so wasnt needed each time)

	Change 3494359 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Select all is now a menu option

		Context menu pops when right-clicking nothing now too
		Menu no longer grows enormous when multiple types of objects are selected

	Change 3494373 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Enlarged constraint rendering size
		Show constraints (rather than points) by default

	Change 3511708 on 2017/06/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Physics Assets now appear in the asset family shortcut bar

		Physics Assets now render thumbnails

		Skeleton tree can now work in 'picker' mode

		Constraints can now be created manually in the graph, tree and viewport

		Fixed double-click and mousewheel not working right sometimes

	Change 3513121 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed clicks incorrectly selecting bones in simulate mode

	Change 3513160 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Physics Asset config is now loaded/saved

		Fixed antoher corner case with viewport clicks in sim

	Change 3513540 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Moved body creation params over to a details panel & settings object

		Moved initial creation dialog over to use the new system too

	Change 3513591 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Renamed shapes and constraints in the tree view

	Change 3513752 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Constraints are now not filtered by default

	Change 3513797 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Selecting constraints now shows them (and the bodies involved) in the graph

	Change 3513859 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed "Show Kinematic Bodies"

		We now always show kinematic status in simulate mode

	Change 3515732 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		PhAT rendering settings are now persisted across sessions.

		Access to sim/edit settings is now not gated on state of the editor. Sim/edit settings are always both available.

		Added editable opacity to collision rendering.

	Change 3515735 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		New materials with opacity parameter

	Change 3515757 on 2017/06/29 by thomas.sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Re-saved materials

	Change 3515759 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added ability to only show selected bodies as solid

	Change 3515812 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix focus 'F' shortcut sometimes not working

	Change 3515984 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix a bunch of selection issues with the graph not keeping in sync

	Change 3517456 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen

		Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3516853

	Change 3517514 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed disappearing convex meshes on simulate

		Also fixes crash in thumbnail rendering

	Change 3517556 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Disabled selection on mesh. Fixes selection issues.

		Also made the hit proxy use a crosshair when over bodies, for easier selection

	Change 3517642 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added body/body collision buttons back to the main toolbar

		Fixed solid body drawing using the wrong material when no bodies are selected

	Change 3517828 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix delete shortcut not working when tree is focused

	Change 3517927 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Integrated per-bone primitive generation with the new tab method

		Removed context menu item for bones (fixes duplicate popup)

		Fixed undo/redo not working for regenerating all bodies

	Change 3519931 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Disabled body regeneration when simulation is running

		Fixed up tab icons

	Change 3519978 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Preview mesh is now set like every other Persona editor (via toolbar picker of via preview scene settings)

		Animation picker removed from toolbar (we use the preview scene settings for this now)

		Fixed profiles tab icon

	Change 3519982 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Show attached assets in tree

	Change 3519995 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix broken multi-selection of bone proxies

	Change 3532799 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed code that prevented parts of the UI (like simulation) from working in PIE

		Removed graph overlays & added "PHYSICS" label

	Change 3532837 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed arrows from graph

		Fixed dragging off constraints/input pins/bodies in constraint-created graphs

		Constraint names now include both bodies

	Change 3532880 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Switched from colors to icons in the skeleton tree

		Removed bold fonts

	Change 3532907 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Layout fixes

		Added border around generate button in tools panel

		Removed skeleton tree header in contexts where it is not needed

	Change 3532932 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added slow task dialog for body generation

	Change 3532992 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Rearranged context menus to be not so huge

	Change 3533134 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Rearranged menus some more

	Change 3533135 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Colorized details customization of swing/twist items

	Change 3533174 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Auto-open assets when creating from skeletal mesh

		Tweaked tooltip on suggestion from Nick D

	Change 3535652 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed mirroring changes not showing up straight away

	Change 3535731 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Moved over to Persona-style floor adjustment

	Change 3539689 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Tweaked tooltips for filtering items

	Change 3539693 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added "deselect all" option (Esc)

	Change 3539731 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Graph selection tweaks

		Selected bodies in the viewport/tree are now also selected in the graph.
		Selection outline is now matched to the graph outline instead of using default outline.
		Pin allocation no longer happens twice

	Change 3539750 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Switched simulate shortcut to Alt+Enter

		Avoids conflict with clobal PIS/SIE shortcuts

	Change 3539933 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Minor body regeneration refactor

		Label for tools tab button is dynamic depending on selection context
		Generation setttings are now re-used by creation dialog too
		Added in per-bone and per-body regeneration menu items. Bone regeneration now deletes the old body(s) instead of aborting

	Change 3543884 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Resetting animation to default now correctly applies the animation

	Change 3544101 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed up physics asset editor's use of debug skel mesh component

		This broke post-merge from Dev-AnimPhys.
		Kinda hacky, but we need to double-flip the buffers in this case as we want to force non-threaded work AND also wait on the physics tick group to complete (to blend in physics).
		This also requires making ShouldBlendPhysicsBones protected, otherwise the buffers are never flipped in the non=simulating case (before simulation is enabled in the physics asset editor).

	Change 3547893 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Moved code to add/remove/assign/unassign profiles to details customization

		Also allowed dupication again (via the menu)
		Allows correct naming of new profiles as before (as this is handled in PostEdit)

		#jira UE-47448 - Deleting profiles in Physics Asset Editor does not update the current profile
		#jira UE-47514 - Unable to duplicate profiles in Physics Asset Editor
		#jira UE-47384 - New profiles in Physics Asset Editor are all named the same
		#jira UE-47375 - Physics Asset Editor 'None' current profile Delete option is available
		#jira UE-47378 - Current Profile name boxes in Physics Asset Editor are size limited and overlap buttons if too long
		#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save

	Change 3547925 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Prevented ctrl+selection of constraints from re-selecting

		Avoided defered broadcast of seleciton event from the graph

		#jira UE-47515 - Ctrl + click and Shift + click does not remove constraints from skeleton tree in Physics Asset Editor

	Change 3550332 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed bodies incorrectly simulating outside of 'simulate' mode

		Forced all bodies to be non-simulated when simulation is disabled.

		Also removed non-functioning motor menu options & disabled more menu options when simulating

		#jira UE-47579 - Entire mesh rotates uncontrollably after rotating a simulated body in Physics Asset Editor

	Change 3550355 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed crash when failing to create a physics asset with multi convex hull

		#jira UE-47590 - Crash when New Physics Asset window is closed with no asset being created

	Change 3558007 on 2017/07/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed typo that disabled editability of profile names incorrectly

		#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save

	Change 3566157 on 2017/08/01 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed crash when opening a physics asset with a deleted preview skeletal mesh

		Now assigns default mesh as before

		If the mesh is then reset, the asset editor must be re-opened as the skeleton will have changed underneath it.

		#jira UE-47918 - Crash when opening certain Physics Assets

	Change 3568327 on 2017/08/02 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Prevent "set bodies below" from improperly enabling simulation on bodies

		#jira UE-47752 - Set all bodies below to simulated causes the viewport to simulate those bodies immediately in Physics Asset Editor

	Change 3570436 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Physics assets with simulated bodies no longer simulate when first opened

		#jira UE-48000 - Physics assets with simulated bodies begin simulating when first opened

	Change 3570470 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix excessive gravity crash when actors pop out of the world

		Also restrict gravity to non NaN-causing levels.

		#jira UE-48002 - Crash when mesh falls out of world due to high gravity simulation in Physics Asset Editor

	Change 3570717 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen

		Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3570581

	Change 3570781 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix merge issues

	Change 3587760 on 2017/08/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed delegate for skeleton tree context menu extension, now uses an empty section

	Change 3589915 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added comments to bone proxy & physics asset editor shared data

		Removed unused variables

	Change 3589976 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed constraint 'all positions' rendering

		Removed empty override of unregister tab spawners

	Change 3589983 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix crash when setting skeletal mesh

		Toast is not displayed when the skeleton is changed as well as the skeletal mesh.
		Toolkit was getting invalidated as setting the preview mesh to a different skeleton ends up restarting the sub-editor

		#jira UE-48196 - Crash when changing preview mesh of Physics Asset and applying

	Change 3589990 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Physics asset selection color now uses editor settings

	Change 3589994 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed unused functions

	Change 3589997 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Commented SetBodiesBelowPhysicsType as per code review

	Change 3590007 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Disabled physical material menu in simulate

	Change 3590130 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed unused code

		Commented a few functions

		Re-instated preview mesh selection

		Removed delegate allowing viewport client class creation

	Change 3590154 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Remove unused code

	Change 3590197 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen

		Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3589965

	Change 3590250 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixup merge errors

Change 3596227 by Jonathan.Poncelet

	Fixed physics substepping interpolation using the wrong starting value.

	#jira UE-48150 Physics Substepping doesn't have the same effect from 4.15 to 4.16

Change 3596241 by Jonathan.Poncelet

	Fixed cloth not being drawn correctly in the editor, due to bounds not being computed accurately.

	#jira UE-48243 Clothing disappears during cloth paint mode once you navigate to a section far from the origin

Change 3596247 by Thomas.Sarkanen

	Fixup CIS errors post PhAT Upgrade merge

Change 3596250 by Thomas.Sarkanen

	More CIS fixes

Change 3596255 by Benn.Gallagher

	Fixed compilation errors when nativizing animation blueprints that use subinstances

	#jira UE-46522

Change 3596256 by Benn.Gallagher

	Fixed orphaned sub anim instance pins hanging around
	#jira UE-46545

Change 3596257 by Benn.Gallagher

	Fixed skel surf particles being misplaced when clothing was active. And fixed particles spawning on disabled cloth proxy sections.

	#jira UE-48045

Change 3596258 by Benn.Gallagher

	Hide mass override when selecting skeletal meshes. Mass overrides are taken from physics asset and will be ignored on the component so it makes no sense to have this visible

	#jira UE-47755

Change 3596259 by Benn.Gallagher

	Fixed mismatch between paint values and view values for clothing tools

	#jira UE-48110

Change 3596260 by Benn.Gallagher

	Stopped property context menus killing the whole window stack when an item is clicked
	#jira UE-48158

Change 3596261 by Thomas.Sarkanen

	One last Mac CIS fix (hopefully)

Change 3596308 by Benn.Gallagher

	Removed outdated references to APEX in clothing example map.

Change 3596360 by Martin.Wilson

	Fixing inconsistent animation entries in blueprint context menu (displaying differently depending on whether the asset is loaded) + Cache correct tooltip when asset isn't loaded

	#jira UE-48452

Change 3596459 by Benn.Gallagher

	Fixed anim curves not correctly being updated to post process instances. Change made to curve update in Dev-General fixed main and sub instances but missed post process instances.

	#jira UE-47567

Change 3596967 by Aaron.McLeran

	Adding setting default reverb send level in audio settings.

Change 3596974 by Ethan.Geller

	Merge in fix from Christopher Oliver

Change 3597243 by Aaron.McLeran

	Checking in missing files.

Change 3597686 by Ethan.Geller

	Fix warnings/errors from CL 3597452

Change 3597846 by Ethan.Geller

	Fix errors, take 2

Change 3598290 by Ethan.Geller

	Panning Angle Issue

Change 3598412 by Ethan.Geller

	Change Core.h header to CoreMinimal.h, fix warnings

Change 3599797 by Jurre.deBaare

	LODs from Merge Actor tool have bad normals
	#jira UE-47129
	#fix normals weren't wrong but user was complaining about the lightmap resolution behaviour, so added a new feature that calculates the lightmap resolution according to:
		1) Summing all lightmap pixel counts for each mesh component being merged
		2) Calculating fitting texture dimension by taking square root of the total pixels

Change 3599863 by Lina.Halper

	PR #3919: rename flag 'DEPERCATED_PHYSBLEND_UPDATES_PHYSX' to 'DEPRECATED_PHYSBLEND_UPDATES_PHYSX' to fix the typo (Contributed by aziot)


Change 3599883 by Jurre.deBaare

	HLOD: update outliner tooltip when UE docs arrive

	#jira UE-20352

Change 3599944 by Martin.Wilson

	Smart name refactor
	- Remove guids entirely
	- Remove automatic fix up
	- Simplify smart name mapping container
	- Make animations deterministic for cooking

	#jira UEAP-264

Change 3600133 by Benn.Gallagher

	Fixed crash shutting down editor with active cloth paint tab, as mode manager was being used unsafely.
	#jira UE-48612

Change 3600166 by Benn.Gallagher

	Fixed cloth paint gradient allowing invalid values

	#jira UE-48114

Change 3600719 by Lina.Halper

	PR #3894: PlayMontage node bug Fix (Contributed by ArCorvus)


Change 3601668 by Jurre.deBaare

	Improve BlendSpace preview pin dragging controls
	#fix Click and drag now also works for the preview pin which should allign it with other pins on the grid and makes the preview functionality more discoverable
	#misc Also added tooltips on the grid to make the functionality more discoverable
	#jira UE-43011

Change 3601669 by Jurre.deBaare

	No easy way to tell which Blend Sample in the blend graph matches up to which Blend Sample in the Asset Details panel
	#fix I've added the SampleIndex to the names to make it easier recognizing which one is which
	#jira UE-46892

Change 3601731 by Benn.Gallagher

	Fixed cloth paint falloff to actually calculate falloff, and take brush strength into account.

