mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
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23f531ee4057a09ab80750cdec62fc2ecfb2fa2b
25 Commits
| Author | SHA1 | Message | Date | |
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5a8f8161a6 |
Experimental navmesh debug tools (first pass)
Allow to display internal debug data at different navmesh generation steps for a selected tile Ignore height filtering while displaying the navmesh around camera position [REVIEW] [at]Mieszko.Zielinski [at]Mikko.Mononen #rb Mikko.Mononen #jira UE-86730 #ROBOMERGE-SOURCE: CL 11285125 via CL 11285129 via CL 11285132 #ROBOMERGE-BOT: (v647-11244347) [CL 11285135 by aris theophanidis in Main branch] |
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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] |
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0f0464a30e |
Updating copyright for Engine Runtime.
#rnx #rb none #ROBOMERGE-OWNER: ryan.durand #ROBOMERGE-AUTHOR: ryan.durand #ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900 #ROBOMERGE-BOT: (v613-10869866) [CL 10870549 by ryan durand in Main branch] |
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501eb2d8d4 |
PR #6437: Improve visibility of Nav Mesh smart link state (Contributed by CA-ADuran)
#jira UE-85744 #rb mieszko.zielinski [CL 10707079 by Mieszko Zielinski in Dev-Framework branch] |
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8a7fdcd3af |
Fixed a really dumb mistake done in the original implementation of ARecastNavMesh::ReplaceAreaInTileBounds
#jira UE-85800 #rb none [CL 10705824 by Mieszko Zielinski in Dev-Framework branch] |
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4ac62e9205 |
Build fix for IOS Client
#review-10623042 @Steve.Robb #rb Steve.Robb #jira FORT-242650 [CL 10624679 by Aris Theophanidis in Main branch] |
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d1e11102ca |
Addition of a minimum CostLimit value to FPathFindingQuery::ComputeCostLimitFromHeuristic()
Exposing the minimum CostLimit parameter in NavigationTestingActor Renaming MaxCost to CostLimit [at]Guillaume.Guay [at]Maxime.Mercier #jira UE-82572 #ROBOMERGE-SOURCE: CL 10055783 via CL 10055784 #ROBOMERGE-BOT: (v565-10026848) [CL 10055786 by aris theophanidis in Main branch] |
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e9f4047af3 |
Support for a max cost in the Detour pathfinders and addition of the parameter in the navigation query
DetourNavMeshQuery -> Fix issue in updateSlicedFindPath not behaving like findPath (missing check for DT_UNWALKABLE_POLY_COST) Looking forward to merge those or to make sure that the NavigationTestingActor uses the same pathfinder to generate its path than the one use to display debug steps [at]Mieszko.Zielinski [at]Maxime.Mercier [at]Mikko.Mononen #jira UE-82572 #ROBOMERGE-SOURCE: CL 10015638 via CL 10015644 #ROBOMERGE-BOT: (v562-10004402) [CL 10015651 by aris theophanidis in Main branch] |
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30a187672c |
Fixed null-area nav links not being filtered out by dtQueryFilter::passInlineFilter
#jira UE-81767 #review-9566767 @Yoan.StAmant, @Stephen.Holmes #rb Yoan.StAmant, Stephen.Holmes [CL 9593171 by Mieszko Zielinski in Main branch] |
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6b60663f39 |
Update Engine and Plugins to use the new Getters / Setters for UActorComponent, USceneComponent, and AActor replicated properties
[at]Ryan.Gerleve, [at]Brian.Bekich #rb None #ROBOMERGE-OWNER: jon.nabozny #ROBOMERGE-AUTHOR: jon.nabozny #ROBOMERGE-SOURCE: CL 9290108 via CL 9290249 #ROBOMERGE-BOT: (v452-9288972) [CL 9290520 by jon nabozny in Main branch] |
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16328d08b1 |
Created INavigationDataInterface::IsNodeRefValid(), and implemented in RecastNavMesh. Called by CharacterMovementComponent::PhysNavWalking to detect when the floor drops out.
#rb zak.middleton, mieszko.zielinski #ROBOMERGE-SOURCE: CL 8696480 via CL 8697480 via CL 8707959 #ROBOMERGE-BOT: (v422-8689730) [CL 8709009 by jason petersohn in Main branch] |
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45ca026404 |
Partial rollback of CL6604191.
