Commit Graph

1052 Commits

Author SHA1 Message Date
Marc Audy
02cba58cb2 Merge build fixes back from //UE4/Main to //depot/UE4
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2720261 by Marc Audy in Main branch]
2015-10-07 17:46:58 -04:00
Marc Audy
e5bb9b4d0d Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2718236 by Marc Audy in Main branch]
2015-10-06 15:59:09 -04:00
Ben Zeigler
b988df547b #UE4 Fix Linux Warning
#codereview dmitry.rekman

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2714557 by Ben.Zeigler on 2015/10/02 11:53:56.

[CL 2714558 by Ben Zeigler in Main branch]
2015-10-02 11:54:22 -04:00
Ben Zeigler
dfb00e00b2 #UE4 Call PostSerialize on UStructs loaded as part of a data table if they implement it. This allows doing post load fixups for data tables
Move UseNativeSerialization, UseBinarySerialization and StaticSerializeItem from UStructProperty to UScriptStruct so they're easily accesible without a property
#codereview maciej.mroz, robert.manuszewski

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2713864 by Ben.Zeigler on 2015/10/01 19:34:35.

[CL 2713868 by Ben Zeigler in Main branch]
2015-10-01 19:35:56 -04:00
Zak Middleton
69750fb84e #ue4 - Optimize UObject::IsNameStableForNetworking() to check cheap flags first before expensive IsDefaultSubObject(). Optimize UActorComponent::IsSupportedForNetworking() to check GetIsReplicated() before IsNameStableForNetworking(), and inlined GetIsReplicated().
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[AUTOMERGE] Integrated using branch ue4-orion-to-ue4 of change#2713510 by Zak.Middleton on 2015/10/01 16:08:33.

[CL 2713523 by Zak Middleton in Main branch]
2015-10-01 16:15:47 -04:00
Steve Robb
4bfca8d6cb Fix for skipped elements/infinite loop in UMapProperty::Identical.
#codereview robert.manuszewski

[CL 2712911 by Steve Robb in Main branch]
2015-10-01 11:10:02 -04:00
Daniel Lamb
1b1357a577 Fixed unity build.
[CL 2711819 by Daniel Lamb in Main branch]
2015-09-30 16:34:36 -04:00
Daniel Lamb
8ca86b2e3c Fixed compilation error.
[CL 2711818 by Daniel Lamb in Main branch]
2015-09-30 16:33:48 -04:00
Gil Gribb
b889684211 UE4 - Removed GC frames from abtest testing.
[CL 2711362 by Gil Gribb in Main branch]
2015-09-30 13:36:11 -04:00
Daniel Lamb
a96d96ea0e Added support for diffing cooked packages on save against supplied cooked package directory.
#codereview Robert.Manuszewski

[CL 2711133 by Daniel Lamb in Main branch]
2015-09-30 11:06:33 -04:00
Jaroslaw Palczynski
9703d22f63 Major HotReload fix.
[CL 2710850 by Jaroslaw Palczynski in Main branch]
2015-09-30 05:26:51 -04:00
Dan Oconnor
5b10cd8462 Fixed hot reload bug - was not using the normal cpp name for native types. Dynamic types still need to use their overridden name. Also fixed a typo and a comment that waas out of date.
[CL 2710259 by Dan Oconnor in Main branch]
2015-09-29 17:44:18 -04:00
Robert Manuszewski
de3f16afad Bumping the max object count up to 16M
[CL 2709473 by Robert Manuszewski in Main branch]
2015-09-29 11:03:28 -04:00
Maciej Mroz
897ce3a214 BlueprintCompilerCppBackend - unconverted blueprints:
- support for functions and delegates
- various fixes

#codereview Mike.Beach

[CL 2709166 by Maciej Mroz in Main branch]
2015-09-29 07:32:02 -04:00
Thomas Sarkanen
37330dc3c7 Merging CL 2707469.
Blueprint multithreading improvements