	#jira UE-48329

Change 3601897 by Lina.Halper

	fixing issue with sequencer reinitialization

	#jira: UE-48556

Change 3602339 by Benn.Gallagher

	Fixed comment/tooltip typo

Change 3602502 by Benn.Gallagher

	Fixed clothing gradient tool renderer not showing selected points when camera was moving
	#jira UE-48331

Change 3602664 by Ethan.Geller

	Unshelved fixes from Dev-VR

Change 3602726 by Lina.Halper

	Back out revision 3 from //UE4/Dev-AnimPhys/QAGame/QAGame.uproject

	#jira: UE-48700

Change 3603011 by Lina.Halper

	Fix build error

Change 3604139 by Benn.Gallagher

	Restricted painter processing to no longer attempt painting while in simulation previews in cloth paint mode.

	#jira UE-47960

Change 3604284 by Benn.Gallagher

	Fixed crashes in physics asset editor and skeletal mesh editor when the preview scene clears out the preview mesh while clothing is running

	#jira UE-48687

Change 3604612 by Lina.Halper

	Fix curve issue from automation test
	- It was actual bug.

Change 3604614 by Lina.Halper

	- Fix crash with macro anim notify
	- Make sure macro anim notify doesn't show up in the menu

	#jira: UE-45036

Change 3604725 by Lina.Halper

	fixed issue with opening state machine from anim graph
	#jira: UE-48726

Change 3604971 by Aaron.McLeran

	#jira UE-48738 Launching Oculus Rift without -VR plays audio in the oculus rift.

	Bringing fix from 4.17 to Dev-AnimPhys

Change 3605787 by Aaron.McLeran

	Adding ability to pass in an optional owner in PlaySound2D and PlaySoundAtLocation BP calls

	- This is necessary in order to use the sound concurrency "limit by owner" feature

Change 3606851 by Jurre.deBaare

	UE4Editor Static Analysis Win64 - Warning fix

Change 3607022 by Lina.Halper

	Fix static analysis warning

Change 3607229 by Jurre.deBaare

	RemoveAllCurveData should not allow removing data from the Skeleton
	#jira UE-48107

Change 3607660 by Martin.Wilson

	Live link client can run in cooked builds too

	#jira UEAP-306

Change 3607668 by Ethan.Geller

	#jira UE-48792 fix null dereference case in audiodevice.cpp

Change 3607734 by Lina.Halper

	LOD linking to curve
	- consolidated to one param - curve eval option
	- for long time, looking at why morphtarget wasn't working on LOD 1, later realized it was due to simplified :(
	- fixed to make sure param to clear is always checking with default value - this is correct behavior and it's not too bad for perf because internally the default value is also in the TMap
	- flipped meaning to align with bAllowCurveEvaluation
	- also fixed issue with orion cooking - where transform curves are added as normal curves

	#jira:  UE-37996, UE-48782

Change 3607859 by Martin.Wilson

	Missed files from live link editor checkin

Change 3607958 by Martin.Wilson

	Redo Jurre's changes from CL 3607229 (were removed by CL 3607734)

Change 3608566 by Ethan.Geller

	change include to avoid header conflicts on Linux

Change 3609074 by Ethan.Geller

	Take 2: Fix capitalization on include, fix Linux build.

Change 3610024 by Lina.Halper

	Fix issue with material editor crashing due to missing load module of AdvancedPreviewScene

	- we used to load advanced preview setting by persona module
	- this has been moved to persona tool kit, and now all other modules are crashing
	- If we want to do it for tool kit, we have to make sure all other editor's loading should change also.

	#jira: UE-48809

Change 3610081 by Jurre.deBaare

	Animations can't be set on blend samples from the dropdown
	#fix Skeleton asset registry tag now includes 'AssetTypeName' PathToAsset, so replacing compare with contains
	#jira UE-48746

Change 3610088 by Jurre.deBaare

	Editor crashes if you CtrlZ several times after adding animations to a 1D blendspace
	#fix removed the hacky OnObjectPropertyChanged and tied the refresh into propertyhandles instead
	#misc found out of sync widget values due to incorrect encapsulation inside of lambdas
	#jira UE-48741

Change 3610862 by Ethan.Geller

	Fix submix effects for situations where number of input channels does not equal output channels

Change 3611346 by Aaron.McLeran

	Using audio thread platform affinity mask for audio render thread.

Change 3613297 by Ethan.Geller

	Simple delay submix

Change 3614435 by Martin.Wilson

	CIS fix

Change 3614482 by Martin.Wilson

	Store root motion on anim instance instead of proxy to avoid thread safety stalls

	#jira UE-46896

Change 3614483 by Martin.Wilson

	Evaluate curves in anim offsets

	#jira UE-47119

Change 3614495 by Jurre.deBaare

	Reimport alembic file with new source option does not automatically tick any tracks
	#fix If no tracks are set to import, reset them all to do so (we're assuming here the user is importing something completely different, and we wouldn't want her to import an empty animation either)
	#jira UE-46141

Change 3614645 by Thomas.Sarkanen

	Fixed physics assets not simulating when BlockAll was globally overridden

	Persona viewport was overriding the collision profile back to BlockAll, which projects can override. Setting to the internal PhysicsActor profile prevents this, as it used to in PhAT

	#jira UE-48591 - Physics assets not simulating correctly in Orion

Change 3614683 by Lina.Halper

	Fixed crash when modifying default physicsasset

	#jira: UE-48844

Change 3614721 by Jurre.deBaare

	Vertex painting on skeletal meshes bound by physics asset
	#fix Now try and find intersecting triangle if we do hit the mesh bounds, but not any physics bodies
	#jira UE-48004

Change 3614730 by Thomas.Sarkanen

	Fixed crash when regenerating multi convex hulls from zero-vert bones

	We handled this in the single convex hull case, but multi did not.

	#jira UE-48780 - Editor crashes if you regenerate a box body to a complex hull body

Change 3614763 by Jurre.deBaare

	Moving over:
	HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor
	#jira UE-48249
	#fix ensure that we nullptr check the static mesh as a LODActor can be reset to have a null static mesh

Change 3615029 by Lina.Halper

	Fix issue with highlight
	#jira: UE-48855

Change 3617593 by Thomas.Sarkanen

	Fixed crash when regenerating large amounts of bodies

	We were overflowing the PhysX shape limit for aggregates - this refers to shapes, not bodies, it seems

	#jira UE-48606 - Crash when adding new multi convex hull body to bone on skeleton that already has multi convex hull bodies

Change 3617609 by Jonathan.Poncelet

	Fixed crash that could occur when opening a physics asset and deleting bones.

	#jira UE-48971 Editor crashes if you clear a preview mesh on a physics asset and delete the bones when reopening it

Change 3617723 by Thomas.Sarkanen

	Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down

	Fixed up 2 locations where the persona toolkit was being held onto by a strong ptr (cloth paint and new PhAT). This should stop the preview scene from persisting.
	Moved AddToRoot pattern used for anim preview scene to FGCObject

	#jira UE-47227 - [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794]
	#jira UE-47717 - SkelMesh Editor creates preview World, but it never gets destroyed

Change 3617818 by Benn.Gallagher

	Final v1 UX changes for clothing tool, and removed experimental flag

Change 3617937 by Jurre.deBaare

	Default bounds for Alembic skel-mesh are too large
	#fix bounds was initialised to zero and +-ed which meant that it would always include (0,0,0) and enlarge the bounds
	#jira UE-47139

Change 3618187 by Ethan.Geller

	Implement Audiomixer in HTML5

Change 3618188 by Lina.Halper

	Fix issue with highlight in persona

	#jira: UE-49020

Change 3618229 by Lina.Halper

	Fix crash on exit when modify is causing it to serialize again in the middle of tear down

	#jira: UE-48025

Change 3618248 by Lina.Halper

	fix issue by workaround where clamp is not happening with allowspin is false

	#jira: UE-47001

Change 3618289 by Aaron.McLeran

	Removing audio format types we're not using for simplicity

Change 3618291 by Martin.Wilson

	Fix duplicate of curve name appearing in list when renaming

	#jira UE-49041

Change 3618390 by Aaron.McLeran

	Removing a case for DTYPE_Xenon since this is never used.

Change 3618425 by Martin.Wilson

	Keep notify UI up to data across multiple editors when adding notifies to an animation

	#jira UE-48104

Change 3619023 by Aaron.McLeran

	Removing DTYPE_Xenon from XAudio2Buffer.cpp since it's not used

Change 3619129 by Aaron.McLeran

	Source bus feature.

	- New architectural feature for audio mixer that allows audio sources to route to other audio sources.
	- Buses can be routed to each other
	- Buses have a duration which can be set in bus asset
	- Buses can choose between mono and stereo channels
	- Sources can send to buses and also toggle to *only* output to buses (and bypass submixing)
	- Will allow persistent source effects on different source audio, while also maintaining 3d spatialization capabilities. Lots of future features will build on this change: 3d audio-volume-based submixing, sidechaining, environment reflections, diagetic microphones, etc.

	- Some engine changes and optimizations:
	  - Format conversion to float is done in async workers for decode vs the render callback
	  - Procedural sound waves can opt to output only float vs int16 PCM data (avoids a format conversion in audio mixer)
	- Apply master attenuation at the final output vs per-source
	- Fixed code that performs fade in/fade out for smooth startup and shutdown.
	- Moved FSourceParam to FParam into DSP utility so others can use it.
	 - Some engine fixes:
	    - Audio spat plugins that are external sends will not send audio to default/base submix. But will also allow their audio to be panned and sent to submix sends (e.g. reverb) so external HRTF rendering can also get reverb effects, etc.
	  - Fixed an issue with pause
	  - Fixed an issue with the final source buffer in a source voice not getting properly rendered and causing discontinuties
	- Fixed an issue with WorldID not getting set for listeners

	TODO:
	 - fill out source bus details panel customization to hide USoundBase params which aren't relevant to source buses

Change 3619159 by Ethan.Geller

	#jira UE-48950 fix steam audio crash on editor exit

Change 3619555 by Jonathan.Poncelet

	Fixed constraint debug drawing arrows in the physics asset editor being too large.

	#jira UE-48863 Limited constraints and free constraints are much larger on screen

Change 3619574 by Thomas.Sarkanen

	Fixed debug link for animation blueprints not persisting when changing preview mesh

	Anim instance is no longer re-created all the time when setting skeletal mesh, so we need to re-init the preview instance and re-set the linked skeletal mesh component manually when the mesh changes.

	#jira UE-46642 - Switching Preview mesh when you've selected an AnimBP breaks the link between the AnimBP and PIE session

Change 3619586 by Thomas.Sarkanen

	Fixed physics asset shortcut not working correctly in certain circumstances

	FBox was using uninitialized memory

	#jira UE-49034 - Pressing F to focus on a physics body focuses on the area in between the root and the physics body and not the selected body

Change 3619640 by Thomas.Sarkanen

	Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars

	Unified the skeleton/mesh search code between FPersonaAssetFamily and FPersonaToolkit, so they bot *look* for a compatible skeletal mesh if one was not found on the asset (but still dont set it automatically).

	#jira UE-49038 - If you open a skeleton or an animation it won't open persona with the correct physics asset in the quick switch bar

Change 3619644 by James.Golding

	Change FBodyInstance::InstanceBodyIndex back to int32 (need to support ISMC with many instances)
	#jira UE-47652

Change 3619654 by Martin.Wilson

	Fix removing a curve when it isn't used on any animations

	#jira UE-49048

Change 3619771 by Thomas.Sarkanen

	Make sure the physics asset editor floor has collision, regardless of what BlockAll does

	#jira UE-49088 - PhysicsAsset Editor Floor should not depend on BlockAll config

Change 3619803 by Jonathan.Poncelet

	Fixed localization warnings caused by duplicate keys.

	#jira UE-48580 //UE4/Main: Step "Build Engine Localization" has completed with 4 Warnings

Change 3619813 by Jurre.deBaare

	Baked bones using a pose animation are rotated in the wrong direction
	#fix root bone transform wasn't being taken into account while generating final bone transforms
	#misc added debug logging for future work
	#jira UE-47362

Change 3619830 by Jurre.deBaare

	Biased Texture Size option is not functioning when Merging Actors
	#fix Fixed up material baking setup after refactoring, now sets correct texture sizes again according to texture sizing type, this will be removed in the long term anyhow
	#misc Found a bug in material rendering  if previous render size < current render size it would not set the viewport size/projection matrix correctly which broke the material bake
	#jira UE-48108

Change 3619859 by Thomas.Sarkanen

	Fixed HLOD selection sphere persisting on undo/redo

	Removed HLOD selection actors when the outliner is refreshed

	#jira UE-47032 - HLOD Cluster radius sphere remains in level if you move an actor in a cluster and then undo the movement.

