Matt Peters
fd97028c28
Change presave prototype to take an FObjectSaveContextRef to provide more information about the save parameters.
...
#rb Francis.Hurteau, Devin.Doucette
#rn Minor Cooking
[CL 15831839 by Matt Peters in ue5-main branch]
2021-03-25 16:51:36 -04:00
Dave Belanger
161c3bd5c4
Basic cooked BP support in BP editor (this is a starting point as they are problems remaining specifically around the graph and inherited functions and I have no doubt we will find more things that don't work later).
...
With these changes however we are now able to derive from a simple cooked BP, with no compile errors and we're able to see inherited components in the SCS editor, add new components to the tree, override inherited node properties and (re)instantiate those child BPs successfully in a level.
#jira UE-109793
#rb Phillip.Kavan
[CL 15758611 by Dave Belanger in ue5-main branch]
2021-03-22 08:55:37 -04:00
Zousar Shaker
12d60feecc
Bulk pass to address PVS warnings due to use of a TObjectPtr in the result clauses of a ternary operator.
...
#jira UE-107532
#jira UE-107530
#rb none
[CL 15276391 by Zousar Shaker in ue5-main branch]
2021-02-01 19:17:54 -04:00
Christina TempelaarL
a9dd09fc9a
Fixed blueprint nativization for SplineComponents/FInterpCurvePoints.
...
#jira UE-67542
#rb phillip.kavan
[CL 14713419 by Christina TempelaarL in ue5-main branch]
2020-11-10 17:16:52 -04:00
Marc Audy
4c1bb11c29
Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
...
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck
[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Marcus Wassmer
3b81cf8201
Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
...
autoresolved files
#rb none
[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Thomas Sarkanen
8b3709fb28
Restricted anim BP compiler subsystem APIs
...
Removed direct access to currently compiling BP class to restrict unguarded mutation.
Const-corrected various accessors and overrides.
Moved UObject-based compiler subsystems to 'handlers' and removed UObject dependency.
Moved from set of virtual functions on subsystems/handlers to a restricted set of contexts passed to specific multicast delegates that handlers subscribe to.
Removed anim class subsystems.
Moved property access code to engine module (editor code is still in a plugin).
Fixed nativized builds where anim BPs have nativized/non-nativized classes in the hierarchy
#rb Dan.OConnor
#jira none
[CL 14278258 by Thomas Sarkanen in ue5-main branch]
2020-09-09 08:32:25 -04:00
Marc Audy
7379fa99c5
Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
...
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
brooke hubert
48113fc77e
Adding EditorFramework to build.cs files
...
#rnx
#Jira UE-96448
#rb chris.gagnon
[CL 14114839 by brooke hubert in ue5-main branch]
2020-08-14 13:24:16 -04:00
Marc Audy
a7c9001a94
Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
...
#rb
#rnx
[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
ben hoffman
141ecb374b
Double property support in blueprint for UFunctions, BP Variables, and conversions to floats
...
#jira UE-94120
#rb dan.oconnor
#fyi michael.noland
[CL 13648510 by ben hoffman in ue5-main branch]
2020-06-08 19:02:07 -04:00
thomas sarkanen
d6c1fa52b4
Fixed crash when moving/renaming anim blueprints
...
The FProperty refactor converted all UStructProperty* values into TFieldPaths, but the data is not serialized except in the case of UAnimClassData (for nativizaton). This reverts the various property arrays back to using FStructProperty*, which not only fixes some performance issues, but also prevents relocated data from pointing at incorrect locations when loaded assets are reloacated byt Link() is not subsequently called.
Fixed UAnimClassData (used in nativized builds) to correctly store and patch up anim blueprint functions.
#jira UE-91009 - [CrashReport] UE4Editor-Engine!FAnimInstanceProxy::InitializeRootNode(bool) [AnimInstanceProxy.cpp:201]
#rb Aaron.Cox,Jurre.deBaare,Robert.Manuszewski
#ROBOMERGE-SOURCE: CL 12451001 in //UE4/Release-4.25/... via CL 12451003
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Release-Engine-Staging) (v671-12333473)
[CL 12451013 by thomas sarkanen in Release-Engine-Staging branch]
2020-03-26 10:48:40 -04:00
Thomas Sarkanen
4fe332e775
Fixed crash when moving/renaming anim blueprints
...