RecastNavMeshGenerator initialization should be called right after object construction to ensure virtual methods are properly called and derived classes are fully constructed before rebuild navigation mesh. #rnx #rb yoan.stamant [fyi] [at]Mieszko.Zielinski #ROBOMERGE-SOURCE: CL 7981977 via CL 7996225 #ROBOMERGE-BOT: (v396-7974030) [CL 7996495 by guillaume guay in Main branch] |
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7c0bb2f243 |
Added functionality to RecastNavMesh that allows one to procedurally bulk-change navmesh generation properties
As part of the process I've deprecated essentially unused ARecastNavMesh.AgentMaxHeight and removed the code accessing it. [at]Yoan.StAmant #rb Yoan.StAmant #ROBOMERGE-SOURCE: CL 7249093 via CL 7262675 #ROBOMERGE-BOT: (v369-7254125) [CL 7262737 by mieszko zielinski in Main branch] |
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b2955d2bdc |
Removed the remaining the traces of the original UNavigationSystem from the engine code
[at]Yoan.StAmant #rb Yoan.StAmant #ROBOMERGE-SOURCE: CL 7090744 via CL 7104302 #ROBOMERGE-BOT: (v367-6836689) [CL 7104406 by mieszko zielinski in Main branch] |
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f9b3324b32 |
Copying //UE4/Dev-Physics to Dev-Main (//UE4/Dev-Main) @ 6903150
#rb none #rnx [CL 6903163 by Michael Lentine in Main branch] |
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cd19b057a7 |
Fixed a bug in ARecastNavMesh::GetRandomReachablePointInRadius that resulted in erronous behavior for big(ish) Radius values.
The bug resulted from us using a strange extent ({Radius,Radius,Radius}) when projecting the initial location to navmesh. I've used a lot more reasonable DefaultQueryExtent for this purpose with Z being set to BIG_NUMBER. When a big Radius value was used the underlying recast code was expected to query a lot of polygons, but there's a hard limit of 128 polygons to process in multiple places in Recast lib (for performance reasons). These two facts combined resulted in finding awkward query starting point when using large Radius. The new approach first projects the query origin 'down' taking advantage of the assumption that the querier location is (more or less) on navmesh, since the whole query is about reachable locations.
#jira UE-66058
#review-6665296 @Yoan.StAmant
#rb Yoan.StAmant
[CL 6674755 by Mieszko Zielinski in Dev-Framework branch]
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a1708e0630 |
Made NavModifierComponent work properly even if its owner's root component was marked as nav-irrelevant #UE4
While at it had to mess around with RegastNavMeshGenerator's initialization - the old way in some cases resulted in overriding once configured properties or needless dtNavMesh instance recreation. In the process I've removed the Generator->Init() call from ARecastNavMesh::ConditionalConstructGenerator since now we call Init as part of generator's construction. #jira UE-74448 #review-6533131 Yoan.StAmant #rb Yoan.StAmant [CL 6604191 by Mieszko Zielinski in Dev-Framework branch] |
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1057caa0d6 |
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @5937262
#rb None [CL 5965729 by Dan Oconnor in Dev-Framework branch] |
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ab108c215e |
Copying to Dev-Main @ CL# 4688301
#rb #rnx [CL 4688816 by Marc Audy in Main branch] |
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7598af0532 |
Update copyright notices to 2019.
#rb none #lockdown Nick.Penwarden [CL 4662404 by Ben Marsh in Main branch] |
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ea340d3fbf |
Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main)
#rb none #lockdown Nick.Penwarden [CL 4567513 by Ben Marsh in Main branch] |
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af90b7bcd4 |
Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main) @ 4395008
#rb #rnx #lockdown Nick.Penwarden [CL 4395058 by Marc Audy in Main branch] |
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86b09177d3 |
Cleaning up AI and navigation-related @todos #UE4
Most of them related to recent nav sys refactor, but some are just old todos. Changes include: - plugged in navmesh vislogging - implemented querying and stopping movement from the engine code (via FNavigationSystem's binds) - fixed UNavigationSystemV1::ConfigureAsStatic - implemented NavigationSystem's own nav config class (with additional options available) Also added some helpful comments in couple of places. #rb none [CL 4112787 by Mieszko Zielinski in Dev-Framework branch] |
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d90da4ab1a |
Merge to Dev-Main for 4.20 @ 4090813
#rb #rnx #lockdown Nick.Penwarden [CL 4091081 by Marc Audy in Main branch] |
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d5628cd986 |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change |