Change 3619871 by Martin.Wilson

	Calculate root motion over the correct segment times, not the track times

	#jira UE-43719

Change 3619898 by Thomas.Sarkanen

	Improve UI feedback around bounds/in-game bounds in animation editor viewports

	Tooltip for in-game bounds is now more detailed
	In-game bounds cannot be selected if bounds is not also selected

	#jira UE-47958 - Bound vs In-game Bound in Viewport Show menu in Physics Asset Editor is confusing

Change 3619908 by Thomas.Sarkanen

	Fixed tooltip for PhysicsType

	#jira UE-48421 - Incorrect tooltip for Physics Type

Change 3620014 by Jurre.deBaare

	Only the first mesh bake material property in the array can be set to diffuse, diffuse cannot be selected on the other array elements
	#fix Changed the way the restriction is setup and retrieve the UMaterialOptions from the details view instead of GetDefault<>
	#misc Also added more delegates to ensure the restriction is up to date
	#jira UE-46980

Change 3620104 by Jurre.deBaare

	HLOD doesn't support renaming in levels
	#fix ensure that during renaming of UWorld we also rename the HLOD assets into their respective new HLOD package outer
	#jira UE-48072

Change 3620151 by Thomas.Sarkanen

	Undo/redo now correctly affects animation preview scene settings

	Preview scene desc is now transactional & state is correctly set up on undo/redo according to the current preview scene desc

	#jira UE-47816 - Undoing setting the animation mode to Refrence pose doesn't update the UI

Change 3620152 by Thomas.Sarkanen

	Exposed LOD menu in PhAT

	This allows auto LOD to be optionaly selected. It was hidden and we forced to LOD 0 before. We still default to forcing LOD 0 to preserve the old behavior.

	#jira UE-47970 - LODs not working in Physics Asset Editor

Change 3620177 by Benn.Gallagher

	PR #3696: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() (Contributed by Koderz)


Change 3620250 by Jurre.deBaare

	HLOD assets left in HLOD folder when clusters are deleted
	#fix some added lifetime management for HLOD assets, keeping list of 'stale' HLOD assets which if not Undo-ed will either be deleted when LODActor is saved, or marked PendingKill when LODActor is destroyed
	#jira UE-47450

Change 3620273 by James.Golding

	PR #3908: Removing duplicated forward declation (Contributed by celsodantas)
	#jira UE-48530

Change 3620274 by James.Golding

	PR #3909: Removing unnecessary conditional (Contributed by celsodantas)
	#jira UE-48531

Change 3620275 by James.Golding

	Add icon for destruction plugin

Change 3620401 by Ethan.Geller

	#jira UE-47684 Remove SDL dependencies from Win64

Change 3620586 by Jurre.deBaare

	Linux CIS fix

Change 3620660 by Martin.Wilson

	Fixes for state machines getting reinitialized in situations that users don't want them to.
	-Added option to state machine to allow it to skip reinitialization when it becomes relevant
	-Added option to slot nodes to keep source pose relevant while montage slot is playing.

	#jira UE-43578

Change 3620665 by Aaron.McLeran

	Making source buses only show relevant source bus data.

	- hiding sound wave categories that aren't relevant to source buses

Change 3621087 by Ethan.Geller

	#jira UE-49000 implement device change listener to ensure we are properly handling when audio is disabled.

Change 3621144 by Aaron.McLeran

	#jira UE-49147
	#jira UE-49145

	 Fixing concurrency and volume stats

Change 3621148 by Aaron.McLeran

	Fixing typo

Change 3621180 by Ethan.Geller

	#jira UE-49151 Fix for browser preview on bus only sounds

Change 3621421 by Ethan.Geller

	#jira UE-49165 Fix real time audio slider.

Change 3621604 by Ethan.Geller

	#jira UE-44847 fix iOS panning algorithm on non-audio mixer

Change 3621626 by Lina.Halper

	Fix issue with anim montage displaying when selecting animation

	#jira: UE-48749

Change 3621813 by Thomas.Sarkanen

	Fixing undo/redo of bone modifications in Physics Asset Editor (and others)

	Bone proxy objects now get recycled (instead of the pool constantly growing) as their names are stable and unique.
	Fixed broken skeleton tree RTTI (so selection persistance now works correctly on undo/redo again)
	We no longer force a re-selection on phyiscs asset changes (the tree takes care of that anyway).

	#jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work

Change 3621831 by Jurre.deBaare

	Crash fix for Material baking when trying to analyse a MP_MAX material property
	#jira UE-49172

Change 3621936 by Thomas.Sarkanen

	Fixed CIS error from merge

Change 3621937 by Thomas.Sarkanen

	Fix merge issue with API change in USynthComponent

Change 3622173 by Thomas.Sarkanen

	Fixed ortho viewports being bright white in sub-editors

	Preview scenes in general are responsible by default for the background color.
	Advanced preview scenes now use background color from settings. Previously only te animation editors did this.

	#jira UE-48841 - The background of the orthographic viewports is bright white

Change 3622730 by Ethan.Geller

	#jira UE-49182 UE-49198 UE-49201 Fix for channel mismatch in procedural sound waves, remove singleton behavior for MMNotificationClient. CL by Aaron.McLeran

Change 3622759 by Ethan.Geller

	#jira 49170 reduce static analysis warnings for audiodevice.cpp

Change 3622901 by Benn.Gallagher

	Bumped PhysX DDC key after change in Orion caused verify failures

Change 3623458 by Aaron.McLeran

	#jira UE-49204 Delores monologue cut short in Odin elevator

Change 3623667 by Aaron.McLeran

	#jira UE-49204 UE-49243 Delores monologue cut short in Odin elevator

Change 3623752 by Aaron.McLeran

	#jira UE-49247 Sound Source Bus Properties Are Inappropriate

	Fixing issues with new source bus uobject so properties show up appropriately.

Change 3624058 by Ben.Marsh

	Fix stale module being enumerated when running UE4Editor-Cmd.exe, causing warning when running incremental automated tests.

	Module and version manifest filenames are derived from the executable filename, so when running the executable compiled for the console subsystem, we need to strip the -Cmd suffix from the executable name to find the correct path.

Change 3624193 by Ethan.Geller

	#jira UE-49170 Static analysis fix, take 2

Change 3354003 by Thomas.Sarkanen

	Back out changelist 3353914

Change 3355932 by Thomas.Sarkanen

	Back out changelist 3354003

	Reinstating merge from Main:

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839

Change 3477632 by Jurre.deBaare

	Automated test content and ground truths for Actor Merging and Material baking functionality

Change 3491464 by Jurre.deBaare

	Updated automation content for MergeActor behaviour

Change 3587878 by Thomas.Sarkanen

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @  CL 3587489

Change 3597452 by Ethan.Geller

	#jira UEAP-304, UEAP-280, UEAP-281: Major structural refactor of Audio Plugin interfaces, Oculus Audio plugin, Steam Audio Plugin. Introduction of Sony Audio3D plugin.

Change 3602935 by Lina.Halper

	Allow curve evaluation to be controlled by users

	#jira: UE-46446

Change 3606120 by Ethan.Geller

	Move Tap Delay Submix to Synthesis library, modify tap delay API

Change 3621830 by Thomas.Sarkanen

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3621691

Change 3622807 by Ethan.Geller

	#jira UE-49201 Fixing volume issues

	Issue is that these platforms weren't using the proper public function and an audio mixer refactor changed how volume is calculated to seperate out distance attenuation vs other volume gains.

[CL 3624383 by Thomas Sarkanen in Main branch]
2017-09-04 04:17:46 -04:00
Marcus Wassmer
0341e5d5c1 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928)
#lockdown Nick.Penwarden

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

Change 3441680 by Uriel.Doyon

	Added units to point light intensity, to allow the user to specify the value in candelas or lumens.
	New point light actors now configure the intensity in candelas by default.
	Replaced viewport exposure settings by an EV100 slider.
	Hidding the tone mapper in the show flag now still applies the exposure.
	Added a new AutoExposure method called EV100 which allows to specify :
	- MinEV100, MaxEV100
	- Calibration Constnat
	- Exposure Compensation
	#jira UE-42783

Change 3454934 by Chris.Bunner

	Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability.

Change 3512118 by Marc.Olano

	Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points

	Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing

Change 3512129 by Benjamin.Hyder

	Fixing up content in TM-SobolNoise

Change 3512151 by Rolando.Caloca

	DR - Fixed some layouts that were general
	- Added some extra dump information

Change 3512160 by Benjamin.Hyder

	Still Fixing TM-Sobol

Change 3512180 by Marc.Olano

	PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod.

Change 3512261 by Michael.Lentine

	Move Subsurface to shared properties.

	Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output.

	#jira UE-44405

Change 3512288 by Rolando.Caloca

	DR - Fix issue when recycling image handles

Change 3512338 by Michael.Lentine

	Fix precision if user enters a multiple of 90 degree rotation for transforms.

	This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7.

	#jira UE-46137

Change 3512424 by Michael.Lentine

	Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set.

	#jira UE-44315

Change 3512686 by Brian.Karis

	Fix for quadric assert in infiltrator. Due to bad tangents in source mesh.

Change 3512696 by Brian.Karis

	Unrevert TAA. Fixed DOF NaN artifacts

Change 3512717 by Marcus.Wassmer

	PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4)


Change 3513112 by Richard.Wallis

	Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform.  Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving.

	Fix includes:
	- Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at).
	- Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required.
	- Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt.

	#jira UE-45657

Change 3513357 by Richard.Wallis

	Windows compile fix.

Change 3513375 by Guillaume.Abadie

	Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D.

Change 3513685 by Richard.Hinckley

	#jira UEDOC-3822
	Fixing a comment that refers to a non-existent function, for documentation purposes.

Change 3513705 by Marc.Olano

	Updates to Sobol test levels in RenderTest project

Change 3513730 by Rolando.Caloca

	DR - Fix mip size copying resolve targets
	- Fix compute fence
	- Fix descriptor set texture layout
	- More dump info

Change 3513742 by Marc.Olano

	Texture-free numeric print for shader debugging

Change 3513777 by Daniel.Wright

	Handled edge case where no furthest samples are found in precomputed visibility

Change 3514852 by Rolando.Caloca

	DR - Fix -directcompile on SCW

Change 3515049 by Rolando.Caloca

	DR - hlslcc dump crash fix

Change 3515167 by Rolando.Caloca

	DR - hlslcc - Fix bogus string pointer
	- Allow reading from non-scalar UAVs

Change 3515745 by Rolando.Caloca

	DR - Linux compile fix

Change 3515862 by Rolando.Caloca

	DR - Remove old reference to CCT
	- Link with hlslcc debug libs on SCW debug config for easier debugging

Change 3516292 by Rolando.Caloca

	DR - glslang exe fixes

Change 3516568 by Rolando.Caloca

	DR - hlslcc - Copy fix for *Buffer as functionparameters

Change 3516659 by Marcus.Wassmer

	Fix some d3derrors with distance fields

Change 3516801 by Daniel.Wright

	Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built.  Any UObject reference that is to an asset can be NULL'ed by the editor.

Change 3516825 by Rolando.Caloca

	DR - Some initial fixes for structured buffers

Change 3516843 by Rolando.Caloca

	DR - Fix for Vulkan dist fields

Change 3516869 by Marcus.Wassmer

	Add format to the createrendertarget blueprint node

Change 3516957 by Daniel.Wright

	Fixed bUsesDistortion being editable

Change 3516965 by Daniel.Wright

	Still mark the distance field task completed, even if the static mesh has been deleted

Change 3517039 by Yujiang.Wang

	GitHub #2655: Optimization for shadow map resolution selection for spot lights

	* Use the radius of the inscribed sphere at the cone end as the spot light's screen radius

	Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly

	#jira UE-33982

Change 3517069 by Yujiang.Wang

	Fix for ScissorRect settings in d3d11 being lost under certain scenarios

	* Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled)
	* However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents)
	* Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does

	#jira UE-45465 UE-44760

Change 3517134 by Yujiang.Wang

	CIS fix

Change 3517662 by Rolando.Caloca

	DR - Execute upload Vulkan cmds on the RHI thread
	- Fix crash with structured buffer

Change 3517677 by Rolando.Caloca

	DR - Update/copy textures on RHI thread

Change 3517680 by Rolando.Caloca

	DR - Copy texture bulk data on rhi thread

Change 3517748 by Marcus.Wassmer

	temporary workaround for one class of GPU crashes

Change 3518832 by Rolando.Caloca

	DR - Copy & extend 3518077
	- Fix for movable skylight shader missing on simple forward (low lighting quality mode)

Change 3519973 by Richard.Wallis

	Jittering in Engine Menu Dropdown Options.  Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt.