The FProperty refactor converted all UStructProperty* values into TFieldPaths, but the data is not serialized except in the case of UAnimClassData (for nativizaton). This reverts the various property arrays back to using FStructProperty*, which not only fixes some performance issues, but also prevents relocated data from pointing at incorrect locations when loaded assets are reloacated byt Link() is not subsequently called.
Fixed UAnimClassData (used in nativized builds) to correctly store and patch up anim blueprint functions.
#jira UE-91009 - [CrashReport] UE4Editor-Engine!FAnimInstanceProxy::InitializeRootNode(bool) [AnimInstanceProxy.cpp:201]
#rb Aaron.Cox,Jurre.deBaare,Robert.Manuszewski
[CL 12451001 by Thomas Sarkanen in 4.25 branch]
2020-03-26 10:47:56 -04:00
robert manuszewski
b7568cc694
Fix for UE-90683: You can no longer delete conflicting variables
...
Refactored FindField into FindUField and FindFProperty to avoid confusion caused by the fact that FindField<UField> will no longer return FProperties.
#jira UE-90683
#rb Steve.Robb
#tests Basic editor functionality test, cooked and ran PC client and server, bot soak tests for two hours
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 12190998 in //UE4/Release-4.25/... via CL 12190999
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v661-12148976)
[CL 12191300 by robert manuszewski in Main branch]
2020-03-15 10:33:45 -04:00
Robert Manuszewski
321457eb31
Fix for UE-90683: You can no longer delete conflicting variables
...
Refactored FindField into FindUField and FindFProperty to avoid confusion caused by the fact that FindField<UField> will no longer return FProperties.
#jira UE-90683
#rb Steve.Robb
#tests Basic editor functionality test, cooked and ran PC client and server, bot soak tests for two hours
[CL 12190998 by Robert Manuszewski in 4.25 branch]
2020-03-15 10:08:50 -04:00
phillip kavan
c79fb04dea
Fix non-functional collision in a nativized Actor Blueprint with one or more components set up to use a custom collision profile to override the component's inherited default collision response.
...
#jira UE-44333
#rb Marc.Audy
#ROBOMERGE-SOURCE: CL 11964919 in //UE4/Release-4.25/... via CL 11964932
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)
[CL 11964972 by phillip kavan in Main branch]
2020-03-05 16:49:40 -05:00
Phillip Kavan
bf93caaf3f
Fix non-functional collision in a nativized Actor Blueprint with one or more components set up to use a custom collision profile to override the component's inherited default collision response.
...
#jira UE-44333
#rb Marc.Audy
[CL 11964919 by Phillip Kavan in 4.25 branch]
2020-03-05 16:48:29 -05:00
phillip kavan
de1f497f8b
Fix BP nativization dependency gathering to collect script objects referenced by an FProperty.
...
#rnx
#jira UE-88714
#rb Dan.OConnor, Robert.Manuszewski
#ROBOMERGE-SOURCE: CL 11636405 in //UE4/Release-4.25/... via CL 11636407
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v655-11596533)
[CL 11636415 by phillip kavan in Main branch]
2020-02-26 12:59:35 -05:00
Phillip Kavan
4ec8250381
Fix BP nativization dependency gathering to collect script objects referenced by an FProperty.
...
#rnx
#jira UE-88714
#rb Dan.OConnor, Robert.Manuszewski
[CL 11636405 by Phillip Kavan in 4.25 branch]
2020-02-26 12:58:29 -05:00
dan oconnor
98628be41e
ExpandEnumAsExecs now works with bool parameters, added ExpandBoolAsExecs synonym
...
#rb Phllip.Kavan
#jira UE-89057
#ROBOMERGE-SOURCE: CL 11522401 via CL 11522407 via CL 11522423
#ROBOMERGE-BOT: (v654-11333218)
[CL 11525131 by dan oconnor in Main branch]
2020-02-18 17:21:46 -05:00
robert manuszewski
b938e59c9b
Reimplementing FProperty changes from //UE4/Main
...
+ Reimplemented FProperty related fixed from //UE4/Main:
CL#10791312, 10804850, 10851666, 10855122, 10855198, 10942138, 11030611, 11030639, 11032261, 11061515, 11136964,11138881, 11214238, 11214865
#rb none (previously reviewed in Dev-Core)
[FYI] Chris.Bunnner, Daniel.Lamb
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 11302985 via CL 11303011 via CL 11303019
#ROBOMERGE-BOT: (v0-11244347)
[CL 11303183 by robert manuszewski in Main branch]
2020-02-10 08:06:56 -05:00
Josh Adams
aa9705149b
Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
...