Moved various exception-handling-related variables from static/global to TLS.
Fixed instance of static contention in execLet.

reviewed by Maciej.Mroz

[CL 2709073 by Thomas Sarkanen in Main branch]
2015-09-29 04:28:33 -04:00
Dan Oconnor
d6625b676d Changes required to support unicode (or otherwise invalid) class names for blueprints converted to native types. We now add a postfix (__pf) to native types generated for blueprints. We also overwrite invalid symbols (ie, +, - or unicode characters) found in blueprint asset names. All dynamic classes now need to explicitly specify a name.
#codereview Maciej.Mroz

[CL 2708146 by Dan Oconnor in Main branch]
2015-09-28 14:27:23 -04:00
Ryan Gerleve
519be4bfa0 [AUTOMERGE]
Attempt to spawn a PlayerState for the replay spectator controller during client replay recording, by falling back to the default game mode object if the authority game mode can't be found (only if GetNetMode() != NM_Client).
Expose the ability to get an actor's FNetworkGUID, and the actor that corresponds to an FNetworkGUID, if available. Allows games to correlate actors across multiple local worlds if there is a client-server relationship between them.

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Integrated using branch UE4-Orion-To-UE4 of change#2705235 by Ryan.Gerleve on 2015/09/24 17:12:18.

[CL 2705290 by Ryan Gerleve in Main branch]
2015-09-24 17:32:17 -04:00
Jurre deBaare
34036d7772 Merging using HLOD_from_Orion
[CL 2704241 by Jurre deBaare in Main branch]
2015-09-24 09:04:18 -04:00
Maciej Mroz
edacaa6860 Fixed the previous Cis Fix in TUObjectPropertyBase
[CL 2704137 by Maciej Mroz in Main branch]
2015-09-24 07:17:08 -04:00
Maciej Mroz
776660ed97 Cis Fix
[CL 2704102 by Maciej Mroz in Main branch]
2015-09-24 06:18:47 -04:00
Maciej Mroz
c0db8b263f Cis fix.
[CL 2704066 by Maciej Mroz in Main branch]
2015-09-24 05:47:51 -04:00
Maciej Mroz
760e728416 Basic support for unconverted BP.
- Native UProperties of an unconverted type, are replaced with properties of the first native type.
- support for Cast and DynamicCast
- various fixes

#codereview Mike.Beach, Robert.Manuszewski

[CL 2704010 by Maciej Mroz in Main branch]
2015-09-24 05:05:37 -04:00
Jamie Dale
c4db6b2cc6 Minimized FText allocations when generating text at runtime
FText used to always perform two allocations, one for the shared display string pointer, and another for the text history.

This change allows text that is generated at runtime (such as via FText::AsNumber) to allocate its string and history together in a single allocation. Profiling shows that this almost negates the cost of the text history, without having to remove the text history (which is essential for FText serialization).

This means that we never have to take the hit of a second allocation for text which is generated at runtime and never serialized. Should text that was generated at runtime be serialized, then it will call TGeneratedTextData::PersistText to perform the allocation of the shared display string pointer, and allow the text to be saved, gathered, and localized.

This change also removes some allocations from FTextHistory_Base and FFormatArgumentValue, makes the text history types fully movable, and allows you to move the arguments passed to FText::Format if you know you no longer need your own copy.

[CL 2702379 by Jamie Dale in Main branch]
2015-09-23 07:57:03 -04:00
Mike Beach
cbaccb49f8 (WIP) Blueprint conversion tool now generates its own Build.cs file (with the proper dependencies).
#codereview Dan.OConnor

[CL 2700997 by Mike Beach in Main branch]
2015-09-22 14:06:00 -04:00
Maciej Mroz
904ba4257f Added comments in SavePackage.cpp
[CL 2698745 by Maciej Mroz in Main branch]
2015-09-21 06:32:29 -04:00