	#jira UE-46505

Change 3520849 by Uriel.Doyon

	Fixed issue with investigate texture command and dynamic component entries.

Change 3521064 by Guillaume.Abadie

	Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk.

Change 3521834 by Rolando.Caloca

	DR - Fix decals on Vulkan

Change 3521892 by Rolando.Caloca

	DR - Fix Vulkan texture streaming

Change 3523181 by Rolando.Caloca

	DR - Copy from 3523176
	UE4.17 - Fix Vulkan scissor causing text to not clip

Change 3523534 by Yujiang.Wang

	UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU

	* A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders
	* Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations
	* The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame

	#jira UE-46631

Change 3524552 by Yujiang.Wang

	Fix iteration number calculation of LongGPUTask

Change 3524975 by Joe.Graf

	Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath
	Added SSE versions using _mm_popcnt_u64 for platforms that support it
	Added a SSE check to gracefully exit when missing the instruction and it was expected to be there

	#CodeReview: arciel.rekman, brian.karis

Change 3525306 by Daniel.Wright

	Fixed ensure from LPV

Change 3525346 by Rolando.Caloca

	DR - Fix linking issue

Change 3525459 by Daniel.Wright

	Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog
	* Enabled by default on all maps, effective after a lighting build.  This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features.
	* New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb.
	* Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume.  Positions outside the importance volume get lit with the border texels.
	* Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps.
	* A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell.
	* Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors
	* The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups.
	* A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms
	* Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving.
	* Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available
	* New Visualization show flag for Volumetric Lightmap sample points
	* Level streaming of volume light data is not currently supported with this method

Change 3525461 by Daniel.Wright

	Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out.  This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference).

Change 3526459 by Rolando.Caloca

	DR - Fix validation error

Change 3526474 by Rolando.Caloca

	DR - Integrate from GV

Change 3526487 by Daniel.Wright

	Disabled Volumetric Lightmap filtering with neighbors due to artifacts
	Fix linux compile errors

Change 3526833 by Rolando.Caloca

	DR - Workaround for hlslcc

Change 3526991 by Uriel.Doyon

	Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike.

Change 3527574 by Rolando.Caloca

	DR - Added some missing resource entries for SCW direct mode

Change 3527625 by Rolando.Caloca

	DR - Copy from 3527113
	UE4.17 - Fix Vulkan not calling Present

Change 3528461 by Brian.Karis

	Support larger hash sizes. Added uint list hashing function.

Change 3528780 by Rolando.Caloca

	DR - Default Vulkan resources

Change 3528818 by Rolando.Caloca

	DR - glslang - Added missing accessor

Change 3528839 by Rolando.Caloca

	DR - Fix virtual path issue when using non-engine relative absolute paths

Change 3528900 by Daniel.Wright

	Fixed variable shadowing

Change 3529039 by Rolando.Caloca

	DR - Read Spirv reflection data (not used yet)

Change 3529040 by Joe.Graf

	Fixed the 32bit compile failures for the popcnt optimization

	#CodeReview: arciel.rekman

Change 3529060 by Rolando.Caloca

	DR - hlslcc - New flag for keeping resource names

Change 3529344 by Rolando.Caloca

	DR - Delete unused file

Change 3529723 by Brian.Karis

	Fixed static analysis cleaner.

Change 3531357 by Michael.Trepka

	Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future.

Change 3531517 by Joe.Graf

	Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc

	#CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca

Change 3531626 by Joe.Graf

	Mac version of the popcount optimization
	Changed Linux version to use the same builtin

	#CodeReview: mark.satterthwaite, arciel.rekman

Change 3531837 by Chris.Bunner

	SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect.

	#jra UE-46753

Change 3533415 by Joe.Graf

	Renamed the SSSE3 checks per feedback

	#CodeReview: arciel.rekman

Change 3533480 by Michael.Lentine

	Use more accurate descriptions for shader recompile options

Change 3533511 by Joe.Graf

	Updated the GenericPlatformMisc to match the SSSE3 name change

	#CodeReview: arciel.rekman

Change 3533521 by Marcus.Wassmer

	Fix scenerenderer leak when updating out of view planar reflections

Change 3533528 by Joe.Graf

	Updated comments

	#CodeReview: n/a

Change 3533608 by Mark.Satterthwaite

	New manual Xcode project for glslang so that we include all the necessary code and can link again.

Change 3534260 by Mark.Satterthwaite

	Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3.

Change 3535789 by Yujiang.Wang

	Fix for wrong hair shading in forward shading

	* IBL reflections should be turned off for hairs

Change 3537059 by Ben.Marsh

	Fixing case of iOS directories, pt1

Change 3537060 by Ben.Marsh

	Fixing case of iOS directories, pt2

Change 3538297 by Michael.Lentine

	Add shader comparison test.

	Adding the basic test case.
	Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default)
	Adding more exported functionality to automation for use in the shader test.

Change 3538309 by Michael.Lentine

	Add missing file from Shader Test CL.

Change 3538751 by Michael.Lentine

	Add missing pragma once.

Change 3539236 by Michael.Lentine

	Do not ignore return values.

Change 3539237 by Michael.Lentine

	Check in the correct file

Change 3540343 by Rolando.Caloca

	DR - Added t.DumpHitches.AllThreads

Change 3540661 by Yujiang.Wang

	Fix spot tube light direction

	* The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched
	* A new LightTangent is added to FDeferredLightData
	* Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere

Change 3541129 by Rolando.Caloca

	DR - vk - Copy all Vulkan fixes from 4.17

Change 3541347 by Yujiang.Wang

	Fix wrong ViewFlags being set between objects when rendering shadow depth maps

	* Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state
	* Now SetViewFlagsForShadowPass recalculates and sets the flags on each call

Change 3542603 by Rolando.Caloca

	DR - vk - Allow sharing samplers on Vulkan

Change 3542639 by Jian.Ru

	Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection
	#RB Marcus.Wassmer

Change 3543167 by Michael.Lentine

	Fix naming for the shader comparison tests.

Change 3543210 by Uriel.Doyon

	Fixed an issue when computing material scales where the default material ends up being used instead of the required material.
	In that case, we used the default settings for texture streaming (assuming a scale of 1).

Change 3543221 by Brian.Karis

	Simplifier optimizations

Change 3543239 by Arciel.Rekman

	hlslcc: remove FCustomStd* workarounds.

	- This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system).
	- The same problem has been resolved by bundling libc++.

Change 3543946 by Michael.Lentine

	Add comparison output.

Change 3544277 by Brian.Karis

	Fixed uninitialized var error

Change 3544404 by Rolando.Caloca

	DR - Fix broken textures

Change 3544503 by Jian.Ru

	Ensure lighting failure delegates are always called
	#RB Marcus.Wassmer,Daniel.Wright
	#3689

Change 3545241 by Daniel.Wright

	Fixed spotlight whole scene shadows using a radius 2x too long

Change 3545347 by Daniel.Wright

	Fixed shadow occlusion culling broken by shadowmap caching change.  FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame.

Change 3546196 by Marcus.Wassmer

	Fix minor typo

Change 3546459 by Daniel.Wright

	ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package.

Change 3546469 by Jian.Ru

	Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation

Change 3546804 by Daniel.Wright

	[Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events

Change 3546814 by Daniel.Wright

	[Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows

Change 3546815 by Daniel.Wright

	[Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation

Change 3546817 by Daniel.Wright

	[Copy] Warmup time warning

Change 3546828 by Daniel.Wright

	[Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch

Change 3546836 by Daniel.Wright

	[Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data

Change 3546849 by Rolando.Caloca

	DR - vk - Fix missing samplerstates
	- Fixes for structured buffers
	- Add missing Draw and Dispatch Indirect

Change 3547516 by Brian.Karis

	Linear time 5-coloring for planar graphs.

	Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper.

Change 3547542 by Brian.Karis

	Linear time 5-coloring for planar graphs.

	Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper.

Change 3547563 by Brian.Karis

	Fixed some compiler warnings and hopefully some errors.

Change 3547610 by Brian.Karis

	Replaced macros with inlined functions

Change 3547620 by Brian.Karis

	Clean up includes

Change 3547770 by Marcus.Wassmer

	GPU Crash for MTBF analytics

Change 3547773 by Marcus.Wassmer

	Updated doxygen comment for new analytic

Change 3548244 by Rolando.Caloca

	DR - Fix for translucency

Change 3548352 by Yujiang.Wang

	Added soft source radius for point and spot lights

	* Soft source radius controls how 'blurry' the shape of specular lighting looks
	* Implemented by LobeRoughness modification
	* Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method
	* Suppoted LightTangent in forward shading

Change 3548530 by Brian.Karis

	Fix for mac build

Change 3548770 by Rolando.Caloca

	DR - vk - Prereq work for Vulkan parallel RHI contexts

Change 3548772 by Jian.Ru

	Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer

Change 3548865 by Daniel.Wright

	With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query.  Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible.

Change 3548952 by Rolando.Caloca

	DR - Allow separate samplers in the shaders on Vulkan

Change 3549197 by Marcus.Wassmer

	Fix DX12 PIx not working in cooked builds

Change 3549209 by Daniel.Wright

	Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'.  Disabled by default as rapid view changes don't work well with latent occlusion queries.

Change 3549943 by Ben.Marsh

	Include better diagnostic information when a modified build product is detected after running a build step.

Change 3550546 by Rolando.Caloca

	DR - Fix merge issue

Change 3550962 by Marcus.Wassmer

	EarlyZ Masking requires full depth prepass, so just force it to.

Change 3551062 by Daniel.Wright

	Handle NULL skylight

Change 3551104 by Rolando.Caloca

	DR - vk - Remove assert to match other platforms

Change 3551221 by Rolando.Caloca

	DR - vk - Add mirror clamp to edge extension
	- Fix framebuffer deletion

Change 3551224 by Daniel.Wright

	Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold.

Change 3551495 by Rolando.Caloca

	DR - vk - Intiial support for async queue

Change 3552101 by Rolando.Caloca

	DR - vk - Fix for async

Change 3552102 by Rolando.Caloca

	DR - SkinCache - Fix potential leak on staging buffers for recompute tangents
	- Integrate changes from 4.17 for memory optimizations

Change 3552104 by Rolando.Caloca

	DR - vk - Support for SRVs for index buffers

Change 3552838 by Rolando.Caloca

	DR - vk - Enable debug markers if found

Change 3553106 by Rolando.Caloca

	DR - vk - Fixes for index buffer SRVs

Change 3553107 by Rolando.Caloca

	DR - vk - Enable recompute tangents on Vulkan

Change 3553154 by Rolando.Caloca

	DR - vk - Fix crash with null uav

Change 3553342 by Yujiang.Wang

	Fix redundant skylights in AdvancedPreviewScene

	* PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading
	* AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene

Change 3553481 by Rolando.Caloca

	DR - Integrate fix for D3D12 support of index buffers SRVs

	#jira UE-47674

Change 3553715 by Rolando.Caloca

	DR - Fix crash when launching PC with -featureleveles31

Change 3553725 by Rolando.Caloca

	DR - Redo fix

Change 3553803 by Rolando.Caloca

	DR - Shader compile fixes for ES3.1

Change 3553963 by Rolando.Caloca

	DR - vk - Remove extra IRDump

Change 3554741 by Ben.Marsh

	CIS fix.

Change 3555222 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3555362 by Rolando.Caloca

	DR - vk - Prep work for separate present queue

Change 3556800 by Daniel.Wright

	Fixed screenshot for simple volume material doc

Change 3556942 by Brian.Karis

	Fixed Bokeh DOF regression.

Change 3556959 by Rolando.Caloca

	DR - vk - Rework staging buffer peak usage

Change 3557497 by Daniel.Wright

	Better display name for Unbound property on post process volume

Change 3557499 by Daniel.Wright

	Disable r.GenerateLandscapeGIData by default, opt-in for kite demo.  Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData.

Change 3557068 by Olaf.Piesche

	Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2),  so additional quality levels can be added and scaling customized further.
	IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change.

	#tests QAGame test maps

Change 3558123 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3558685 by Yujiang.Wang

	Github #3323: Two sided foliage lightmap directionality fix

	* Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one
	* Now it uses a constant directionality value

	#jira UE-42523

Change 3559052 by Brian.Karis

	Hopefully fix static analysis

Change 3559113 by Rolando.Caloca

	DR - Fix crash witrh planar reflections

Change 3559275 by Yujiang.Wang

	Fix race condition on several scalability CVars between rendering thread and game thread

Change 3559612 by Rolando.Caloca

	DR - vk - SM5 with uniform buffers backend support

Change 3559716 by Rolando.Caloca

	DR - hlslcc - Fix linker warning on SCW debug

Change 3559768 by Rolando.Caloca

	DR - vk - Keep ub names for bindings

Change 3560195 by Rolando.Caloca

	DR - accessor

Change 3560275 by Rolando.Caloca

	DR - vk - Support for uniform buffers

Change 3560913 by Rolando.Caloca

	DR - vk - Fix static analysis

Change 3561145 by Rolando.Caloca

	DR - Don't crash if out of resource table bits

Change 3561194 by Rolando.Caloca

	DR - vk - Integrate timestamp fixes

Change 3562009 by Rolando.Caloca

	DR - vk - Workaround for bad UTexture data

Change 3563884 by Chris.Bunner

	VK_NULL_HANDLE fix.