#rb none
[CL 11282608 by Josh Adams in Main branch]
2020-02-06 13:13:41 -05:00
Marc Audy
9b14e17824
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 11128285
...
#rb
#rnx
[CL 11130996 by Marc Audy in Dev-Framework branch]
2020-01-28 11:29:06 -05:00
Phillip Kavan
e802b35473
Fix blind reinstancing of natively-constructed nested subobjects during class-owned subobject initialization in nativized Blueprint C++ code.
...
#rb None
#jira UE-87038
[CL 11060342 by Phillip Kavan in Dev-Framework branch]
2020-01-17 19:28:42 -05:00
Dan Oconnor
1c8e853762
Integrate from main @ 10895611
...
Merged manually:
//UE4/Dev-Framework/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
//UE4/Dev-Framework/Engine/Source/Editor/BlueprintGraph/Private/K2Node_GetClassDefaults.cpp
//UE4/Dev-Framework/Engine/Source/Programs/NotForLicensees/Solaris/uLangServer/uLangServer.Target.cs
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Private/NotForLicensees/QoSReporterConfiguration.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Private/QoSReporter.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Private/QoSReporterModule.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Private/QoSReporterPrivate.h
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Public/QoSReporter.h
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/QoSReporter.Build.cs
Merged manually accepted source:
//UE4/Dev-Framework/FortniteGame/Content/Animation/Marketing/Poses/Pose_Library/HolidayPJ/HolidayPJB_Female_H.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Buildings/5x5/HLOD/Apollo_5x5_LogPyramid_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_A6_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_B1_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_E1_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_F8_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_G1_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_G7_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_G8_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_H4_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_H5_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_H6_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_H8_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Items/EnvironmentalItems/PinkOatmeal/PinkOatmeal_Sepia.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Items/Weapons/WID_Harvest_Pickaxe_GalileoFerry1H.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Playlists/ContextTutorial/Mutator/ContextualTutorial_NearChestMobile.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Anchor_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Heart_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Jaws_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Keg_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Megalodon_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Pizza_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_SkiBoot_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/SharpDresser/PA_SharpDresser_Ready_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Characters/Player/Male/Medium/Bodies/M_MED_GuanYuDragon/Meshes/M_MED_Guan_Yu_Dragon_AnimBP.uasset
//UE4/Dev-Framework/FortniteGame/Content/Characters/Player/Male/Medium/Bodies/M_MED_Ornament_Soldier/Textures/T_M_MED_Ornament_Soldier_Body_N.uasset
//UE4/Dev-Framework/FortniteGame/Content/Creative/Materials/M_Creative_4Layers_Inst.uasset
//UE4/Dev-Framework/FortniteGame/Content/Heroes/Commando/CosmeticCharacterItemDefinitions/CID_Commando_034_ToyTInkerer.uasset
//UE4/Dev-Framework/FortniteGame/Content/UI/Login/SubGameSelect/SubgameSelectScreen.uasset
//UE4/Dev-Framework/FortniteGame/Documents/VO_Script/Hero VO Master.xlsx
//UE4/Dev-Framework/FortniteGame/Documents/VO_Script/STW Questline VO - MASTER SCRIPT.xlsx
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_059_wwiipilot_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.json
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_059_wwiipilot_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.png
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_081_scubamale_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.json
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_081_scubamale_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.png
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_223_orangecamo_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.json
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_223_orangecamo_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.png
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_330_astronautevilupgrade_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.json
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_330_astronautevilupgrade_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.png
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/Materials/TileMirrorAxis.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/Materials/UVEdit.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/Materials/wall3.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/textures/carpet_ao_rough_metal.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/textures/carpetdiff.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/textures/carpetnorm.uasset
Merged automatically:
//UE4/Dev-Framework/Engine/Plugins/NotForLicensees/CommonUI/Source/CommonUI/Public/CommonNumericTextBlock.h
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemComponent.cpp
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemComponent_Abilities.cpp
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayEffectTypes.cpp
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemComponent.h
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayAbilitySpec.h
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectTypes.h
//UE4/Dev-Framework/Engine/Source/Developer/BlueprintNativeCodeGen/Private/NativeCodeGenerationTool.cpp
//UE4/Dev-Framework/Engine/Source/Editor/Kismet/Private/BlueprintEditor.cpp
//UE4/Dev-Framework/Engine/Source/Editor/Kismet/Private/WorkflowOrientedApp/WorkflowTabManager.cpp
//UE4/Dev-Framework/Engine/Source/Editor/Kismet/Public/WorkflowOrientedApp/WorkflowTabManager.h
//UE4/Dev-Framework/Engine/Source/Editor/UnrealEd/Private/PlayLevel.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Services/BTService_BlueprintBase.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_BlueprintBase.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/EnvironmentQuery/EnvQueryInstanceBlueprintWrapper.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Decorators/BTDecorator_BlueprintBase.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Services/BTService_BlueprintBase.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Tasks/BTTask_BlueprintBase.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/Blueprint/AIBlueprintHelperLibrary.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/Navigation/PathFollowingComponent.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/CoreUObject/Public/UObject/ObjectMacros.h
//UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/AI/Navigation/NavigationTypes.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/KismetSystemLibrary.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/NavigationSystem/Private/NavFilters/NavigationQueryFilter.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/NavigationSystem/Private/NavMesh/NavMeshRenderingComponent.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/NavigationSystem/Private/NavMesh/RecastNavMesh.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Slate/Private/Framework/MultiBox/MultiBoxBuilder.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteEditor/Private/FortBuildingInstructionsCommandlet.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortAIController.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortAthenaAIBotController.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortBT/FortBTDecorator_IsTakerAirborne.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortEQS/FortQueryGenerator_InfluenceMapPoints.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortEQS/FortQueryGenerator_PointsFromNavGraph.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortEnemySpawn.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortNavSystem.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortPathFollowingComponent.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortPathFollowingComponentBase.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/HotSpots/FortAIHotSpotSlotGenerator_OnBoundingBox.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/HotSpots/FortAIHotSpot_Building.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/MissionBots/FortBotStructureBuilder.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/NavUtils/NavGraphCellUtils.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/NavUtils/NavLinkProcessor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/Tasks/FortAITask_Move.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Abilities/FortGameplayAbility_AIPortal.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Analytics/FortAnalytics.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Analytics/FortBlueprintAnalytics.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Athena/FortAthenaZipline.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Athena/FortClientBotManagerAthena.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Athena/FortGameModeAthena.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Athena/FortPlayerControllerAthena.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/AthenaLayoutRequirementData.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingActor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingAutoNav.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingContainer.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingCorner.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingDeco.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingFloor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingFoundation.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingPlayerPrimitivePreview.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingProp.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingRift.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingRoof.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingSMActor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingStairs.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingTrap.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingWall.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/DeployableBasePlot.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/DynamicBuildings/FortDynamicBuilder.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/EditMode/BuildingEditModeSupport.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/FortVolume.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/StructuralSupport/BuildingStructuralSupportSystem.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/ClientPilot/FortClientPilot_GameplayBase.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Components/FortControllerComponent_Interaction.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Curie/Managers/FortCurieFirePropagationManager.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Curie/Managers/FortCurieSpatialManager.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Environment/FortProceduralFoliageComponent.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/FortClientBotManager.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/FortGameMode.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/FortGameStateZone.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Input/FortPlayerInput.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/LevelRecordSpawner.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/LevelSaveRecord.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Modifiers/FortGameplayMutator_DestroyMapActors.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/NoRedist/ML/FortDetectionML_BuildingMacro.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Objectives/FortPlacementActor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Pawns/FortAIPawn.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Pawns/FortPawn_Taker.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Player/FortPlayerController.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Replay/Automation/Pegasus/PegasusGameEventCollector.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/STW/FortConstructorBASE.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Track/FortTrack.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/UI/FortUIZone.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Weapons/FortDecoTool.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Weapons/FortProjectileDecoHelper.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Weapons/FortWeap_BuildingTool.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Weapons/FortWeap_BuildingToolBase.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingActor.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingAutoNav.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingPlayerPrimitivePreview.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingProp.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingTrap.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingWall.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/FortAssets.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Player/FortPlayerController.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/STW/FortConstructorBASE.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Track/FortTrack.h
All other files merged 'safely'
#rb none
[CL 10934998 by Dan Oconnor in Dev-Framework branch]
2020-01-09 19:00:27 -05:00