Change 3563885 by Jian.Ru

	Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner

Change 3565943 by Jian.Ru

	Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner

Change 3569479 by Michael.Lentine

	Integrate rhino shader changes to dev-rendering

Change 3569511 by Michael.Lentine

	Fix formating and string out on windows.

Change 3569572 by Yujiang.Wang

	Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs

Change 3569614 by Yujiang.Wang

	Flush rendering commands before measuring the long GPU task's excution time to get accurate results

Change 3570524 by Jian.Ru

	Add extra parentheses to avoid compilation warning #rb Chris.Bunner

Change 3570722 by Chris.Bunner

	Static analysis workaround - same code, just validating compile-time assumptions a little further.

Change 3570880 by Jian.Ru

	Add small depth offset to avoid depth test failing during velocity pass

	#jira UE-37556

Change 3572532 by Jian.Ru

	Disable a warning to let tests pass

	#jira UE-48021

Change 3573109 by Michael.Lentine

	Checkin Michael.Trepka's fix for external dynamic libraries on mac.
	This is needed to make the build go green on mac.

Change 3573995 by Jian.Ru

	Move an include out of define to let nightly build pass

Change 3574777 by Chris.Bunner

	Continued merge fixes.

Change 3574792 by Rolando.Caloca

	DR - Rename todo

Change 3574794 by Chris.Bunner

	Re-adding includes lost in a pre-merge merge.

Change 3574879 by Michael.Trepka

	Disabled a couple of Mac deprecation warnings

Change 3574932 by Chris.Bunner

	Merge fix.

Change 3575048 by Michael.Trepka

	Fixed iOS compile warnings

Change 3575530 by Chris.Bunner

	Duplicating static analysis fix CL 3539836.

Change 3575582 by Chris.Bunner

	Fixed GetDimensions return type in depth resolve shaders.
	Compile error fix.

Change 3576326 by Chris.Bunner

	Static analysis fixes.

Change 3576513 by Michael.Trepka

	Updated Mac MCPP lib to be compatible with OS X 10.9

Change 3576555 by Richard.Wallis

	Metal Validation Errors.  Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture.  Create a new dummy texture with pixel format PF_R8G8B8A8_UINT.

	#jira UE-47549

Change 3576562 by Chris.Bunner

	OpenGL SetStreamSource stride updates.

Change 3576589 by Michael.Trepka

	Fixed Mac CIS warnings and errors in Dev-Rendering

Change 3576708 by Jian.Ru

	Fix cascade preview viewport background color not changing
	#jira UE-39687

Change 3576827 by Rolando.Caloca

	DR - Minor fix for licensee

Change 3576973 by Chris.Bunner

	Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan).

Change 3577729 by Rolando.Caloca

	DR - Fix for info on SCW crashes

Change 3578723 by Chris.Bunner

	Fixed issue where custom material attribute was using display name as hlsl function name.

Change 3578797 by Chris.Bunner

	Fixed pixel inspector crashing on high-precision normals gbuffer format.

	#jira UE-48094

Change 3578815 by Yujiang.Wang

	Fix for UE-48207 Orion cooked windows server crash on startup

	* Crash caused by rendering features not available in a dedicated server build
	* Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender()

	#jira UE-48207

Change 3578828 by Daniel.Wright

	Disable volumetric lightmap 3d texture creation on mobile

Change 3579473 by Daniel.Wright

	Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler.  Used these to reduce base pass sampler counts with volumetric lightmaps.

Change 3580088 by Jian.Ru

	Fix QAGame TM-CharacterMovement crashing on PIE
	#jira UE-48031

Change 3580388 by Daniel.Wright

	Fixed shadowed light injection into volumetric fog fallout from Rhino merge

Change 3580407 by Michael.Trepka

	Updated Mac UnrealPak binaries

Change 3581094 by Michael.Trepka

	Fix for ScreenSpaceReflections not working properly on iOS 11

Change 3581242 by Michael.Trepka

	Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame

	#jira UE-48255

Change 3581489 by Olaf.Piesche

	Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475

	#jira FORT-47068, FORT-49705
	Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data.

	#tests FN LastPerfTest

Change 3581544 by Simon.Tovey

	Fix for ensure accessing cvar from task thread.

	#tests no more ensure

Change 3581934 by Chris.Bunner

	Fixed ConsoleVariables.ini break from merge.

Change 3581968 by Jian.Ru

	Fix QAGame TM-ShaderModels PIE crash when resizing game viewport
	#jira UE-48251

Change 3581989 by Richard.Wallis

	Fix for NULL PrecomputedLightingBuffer.  It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before.

	#jira UE-46955

Change 3582632 by Chris.Bunner

	Resolved merge error.

Change 3582722 by Rolando.Caloca

	DR - Workaround for PF_R8G8B8A8_UINT on GL

	#jira UE-48208

Change 3584096 by Rolando.Caloca

	DR - Fix for renderdoc crashing in shipping

	#jira UE-46867

Change 3584245 by Jian.Ru

	Fix System.Promotion.Editor.Particle Editor test crash
	#jira UE-48235

Change 3584359 by Yujiang.Wang

	Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion

	* Caused by dot(N, V) being negative
	* Clamp to (0, 1)

	#jira UE-48315

Change 3587864 by Mark.Satterthwaite

	Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer.
	#jira UE-48342

Change 3587866 by Mark.Satterthwaite

	Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong.

Change 3588168 by Mark.Satterthwaite

	Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes.

Change 3588192 by Rolando.Caloca

	DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled

Change 3588291 by Rolando.Caloca

	DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers

	#jira UE-48299

Change 3590134 by Michael.Trepka

	Copy of CL 3578963

	Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out.

Change 3590405 by Rolando.Caloca

	DR - hlslcc - support for sqrt(uint)

Change 3590436 by Mark.Satterthwaite

	Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes.

Change 3590674 by Rolando.Caloca

	DR - vk - Integration from working branch
	- Fixes distance field maps
	- Compute pipelines stored in saved file
	- Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets

Change 3590699 by Rolando.Caloca

	DR - Fix distance fields mem leak

Change 3590815 by Rolando.Caloca

	DR - vk - Fixes for uniform buffers and empty resource tables

Change 3590818 by Mark.Satterthwaite

	Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code.

Change 3590905 by Mark.Satterthwaite

	For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this.

	#jira UE-48163

Change 3590961 by Mark.Satterthwaite

	Submitted on Richard Wallis's behalf as he's on holiday:

	Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents.  Problem sampling from buffers/textures as floats with packed data.  Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>().  Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead.

	There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms.

	#jira UE-46688, UE-39256, UE-47215

Change 3590965 by Mark.Satterthwaite

	Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems.

Change 3590969 by Mark.Satterthwaite

	Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision.

Change 3591871 by Rolando.Caloca

	DR - Enable PCSS on Vulkan & Metal
	- Enable capsule shadows on Vulkan

Change 3592014 by Mark.Satterthwaite

	Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround.
	Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally.
	Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering.
	Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler.

Change 3592171 by Rolando.Caloca

	DR - CIS fix

Change 3592753 by Jian.Ru

	repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present)

Change 3594595 by Rolando.Caloca

	DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely

Change 3594794 by Michael.Trepka

	Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app

Change 3594999 by Mark.Satterthwaite

	Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size).
	While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header.

	#jira UE-48342

Change 3595004 by Mark.Satterthwaite

	Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10.

	#jira UE-48342

Change 3595386 by Mark.Satterthwaite

	Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms.

Change 3595394 by Rolando.Caloca

	DR - Added function for tracking down errors in the hlsl parser
	- Added support for simple #if 0...#endif

Change 3599352 by Rolando.Caloca

	DR - Fixes for HlslParser
	- Added missing attributes for functions
	- Fixed nested assignment

Change 3602440 by Michael.Trepka

	Fixed Metal shader compilation from Windows with remote compilation disabled

	#jira UE-48163

Change 3602898 by Chris.Bunner

	Resaving assets.

Change 3603731 by Jian.Ru

	fix a crash caused by a material destroyed before the decal component
	#jira UE-48587

Change 3604629 by Rolando.Caloca

	DR - Workaround for PF_R8G8B8A8_UINT on Android

	#jira UE-48208

Change 3604984 by Peter.Sauerbrei

	fix for orientation not being limited to that specified in the plist

	#jira UE-48360

Change 3605738 by Chris.Bunner

	Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history).

	#jira UE-48748

Change 3606009 by Mark.Satterthwaite

	Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have.
	- When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to.
	- The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit.
	- Move the shader vertex layer clip-distance to index 2 to avoid conflicts.
	- Don't default initialise the debug code string for Metal shaders or it won't print out the actual code....

	#jira UE-47663

Change 3606108 by Mark.Satterthwaite

	Temporary hack to avoid a crash in AVPlayer.

	#jira UE-48758

Change 3606121 by Mark.Satterthwaite

	Fix Windows compilation.

Change 3606992 by Chris.Bunner

	Static analysis fix.

[CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
Marc Audy
eaccf4135c Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx

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

Change 3431439 by Marc.Audy

	Editor only subobjects shouldn't exist in PIE world
	#jira UE-43186

Change 3457323 by Marc.Audy

	Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world

	#jira UE-45087

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 3502939 by Michael.Noland

	Back out changelist 3499927

Change 3522783 by Zak.Middleton

	#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).

Change 3544641 by Dan.Oconnor

	Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names

	#jira OR-38176

Change 3544645 by Dan.Oconnor

	In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
	#jira UE-45248

Change 3545023 by Marc.Audy

	Properly encapsulate FPinDeletionQueue
	Fix ensure during deletion of split pins when not clearing links
	Fix split pins able to end up in delete queue twice during undo/redo

Change 3545025 by Marc.Audy

	Properly allow changing the pin type from a struct that is split on the node
	#jira UE-47328

Change 3545455 by Ben.Zeigler

	Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
	Copy of CL#3544474

Change 3545456 by Ben.Zeigler

	Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
	Copy of CL #3544374

Change 3545547 by Ben.Zeigler

	CIS Fix

Change 3545568 by Michael.Noland

	PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)

	#jira UE-46845

Change 3545582 by Michael.Noland

	Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
	Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
	[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]

Change 3546528 by Ben.Zeigler

	#jira UE-47548
	Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance

Change 3546544 by Marc.Audy

	Fix split pin restoration logic to deal with wildcards and variations in const/refness

Change 3546551 by Marc.Audy

	Don't crash if the struct type is missing for whatever reason

Change 3547152 by Marc.Audy

	Fix array exporting so you don't end up getting none instead of defaults
	#jira UE-47320

Change 3547438 by Marc.Audy

	Fix split pins on class defaults
	Don't cause a structural change when reapplying a split pin as part of node reconstruction
	#jira UE-46935

Change 3547501 by Ben.Zeigler

	Fix ensure, it's valid to pass a null path for a dynamic asset

Change 3551185 by Ben.Zeigler

	#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated

Change 3551723 by Ben.Zeigler

	Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors

Change 3553216 by Phillip.Kavan

	#jira UE-39303, UE-46268, UE-47519
	- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.

	Change summary:
	- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
	- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
	- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
	- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
	- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
	- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
	- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
	- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
	- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).

Change 3553301 by Ben.Zeigler

	Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead

Change 3553631 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. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.

	#jira UE-43458

Change 3553799 by Ben.Zeigler

	Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
	Copy of CL #3553781

Change 3553896 by Michael.Noland

	Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
	#jira UE-31031

Change 3553897 by Michael.Noland

	Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
	#jira UE-37862

Change 3553898 by Michael.Noland

	Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)

Change 3553909 by Michael.Noland

	Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
	#jira UE-19710

Change 3554517 by Michael.Noland

	Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
	#jira UE-21810

Change 3554664 by Michael.Noland

	Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)

	#jira UE-27121

Change 3554831 by Dan.Oconnor

	Non editor build fix

Change 3554834 by Dan.Oconnor

	Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on

	#jira UE-40438

Change 3556157 by Ben.Zeigler

	Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups

Change 3557775 by Michael.Noland

	Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
	#jira UE-36090

Change 3557777 by Michael.Noland

	Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
	PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
	#jira UE-47024

Change 3560510 by Michael.Noland

	Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
	#jira UE-38912

Change 3560563 by Michael.Noland

	Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)

Change 3561443 by Ben.Zeigler

	Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
	Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change

Change 3561658 by Michael.Noland

	Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
	- Added a key binding for Goto Definition (Alt+G)
	- Added a key binding for Find References (Shift+Alt+F)
	- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
	- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
	- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition

Change 3562291 by Ben.Zeigler

	Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case

Change 3562292 by Ben.Zeigler

	#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
	When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
	Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
	Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name

Change 3564814 by Ben.Zeigler

	#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves

Change 3566707 by Dan.Oconnor

	Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)

	#jira None

Change 3566717 by Michael.Noland

	Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)

Change 3566771 by Michael.Noland

	Editor: Fixing deprecation warning

	#jira UE-47922

Change 3567023 by Michael.Noland

	Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
	Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
	#jira UE-46473

Change 3567304 by Ben.Zeigler

	Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
	This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code

Change 3567398 by Ben.Zeigler

	Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance

Change 3567729 by Michael.Noland

	Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"

Change 3567739 by Ben.Zeigler

	Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter

Change 3567741 by Ben.Zeigler

	Disable optimization for a path test that was crashing in VC2015 in a monolithic build

Change 3568332 by Mieszko.Zielinski

	Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4

	#jira UE-47948

Change 3568676 by Michael.Noland

	Blueprints: Allow editing the tooltip of each enum value in a user defined enum

	#jira UE-20036

	Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata

Change 3569128 by Michael.Noland

	Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
	#jira UE-46852

Change 3569207 by Michael.Noland

	Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
	#jira UE-8708

Change 3569208 by Michael.Noland

	Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
	#jira UE-20036

Change 3569209 by Michael.Noland

	Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
	#jira UE-16085

Change 3570177 by Michael.Noland

	Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)

	#jira UE-47962

Change 3570179 by Michael.Noland

	Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited

Change 3570192 by Michael.Noland

	Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
	#jira UE-20709

Change 3571203 by Michael.Noland

	Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
	- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
	- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
	- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
	- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes

Change 3571224 by Michael.Noland

	Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
	Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)

	#jira UE-29848
	#jira UE-34698

Change 3571279 by Michael.Noland

	Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)

Change 3571282 by Michael.Noland

	Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint

Change 3571284 by Michael.Noland

	Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)

Change 3571311 by Ben.Zeigler

	Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
	All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator

Change 3571313 by Ben.Zeigler

	Several fixes to automation framework to allow it to work better with Cooked builds.
	Change it so the automation test list is a single  message. There is no guarantee on order of message packets, so several tests were being missed each time.

Change 3571485 by mason.seay

	Test map for Make Set bug

Change 3571501 by Ben.Zeigler

	Accidentally undid the UHT fixup for TAssetPtr during my bulk rename

Change 3571531 by Ben.Zeigler

	Fix warning messages

Change 3571591 by Michael.Noland

	Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
	#jira UE-48024

Change 3572938 by Michael.Noland

	Blueprints: Fixed a typo in a set function comment

	#jira UE-48036

Change 3572941 by Michael.Noland

	Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
	#jira UE-38624

Change 3574816 by mason.seay

	Renamed asset to better reflect name of object reference

Change 3574985 by mason.seay

	Updated comments and string outputs to list Soft Object Reference

Change 3575740 by Ben.Zeigler

	#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate

Change 3575795 by Ben.Zeigler

	#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds

Change 3576374 by mason.seay

	Forgot to submit the deleting of a redirector

Change 3576966 by Ben.Zeigler

	#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands

Change 3577002 by Marc.Audy

	Prevent wildcard pins from being connected to exec pins
	#jira UE-48148

Change 3577232 by Phillip.Kavan

	#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.

	Change summary:
	- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).

Change 3577710 by Dan.Oconnor

	Mirror of 3576977:
	Fix for crash when loading cooked uassets that reference functions that are not present
	#jira UE-47644

Change 3577723 by Dan.Oconnor

	Prevent deferring of classes that are needed to load subobjects

	#jira UE-47726

Change 3577741 by Dan.Oconnor

	Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17

Change 3578938 by Ben.Zeigler

	#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
	Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems

Change 3578947 by Marc.Audy

	(4.17) Properly expose members of DialogueContext to blueprints
	#jira UE-48175

Change 3578952 by Ben.Zeigler

	Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating

Change 3579315 by mason.seay

	Test map for Make Container nodes

Change 3579600 by Ben.Zeigler

	Disable window test on non-desktop platforms as they cannot be resized post launch

Change 3579601 by Ben.Zeigler

	#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue

Change 3579713 by Dan.Oconnor

	Prevent crashes when bluepints implement an interface that was deleted
	#jira UE-48223

Change 3579719 by Dan.Oconnor

	Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data

	#jira UE-48240

Change 3579745 by Michael.Noland

	Blueprints: Improve categorization and reordering support in 'My Blueprints'
	- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
	- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
	- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
	- Added support for renaming categories using F2

	Known issues (none are regressions):
	- Timelines cannot be moved to other categories or reordered
	- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
	- Some actions do not support undo

	#jira UE-31557

Change 3579795 by Michael.Noland

	PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
	#jira UE-48105

Change 3580463 by Marc.Audy

	(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
	#jira UE-47523

Change 3581073 by Marc.Audy

	Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
	Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes

Change 3581156 by Ben.Zeigler

	#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
	Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins

Change 3581473 by Ben.Zeigler

	Properly turn off optimization for PS4 test

Change 3582094 by Marc.Audy

	Fix anim nodes not navigating to their graph on double click
	#jira UE-48333

Change 3582157 by Marc.Audy

	Fix double-clicking on animation asset nodes not opening the asset editors

Change 3582289 by Marc.Audy

	(4.17) Don't crash when adding a streaming level that's already in the level
	#jira UE-48928

Change 3545435 by Ben.Zeigler

	#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
	FStringAssetReference -> FSoftObjectPath
	FStringClassReference -> FSoftClassPath
	TAssetPtr -> TSoftObjectPtr
	TAssetSubclassOf -> TSoftClassPtr
	The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
	This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
	Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
	Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
	Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
	Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds

Change 3567760 by Ben.Zeigler

	Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
	Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
	Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
	Change actor merging tests to be editor only, this stops them from cooking
	Several individual tests crash on cooked builds, I started threads with the owners of those

Change 3575737 by Ben.Zeigler

	#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
	As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
	Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
	#jira UE-27124 Fix several possible crashes with changing levels while in PIE

Change 3578806 by Marc.Audy

	Fix Construct Object not working correctly with split pins.
	Add Construct Object test cases to functional tests.
	Added split pin expose on spawn test cases.
	#jira UE-33924

[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
Matt Kuhlenschmidt
f9e0e6bded Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3566944)
#lockdown Nick.Penwarden
#rb none
============================
  MAJOR FEATURES & CHANGES
============================

Change 3363699 by Mike.Fricker

	VR Editor: Improved extensibility (for mesh editor)
	- This was merged from CL 3352612 and re-opened for edit before commit
	- All mesh editor changes were stripped before merging

Change 3499858 by Matt.Kuhlenschmidt

	PR #3673: Fixed UE-36416 (Contributed by DarkSlot)


Change 3499872 by Matt.Kuhlenschmidt

	PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann)


Change 3499873 by Matt.Kuhlenschmidt

	Hide property matrix button from settings editor.  For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for.

Change 3501154 by Arciel.Rekman

	Fix incorrect RPATH.

	- Fixed LinuxToolChain to use FileItem instead of strings.
	- Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison.

Change 3501337 by Arciel.Rekman

	Better fix for RPATH.

	- Ben Marsh's suggestion.

Change 3502572 by Matt.Kuhlenschmidt

	PR #3693: Because "becuase" is spelled because (Contributed by getnamo)


Change 3502731 by Matt.Kuhlenschmidt

	Guard against empty warning toasts

	#jira UE-46285

Change 3502788 by Matt.Kuhlenschmidt

	Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time

Change 3503027 by Michael.Dupuis

	Optimized UpdateLayerUsageInformation

Change 3503299 by Michael.Dupuis

	Fixed crash when having no layer info object

Change 3504529 by Yannick.Lange

	Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it.

Change 3504550 by Jamie.Dale

	Fixed/Improved DnD validation between Content Browsers

	Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths.

	#jira UE-45857

Change 3505369 by Alexis.Matte

	Make sure undo/redo transactions works for all fbx dialog options.
	#jira UE-43465
	#jira UE-43569

Change 3505500 by Matt.Kuhlenschmidt

	Fix child usd meshes not importing properly.

Change 3505645 by Arciel.Rekman

	Add USD support on Linux (UE-45383).

	#jira UE-45383

Change 3505658 by Arciel.Rekman

	USD: add CMake toolchain file I missed.

Change 3506796 by Yannick.Lange

	Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY

Change 3508082 by Alexis.Matte

	Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence.

Change 3508855 by Max.Chen

	Add CanFindInContentBrowser to AssetEditorToolkit.

	False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset.

	#jira UE-46241

Change 3509282 by Bradut.Palas

	#jira UE-45337

	Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly.
	Since  the Actor would always point to the PIE world, the check was no longer needed.

Change 3509298 by Nick.Darnell

	Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move.

Change 3509313 by Bradut.Palas

	#jira UE-44630

	As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list.

Change 3509318 by Bradut.Palas

	#jira UE-1406

	To fix the issue we simply close the Consolidate window if ListViewItems is empty.


Change 3509402 by Nick.Darnell

	PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema)


Change 3510447 by Arciel.Rekman

	ReplayProxy: changed protected to private.

Change 3510467 by Max.Chen

	Property Editor: Disable color widget when editing is disabled.

	#jira UE-46331

Change 3511249 by Matt.Kuhlenschmidt

	PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI)


Change 3511286 by Matt.Kuhlenschmidt

	Added ability to set properties from USD attributes when using scene import to import USD files.  See

	UsdPropTestScene.usda for an example file of how this works

Change 3511528 by Cody.Albert

	Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time

Change 3512149 by Matt.Kuhlenschmidt

	Dont save non-dirty built data when playing PIE in a standalone process

	#jira UE-46422

Change 3512259 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3512291 by Matt.Kuhlenschmidt

	PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema)


Change 3512911 by Matt.Kuhlenschmidt

	Fixed USD property setting crashing if the usd file contained an array with 0 elements.
	Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed

Change 3513725 by Matt.Kuhlenschmidt

	PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL)


Change 3514453 by Jamie.Dale

	Added a way to set the UEnum used by a UEnumProperty after using the default constructor

	This will assert if called on an instance that has already been initialized

Change 3514858 by Alexis.Matte

	Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh.

Change 3514875 by Matt.Kuhlenschmidt

	PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry)


Change 3515859 by Bradut.Palas

	#jira UE-46516

	The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does.

Change 3515998 by Jamie.Dale

	Adding missing ) to some log messages

Change 3517681 by Matt.Kuhlenschmidt

	Fix automated import not applying any texure settings to imported textures

Change 3517703 by Nick.Darnell

	Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious.

Change 3517737 by Nick.Darnell

	Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes.  If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler

Change 3517758 by Nick.Darnell

	UMG - Updating the retainer box categories and visibility.

Change 3517795 by Nick.Darnell

	Slate - We now don't do inherited volatility if we're also caching.

Change 3517861 by Matt.Kuhlenschmidt

	Update windows USD to .75

Change 3517867 by Matt.Kuhlenschmidt

	Delete OpenEXR from USD dependencies.  It is no longer used

Change 3517873 by Matt.Kuhlenschmidt

	Updated USD windows binaries

Change 3517896 by Max.Chen

	Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent

	#jira UE-46669

Change 3518240 by Max.Chen

	Sequencer: Set needs update when binding.

	#jira UE-46619

Change 3518492 by Max.Chen

	Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing.

	#jira UE-45996, UE-45997

Change 3518997 by Max.Chen

	Fbx: Fix aperture width, height, focal length and field of view calculations.

	#jira UE-46754

Change 3520190 by Jamie.Dale

	Cleaned up SCC log spam when finding out-of-date dependencies

Change 3520237 by Yannick.Lange

	VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active.

Change 3520923 by Max.Chen

	Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated.

	#jira UE-46301

Change 3521212 by Matt.Kuhlenschmidt

	PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL)


	#jira UE-46821

Change 3521216 by Matt.Kuhlenschmidt

	PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx)


	#jira UE-46810

Change 3521221 by Matt.Kuhlenschmidt

	PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist)


	#jira UE-46683,UE-46714

Change 3521344 by Yannick.Lange

	Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID.
	#jira UE-46741

Change 3521825 by Joe.Graf

	#Xb1

	Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h

	#CodeReview: ben.woodhouse

Change 3522114 by Joe.Graf

	#Xb1

	Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review

	#CodeReview: ben.woodhouse

Change 3524202 by Matt.Kuhlenschmidt

	Prevent resizing when a context menu is open.  This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed).  This is consistent with behavior on windows and mac.

	#jira UE-46653

Change 3524263 by Bradut.Palas

	#jira UE-46671

	The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching.

Change 3524265 by Bradut.Palas

	#jira UE-46261

	Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client ))
	Solved by banning that specific use of the command.

Change 3524266 by Bradut.Palas

	#jira UE-45592

	The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons.

Change 3524585 by Bradut.Palas

	Back out changelist 3524265 until I can figure out why the build system doesn't like it.

Change 3525921 by Bradut.Palas

	Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR)

Change 3526124 by Matt.Kuhlenschmidt

	Remvoe debug canvas proxy

Change 3526139 by Matt.Kuhlenschmidt

	Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2

Change 3526663 by Cody.Albert

	Fixed sequencer bindings to correctly work on streamed level in standalone preview mode

Change 3527028 by Cody.Albert

	Back out changelist 3526663

Change 3527241 by Cody.Albert

	Fixed sequencer bindings to correctly work on streamed level in standalone preview mode

Change 3527829 by Max.Chen

	Fbx: Add static transform values to curve data import.

	#jira UE-46888

Change 3527830 by Max.Chen

	Sequencer: Import static/default transforms and camera focal lengths from fbx.

	#jira UE-46888

Change 3528768 by Matt.Kuhlenschmidt

	Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes.  There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists.  This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view.

Change 3528776 by Yannick.Lange

	Allow thumbnails to be captured from a viewport always.

	#jira UE-45392

Change 3530675 by Michael.Dupuis

	#jira UE-46913	: Added extra validation to prevent possible crash

Change 3530991 by Matt.Kuhlenschmidt

	Added ability for users to specifiy usd plugins for the USD importer

Change 3531110 by Matt.Kuhlenschmidt

	Added automated import support for USD.
	Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level

Change 3531119 by Matt.Kuhlenschmidt

	USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD

Change 3531220 by Jamie.Dale

	Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices

Change 3531831 by Cody.Albert

	BP nodes can no longer be renamed on read-only graphs.

Change 3531938 by Yannick.Lange

	Enable setting justification at runtime for multi-line text boxes.
	#jira UE-44801

Change 3533011 by Matt.Kuhlenschmidt

	Exporting render targets now chooses PNG if the render target format is an LDR format

Change 3533370 by Arciel.Rekman

	Fix comparison of the RT format.

Change 3533717 by Nick.Darnell

	Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG.

Change 3534756 by Arciel.Rekman

	Linux: add path to bundled GL headers.

	- Seems like we have been implicitly relying on it being added someplace else or simply present in the system.
	- Change by Cengiz.Terzibas

Change 3535421 by Arciel.Rekman

	Reduce SCW logspam on Linux (UE-46634)

	#jira UE-46634

Change 3537520 by Matt.Kuhlenschmidt

	PR #3780: Fix typo steam to stream (Contributed by YuchenMei)


Change 3537539 by Nick.Darnell

	UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different.  Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion.

Change 3537542 by Nick.Darnell

	UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame.  This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable.

Change 3537596 by Alexis.Matte

	Fbx SDK 2018.1.1 Integration

	#jira UE-45070

Change 3537672 by Matt.Kuhlenschmidt

	Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open.  The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel.

Change 3537796 by Alexis.Matte

	Make sure all general settings are persist when we re-import a staticmesh from fbx file.
	#jira UE-46829

Change 3537961 by Michael.Dupuis

	#jira UE-47222: Prevent possible crash in some bad drag & drop case

Change 3538149 by Alexis.Matte

	Make sure we export NTB information instead of just the normal when exporting to fbx
	#jira UE-46785

Change 3538237 by Alexis.Matte

	Fix import of large fbx scene (over 2 Gb) pr #3784
	#jira UE-47124

Change 3538270 by Lauren.Ridge

	Epic Friday: Preview scenes in material editors

Change 3539707 by Yannick.Lange

	Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame.

Change 3539964 by Lauren.Ridge

	Fix for cubemap not persisting between loads

Change 3540321 by Arciel.Rekman

	Linux: CEF rebuilt with fewer dependencies (UE-46433).

	- Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically).
	- Change by Cengiz.Terzibas, polished by RCL.

Change 3540458 by Alexis.Matte

	Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode.
	#jira UE-47199

Change 3540681 by Arciel.Rekman

	Linux: fix flickering (UE-46351) - redoing fix from 4.17

	- Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later.

	#jira UE-46351

	(Redoing the fix from CL 3538578 in 4.17).

Change 3540838 by Matt.Kuhlenschmidt

	Fix locked actors still being moved by piloting them

Change 3542212 by Nick.Darnell

	Slate - Fixing a crash with per character wrapping.  When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes.  New code now ensures the End is always >= to the Start.

Change 3544033 by Arciel.Rekman

	Drop and deprecate /-prefixed commandline switches.

	- Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19.

Change 3544213 by Nick.Darnell

	Slate - Fixing another potential crash with the slate loading thread.  The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer.

Change 3546113 by Nick.Darnell

	Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw.

Change 3547129 by Michael.Trepka

	Few small changes that make UnrealBuildTool faster when running on Mono

Change 3547454 by Jamie.Dale

	Added search to editable texts

Change 3547460 by Jamie.Dale

	The output log now applies a search to its editable text when filtering

	This highlights the term matches on each line

Change 3548177 by Jamie.Dale

	Optimized PO entry look-up

Change 3548287 by Matt.Kuhlenschmidt

	Fix one off speedtree crash

	#jira UE-47538

Change 3548377 by Lauren.Ridge

	Checking that the Environment Map Path is set before trying to load it.

	#jira UE-47365

Change 3548628 by Matt.Kuhlenschmidt

	Fix focus graphic for tabs not pointing to the correct image

Change 3549289 by Max.Chen

	Movie Scene Capture: Move window to within the desktop bounds when resizing.

	#jira UE-37330

Change 3549290 by Arciel.Rekman

	Fix hlslcc not working properly with newer clangs.

	- Both the clang 3.8+ problem and UB reported by UBSan.

Change 3550573 by Max.Chen

	Sequencer: Track drag drop.

	Implement drag and drop onto a camera track, subscene track, and cinematic shot track.

	#jira UE-45773
	#jira UE-45387

Change 3550729 by Max.Chen

	Sequence Recorder: Add interpolation and tangent settings for animation recording keys

	#jira UE-46146

Change 3551558 by Nick.Darnell

	UMG - Tweaking some designer elements, playing around with a 'real-time' mode.  Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher.

	#jira UE-39404

Change 3551671 by Joe.Graf

	Merged over the change to expose more of dormancy to Blueprints (UE-46240)

Change 3551684 by Cody.Albert

	Removing some unused code from map check

Change 3552673 by Yannick.Lange

	Fix crash select all levels with folders in the treewidget.

Change 3552960 by Yannick.Lange

	Frontend filter for files referenced by any level in the project and a filter for not referenced by any level.
	#jira UE-22153

Change 3553727 by Max.Chen

	Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state.

	#jira UE-47693

Change 3553778 by Arciel.Rekman

	Cache check for compiler availability (UE-47699).

	-  Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls.

Change 3554128 by Matt.Kuhlenschmidt

	Null out GEditor after it has been destoyed.  Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it

Change 3554266 by Max.Chen

	Movie Scene Capture: Override cinematic mode in the movie scene capture.

	#jira UE-33473

Change 3555563 by Alexis.Matte

	Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize.

	#jira UE-47697

Change 3555755 by Yannick.Lange

	VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons.

Change 3556334 by Matt.Kuhlenschmidt

	Added a new type of property editor called a property row generator.  This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties.  This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel

Change 3558100 by Matt.Kuhlenschmidt

	PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist)


Change 3558240 by Lauren.Ridge

	Move floor in material editor preview scene based on preview mesh

Change 3558242 by Matt.Kuhlenschmidt

	Fix console variables help page showing only rendering cvars by default

Change 3558243 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3558342 by Alexis.Matte

	Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case.
	Add a lot of animation sample rate automation tests

	#jira UE-47342

Change 3558515 by Yannick.Lange

	VR Editor: Changed icon for system and exit button on radial menu.

Change 3558973 by Matt.Kuhlenschmidt

	Fix camera placement of the default map

Change 3559230 by Arciel.Rekman

	Do not link CEF3 for servers (UE-47721).

Change 3559572 by Arciel.Rekman

	Linux: make sure the engine is rebuilt during the updates.

Change 3560197 by Arciel.Rekman

	Linux: cosmetic cleanup of an old code.

Change 3560904 by Max.Chen

	Movie Scene Capture: Expose "Open Folder" hyperlink while capturing.

Change 3561213 by Matt.Kuhlenschmidt

	Enable USD by default in QA game for testing

Change 3561928 by Matt.Kuhlenschmidt

	Fix green glowing in the mateiral editor

	#jira UE-47826

Change 3562259 by Arciel.Rekman

	Made FPlatformMisc::DebugBreak() not inlined on Linux.

	- Saves a great deal of binary size without really impacting a performance.

Change 3562630 by Arciel.Rekman

	Make Linux editor compilable with clang 5.0-rc1.

Change 3563564 by Yannick.Lange

	Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one.
	#jira UE-47777

Change 3564529 by Jamie.Dale

	Const-correct UScriptStruct::ExportText

Change 3564972 by Alexis.Matte

	Fix staticmesh merge applying build scale multiple time Git PR #3807
	#jira UE-47645

Change 3565253 by Arciel.Rekman

	Fix "Anim to Play" being inaccessible after import (UE-47885).

	- The variable was not initialized and could remain false on Linux.

	#jira UE-47885

Change 3565293 by Jamie.Dale

	Merged "Categories" into the main Output Log filter list

Change 3565939 by Alexis.Matte

	Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp

Change 3566081 by Alexis.Matte

	Fix staticmesh merge applying scale twice PR #3807
	#jira UE-47645

Change 3566232 by Matt.Kuhlenschmidt

	Fix edit inline properties not clipping properly

	#jira UE-47775

[CL 3567077 by Matt Kuhlenschmidt in Main branch]
2017-08-01 15:55:31 -04:00
Ben Marsh
aa969f9931 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3420477)
#lockdown Nick.Penwarden
#rb none

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

Change 3386262 on 2017/04/10 by Ben.Marsh

	Add app-local deployment of DirectX components that are no longer included with newer versions of Windows by default (XAudio 2.7, XInput 1.3). Also add a one-click button to the packaging settings to include the default app-local dependencies, rather than having to specify the path.

Change 3386999 on 2017/04/10 by Ben.Marsh

	Plugins: Add support for explicit dependencies from one plugin onto another. Required plugins can be configured in an identical manner to project files, by adding a "Plugins" key to the .uplugin file. Dependencies are automatically built and loaded, and the plugin browser will warn if you try to disable a plugin that something else has a dependency on.

Change 3387073 on 2017/04/10 by Ben.Marsh

	Move FLightPropagationRuntimeSettings into the Renderer module, to remove engine dependency on a plugin.

Change 3387988 on 2017/04/11 by Steve.Robb

	Comments added to clarify the role of DestructItem and DestructItems.

Change 3388085 on 2017/04/11 by Ben.Marsh

	UBT: Fix bEnabled flag on plugin references being ignored. Now collect up all the plugin references in order of priority before creating plugin instances for them. Fixes CIS fail for UT.

Change 3390048 on 2017/04/12 by Richard.Hinckley

	#jira UE-43876
	Fixed description of Streaming settings (within Project Settings).

Change 3390697 on 2017/04/12 by Steve.Robb

	CLASS_PointersDefaultToAutoWeak and CLASS_PointersDefaultToWeak removed.

Change 3390711 on 2017/04/12 by Steve.Robb

	AGRESSIVE_ARRAY_FORCEINLINE removed.

Change 3392167 on 2017/04/13 by Robert.Manuszewski

	UObject can be added to GC cluster only if all of its Outers can also be added to it.

	Fixing asserts caused by components that are added to GC clusters even if their owner actors that can't be in GC clusters.

	#jira UE-42948

Change 3392309 on 2017/04/13 by Robert.Manuszewski

	When adding objects to clusters after these clusters have been created it's possible to come across objects that are already in the cluster we're adding the object to so instead of crashing, allow it.

Change 3392620 on 2017/04/13 by Ben.Marsh

	UGS: Only check for updates every 5 minutes.

Change 3392623 on 2017/04/13 by Ben.Marsh

	UGS: Only poll for new changes every 60 seconds.

Change 3392744 on 2017/04/13 by Ben.Marsh

	UGS: Query changelist descriptions individually to determine whether changes affect code or content, to hopefully reduce Perforce server load.

Change 3392874 on 2017/04/13 by Ben.Marsh

	UGS: Allow specifying regexes in the project config file which filters which changes to be displayed. Useful for changes submitted by build machines, updates to collections, etc...

Change 3392878 on 2017/04/13 by Ben.Marsh

	Update UGS to version 1.96

Change 3395635 on 2017/04/17 by Ben.Marsh

	UAT: Prefix log output from executing UAT commands through BuildGraph with the name of that command.

Change 3395655 on 2017/04/17 by Ben.Marsh

	UAT: Add a command for syncing a DDC over the network (SyncDDC). Allows specifying a maximum size to copy, number of days worth of modified files to copy, and time limit not to be exceeded.

Change 3396989 on 2017/04/17 by Wes.Hunt

	CrashReporter configurable tweaks.
	* Added QueueWaitingTimeAlertThreshold (used to be hardcoded to 1 min).
	  - When the queue waiting time gets beyond this many seconds, trigger a slack alert message. Default is 10 min.
	  - Zero means never alert.
	* Added DiskSpaceAvailableAlertInterval (used to be hardcoded to 1 day).
	  - Interval by which to report disk space availability.
	  - Default is never (Zero)
	* Updated config file to match production config.
	#codereview:jin.zhang

Change 3397656 on 2017/04/18 by Ben.Marsh

	UBT: Allow modules to opt-out of getting the default include paths from being added, by setting bAddDefaultIncludePaths = false from their build.cs file.

Change 3397677 on 2017/04/18 by Robert.Manuszewski

	PR #3167 : Adding more descriptive error text to DetatchLinker error check (by rooneym)


Change 3397722 on 2017/04/18 by Robert.Manuszewski

	PR #2252: Increase linker reporting for failed imports (Contributed by FineRedMist)


Change 3397739 on 2017/04/18 by Richard.Hinckley

	#jira UE-44100
	Fixed SanitizePackageName() to remove double-slash, triple-slash, etc. from package names. Also updated CreatePackage() to call SanitizePackageName() before creating.

Change 3398023 on 2017/04/18 by Ben.Marsh

	PR #3105: Cook/package with editor and debugger attached (Contributed by projectgheist)


Change 3398095 on 2017/04/18 by Ben.Marsh

	PR #3051: Generate map file from UAT (Contributed by projectgheist)


Change 3398212 on 2017/04/18 by Ben.Marsh

	PR #2915: UE-38232: Removed duplicate stats (Contributed by projectgheist)


Change 3399304 on 2017/04/19 by Ben.Marsh

	UGS: Prevent editor target files being removed when running custom tools.

Change 3399306 on 2017/04/19 by Robert.Manuszewski

	Moved InitPropertiesFromCustomList to UbLueprintGeneratedClass and made it thread safe

Change 3399729 on 2017/04/19 by Steve.Robb

	Simple optimization to TBitArray::RemoveAt() when all removed bits are at the end of the array.
	RemoveAtSwap() now simply decrements the count instead of calling RemoveAt().
	Checks for a positive count added to RemoveAt() and RemoveAtSwap().

Change 3399750 on 2017/04/19 by Jin.Zhang

	Order branch alphabetically #RB

Change 3400186 on 2017/04/19 by Steve.Robb

	Per-header generated code.

Change 3401458 on 2017/04/20 by Steve.Robb

	Static log categories moved out of headers to prevent duplicates when the header is included multiple times.

	#jira UE-37507

Change 3401657 on 2017/04/20 by Gil.Gribb

	UE4 - Simplified and reworked lock free lists and the task graph bringing all platforms under the same scheme.

Change 3401735 on 2017/04/20 by Gil.Gribb

	UE4 - Updated apple platform atomics with a new clang version which is intended to be shared among all clang platforms.

Change 3403362 on 2017/04/21 by Steve.Robb

	Algo::Sort() fixed to support C arrays.
	Size+count versions of Also::IsSorted() deprecated.
	Algo::IsSortedBy() added.
	Algo::FindBy() added to allow an element to be found by projection.
	Simplifications and generalizations.

Change 3404017 on 2017/04/21 by Ben.Marsh

	Fix issue where referenced plugin descriptors were missing from console builds, and prevent monolithic builds from offering to disable missing plugins.

Change 3405299 on 2017/04/24 by Steve.Robb

	Clarified the class of the incompatible function in the error message about incompatible BP event specifiers.

	#jira UE-35106

Change 3405302 on 2017/04/24 by Ben.Marsh

	UBT: Allow excluding documentation from generated project files, by setting <ProjectFileGenerator><bIncludeDocumentation>false</bIncludeDocumentation></ProjectFileGenerator> in the XML configuration file.

Change 3405629 on 2017/04/24 by Ben.Marsh

	Rename CPPEnvironment to CppCompileEnvironment, to reflect the class name.

Change 3406431 on 2017/04/24 by Ben.Marsh

	UAT: Fix incorrect handling of P4SubmitOptions when multiple values are present.

Change 3406670 on 2017/04/24 by Ben.Marsh

	UBT: Enable warnings for classes with virtual functions and no virtual destructor (C4265 on Windows, -fdelete-non-virtual-dtor on Clang).

Change 3407080 on 2017/04/25 by Gil.Gribb

	UE4 - Critical fix: Propoerly disambiguate imports with the same name and the same outer name. This fixes an assert: LocalExportIndex.IsNull.

Change 3407486 on 2017/04/25 by Gil.Gribb

	UE4 - Made changes so that servers, programs and non-engine executables do not create background or high priority threads.

Change 3407495 on 2017/04/25 by Gil.Gribb

	UE4 - Tweaked out XBox and Windows low level file IO.

Change 3407497 on 2017/04/25 by Gil.Gribb

	UE4 - Fixed bug in the pak precacher that would result in blocks being discarded too soon, which, in turn, resulted in redudnant reads.

Change 3407705 on 2017/04/25 by Ben.Marsh

	Removing most of the junk in DotNETUtilities.

Change 3409701 on 2017/04/26 by Ben.Marsh

	Disable another static analyzer warning for third party libraries.

Change 3410074 on 2017/04/26 by Daniel.Lamb

	Network platform file runs heart beats and responds to modified file changes.
	Cook on the fly server in the editor (COTS) now detects changes to content and notifies client.
	Fixed issue with network platform file not using correct sandbox.

	#test cook on the side shootergame

Change 3411131 on 2017/04/27 by Steve.Robb

	TIsTriviallyDestructible now supports forward-declared enums.

Change 3411186 on 2017/04/27 by Steve.Robb

	Fix for #includes in generated code for Within classes which are in a different module from the generated class.

Change 3411917 on 2017/04/27 by Steve.Robb

	Fixes to pushing/popping the CPP macro.

Change 3411966 on 2017/04/27 by Steve.Robb

	Include spam reduced in generated code.

Change 3412155 on 2017/04/27 by Ben.Marsh

	Fix for PVS Studio warning: VFOVInRadians used instead of HFOVInRadians.

Change 3412223 on 2017/04/27 by Ben.Marsh

	Fix for PVS-Studio warning: Calling SetHelperA.Num() twice.

Change 3412273 on 2017/04/27 by Ben.Marsh

	Fix for PVS-Studio warning: Duplicated variable name.

Change 3412511 on 2017/04/27 by Ben.Marsh

	PR #3462: Fixed PVS-Studio issues (Part 1) (Contributed by PaulEremeeff)


Change 3412582 on 2017/04/27 by Ben.Marsh

	Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code

Change 3413136 on 2017/04/28 by Robert.Manuszewski

	Helper functions for dissolving specific GC clusters

Change 3413310 on 2017/04/28 by Ben.Marsh

	Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code.

Change 3413341 on 2017/04/28 by Gil.Gribb

	UE4 - Add prestream capability to allow us to preload always loaded sublevels. Only turned on for Shootergame.

Change 3413351 on 2017/04/28 by Ben.Marsh

	Include code analysis macros directly from Platform.h, so that macros are available to everything.

Change 3413352 on 2017/04/28 by Ben.Marsh

	Fixing a few more PVS studio warnings.

Change 3413437 on 2017/04/28 by Ben.Marsh

	Fix for PVS-Studio warning: Comparison is always true.

Change 3413759 on 2017/04/28 by Ben.Marsh

	Suppressing warnings for PVS-Studio.

Change 3413784 on 2017/04/28 by Ben.Marsh

	Fix PVS-Studio warning.

Change 3413898 on 2017/04/28 by Ben.Marsh

	Fix PVS-Studio warning: Same conditional is checked twice.

Change 3413915 on 2017/04/28 by Ben.Marsh

	Fix PVS-Studio warning: LHS of expression is identical to RHS.

Change 3413989 on 2017/04/28 by Ben.Marsh

	Fix for PVS-Studio warning: If CurrentGraph->SubGraphs.Num() == 1, it will always enter the first conditional block.

Change 3414053 on 2017/04/28 by Ben.Marsh

	More PVS-Studio fixes.

Change 3414062 on 2017/04/28 by Ben.Marsh

	Fix for PVS-Studio warning: Pointer to object goes out of scope without being freed.

Change 3414070 on 2017/04/28 by Ben.Marsh

	Fix for PVS-Studio warning: Fix incorrect condition.

Change 3414071 on 2017/04/28 by Ben.Marsh

	Fix for PVS-Studio warning: Array index is always zero.

Change 3414116 on 2017/04/28 by Ben.Marsh

	BuildGraph: Allow marking compile tasks as unsuitable for use with the parallel executor, via an AllowParallelExecutor="false" attribute.

Change 3414160 on 2017/04/28 by Ben.Marsh

	Add support for running PVS-Studio through UnrealBuildTool. To use, pass -StaticAnalyzer=PVSStudio to the build command line (similarly, the Visual C++ analyzer can now be invoked using -StaticAnalyzer=VisualCpp). A log file will be written to the Engine/Saved/PVS-Studio or <Project>/Saved/PVS-Studio directory containing diagnostics, which can be opened using the "unparsed output" filter in the PVS-Studio standalone application. High priority warnings are printed to stdout.

Change 3414237 on 2017/04/28 by Ben.Marsh

	EC: Allow disabling and enabling the log preprocessor via special markers in the log.

	To disable: <-- Suspend Log Parsing -->
	To enable: <-- Resume Log Parsing -->

Change 3414343 on 2017/04/28 by Ben.Marsh

	UBT: Exclude ThirdParty folders from PVS output.


Change 3414392 on 2017/04/28 by Ben.Marsh

	Fix regular strings being casted to BSTRs; BSTRs have a hidden length prefix in the two bytes before the first character, so passing a regular TCHAR* is reading random memory.

Change 3414459 on 2017/04/28 by Ben.Marsh

	Fix for PVS-Studio warning: Object goes out of scope without being freed.

Change 3414495 on 2017/04/28 by Ben.Marsh

	Suppress some more PVS-Studio warnings.

Change 3414514 on 2017/04/28 by Ben.Marsh

	Fix for PVS-Studio warning: Testing WorldType being equal to EditorPreview and not equal to Inactive is redundant; changing to match description in comment instead.

Change 3414526 on 2017/04/28 by Ben.Marsh

	Fix for PVS-Studio warning: Variable assigned to itself has no effect.

Change 3415183 on 2017/04/29 by Ben.Marsh

	Fix conflict in macro definitions for ENABLE_HTTP_FOR_NFS - rename the macro defined by NetworkFile to ENABLE_HTTP_FOR_NF. Hopefully fix CIS.

Change 3415765 on 2017/05/01 by Ben.Marsh

	Suppressing PVS-Studio warning to get things building cleanly. Not sure if FContentHelper is being leaked or not.

Change 3415853 on 2017/05/01 by Ben.Marsh

	EC: Fix jobs never completing if a "Sync & Build" step fails. Dependent jobs should evaluate their run conditions as soon as the parent step finishes, rather than waiting for child job steps to be created.

Change 3416138 on 2017/05/01 by Ben.Marsh

	Fix Fortnite cook failures. Not sure what the exact problem is here, but my hunch is that discarded "const" causes blueprint compile failures due to not being able to connect output pins between nodes for overloaded functions, or something like that.

Change 3416309 on 2017/05/01 by Ben.Marsh

	Build: Fix node names for static analysis.

Change 3416360 on 2017/05/01 by Ben.Marsh

	UBT: Remove unused arguments to PrepForUATPackageOrDeploy for Windows.

Change 3416398 on 2017/05/01 by Daniel.Lamb

	Cook on the fly NetworkFileServerConnection Remove FileModifiedCallback delegate when the connection is closed.

	#test Cook on the side shootergame.

Change 3416826 on 2017/05/01 by Daniel.Lamb

	Added callback to game when files are requested reload from networkfileserver.
	Game will need to unload / reload effected objects.
	Working on simple reload capability in shootergame.

	#test Cook on the side shootergame with reloading

Change 3417983 on 2017/05/02 by Ben.Marsh

	EC: Remove warning for lines not matching p4 tag syntax when running preflights; multi-line descriptions in shelved changelists break this pattern.

Change 3418747 on 2017/05/02 by Steve.Robb

	Fix for const pointer properties.
	Fix for UHT debugging manifest.
	Test added for pointer properties.

Change 3420477 on 2017/05/03 by Gil.Gribb

	UE4 - Removed check from windows async IO layer.

[CL 3421020 by Ben Marsh in Main branch]
2017-05-03 14:18:32 -04:00