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24ef33a9fa |
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927746 on 2016/03/30 by Michael.Schoell Local variables in function graphs will now store a hard reference to their UObject value. Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint. #jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native Change 2927751 on 2016/03/30 by Michael.Schoell Back out changelist 2927746 Change 2986483 on 2016/05/23 by Maciej.Mroz #jira UE-30976 Editable enum values set on an instance are lost during nativization Added overriden names of Enum keys. Change 2986712 on 2016/05/23 by Phillip.Kavan [UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class. change summary: - modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root. Change 2987406 on 2016/05/23 by Ryan.Rauschkolb Fixed Functions filter in Find-In-Blueprints will show components from the SCS #jira UE-30140 Change 2988925 on 2016/05/24 by Ryan.Rauschkolb Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph. #jira UE-20232 Change 2989001 on 2016/05/24 by Dan.Oconnor PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner) #jira UE-31142 Change 2989447 on 2016/05/25 by Phillip.Kavan [UE-30807] Propagate edit condition property value changes to instances of template objects. change summary: - modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO) Change 2989804 on 2016/05/25 by Phillip.Kavan [UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class. change summary: - modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component Change 2990234 on 2016/05/25 by Ryan.Rauschkolb Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph #jira UE-4426 Change 2990566 on 2016/05/25 by Mike.Beach Better warn logging to help locate variable nodes that emit a "variable not found" message. Change 2991083 on 2016/05/26 by Maciej.Mroz Blueprint nativization: converted classes have "config" specified. Change 2991363 on 2016/05/26 by Phillip.Kavan [UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components. change summary: - modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text - modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed) - modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass - modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects Change 2992990 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node #jira UE-21973 Change 2992995 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked. #jira UE-30990 Change 2993449 on 2016/05/27 by Phillip.Kavan [UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing. change summary: - modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type. Change 2993531 on 2016/05/27 by Mike.Beach PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell) Change 2993969 on 2016/05/30 by Maciej.Mroz UE-30729 Crash in Native Orion when selecting Sword or Tomahawk Clear AsyncLoading in subobjects. Change 2993990 on 2016/05/30 by Phillip.Kavan [UE-30984] Exclude reroute nodes from Blueprint profiler node mapping. change summary: - modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links. - modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links. - modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points. - modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points. Change 2994591 on 2016/05/31 by Ryan.Rauschkolb Fixed issue where inherited Blueprint variable would not show parent's replications settings #jira UE-18912 Change 2994613 on 2016/05/31 by Ben.Cosh Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal. #Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher #Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy #Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler #Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab #Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status #Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented #Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out #Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean" #Jira UE-31377 - BP Profiler - Default tree view filtering to off #Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP #Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)" Notes:- - Sequence node inclusive time fixed - Trace History tidy up - Compile Icon and status messages for instrumentation - Message in the profiler tab for instrumentation - Profiler view tidy up and heat thresholds controls added - fixed the summed execution branch stats - fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396 - added hottest path and hottest endpoint wire heatmaps - switched off the graph filter by default - added total time for the heatmaps - fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code Change 2995058 on 2016/05/31 by Phillip.Kavan [UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running. change summary: - modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class. - modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context. Change 2995218 on 2016/05/31 by Phillip.Kavan [UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size. change summary: - modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout. Change 2996417 on 2016/06/01 by Phillip.Kavan [UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor. change summary: - modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object. Change 2997001 on 2016/06/01 by Ryan.Rauschkolb Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component #jira UE-30143 Change 2997521 on 2016/06/02 by Maciej.Mroz [Blueprint Nativization] - Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h - Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated. Change 2997522 on 2016/06/02 by Maciej.Mroz Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization) Change 2997638 on 2016/06/02 by Maciej.Mroz Improvements for Blueprint Nativization: - Overridden names in nativized code have proper escape characters (in generated code). - OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared - Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>) - warning C4883 is disabled in .generated.cpp files for nativized module Change 2997639 on 2016/06/02 by Maciej.Mroz Minor improvements in Ocean gameplay code. Required for Blueprint Nativization. #jira UE-28945 Failure packaging Nativized Ocean Change 2997656 on 2016/06/02 by Maciej.Mroz Various improvements in BlueprintCompilerCppBackend: - Fixed interface cast - Fixed TSwitchValue issue (when used with literals) - Fixed improper name for NativeBlueprintEvent (when calling parent's implementation) - Fixed bitfield getter code. - Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums) - operator == is generated for nativized structs - Fixed AssedId (AssetPtr) constructor in nativized code. - Fixed arrays of noexport struct - Fixed missing headers for native single cast delegate signature. - Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata. Change 2997691 on 2016/06/02 by Maciej.Mroz operator == in FText. It is required for some functions in TArray<FText> Change 2997793 on 2016/06/02 by Ben.Cosh Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter #Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh #Proj BlueprintProfiler, Kismet Change 2997901 on 2016/06/02 by Maciej.Mroz Back out changelist 2997691 Change 2998038 on 2016/06/02 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2998052 on 2016/06/02 by Ryan.Rauschkolb Fixed Comment bubbles not remembering changes after losing focus #jira UE-20012 Change 2998450 on 2016/06/02 by Phillip.Kavan [UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata. change summary: - modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it. Change 2999763 on 2016/06/03 by Mike.Beach Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes. #jira UE-26761 Change 2999768 on 2016/06/03 by Maciej.Mroz #jira UE-31592, UE-31593 This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty. Change 2999770 on 2016/06/03 by Maciej.Mroz [Blueprint Nativization] Workaround for missing ==operator in native structures. The generated code uses special version of array funtions. Change 2999798 on 2016/06/03 by Mike.Beach Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor. #jira UE-31522 Change 2999941 on 2016/06/03 by Mike.Beach Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning). #jira UE-23371 Change 3001731 on 2016/06/06 by Phillip.Kavan [UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target. change summary: - modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events. - modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field. - modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals. - modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events. Change 3002075 on 2016/06/06 by Maciej.Mroz Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend. Literal expression can be emitted without known desitination property. #jira UE-28443 Set Boolean (by ref) crashes the editor on compile Change 3002096 on 2016/06/06 by Ben.Cosh This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs. #Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called #Proj BlueprintProfiler Change 3002108 on 2016/06/06 by Ben.Cosh Adds a new default option to average the blueprint level stats in the profiler. #Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged #Proj Kismet, BlueprintProfiler - The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward. Change 3002782 on 2016/06/06 by samuel.proctor Test assets for Interface testing Change 3003826 on 2016/06/07 by Ben.Cosh A few minor visual improvements for the blueprint profiler. #Proj Kismet, BlueprintProfiler, EditorStyle - Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors. - Updated the pure node icon. Change 3004067 on 2016/06/07 by samuel.proctor New test asset for blueprint interfaces Change 3004069 on 2016/06/07 by samuel.proctor Updating asset for Interface testing Change 3004275 on 2016/06/07 by Ryan.Rauschkolb Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility #jira UE-23733 Change 3004329 on 2016/06/07 by Dan.Oconnor EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced. Change 3004418 on 2016/06/07 by Maciej.Mroz KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value. Change |
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eaf882587b |
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2967759)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2919729 on 2016/03/23 by Ben.Cosh Support for macros in the profiler #UEBP-177 - Macro instance handling #Proj Kismet, BlueprintProfiler - Adds support for timings inside macro calls - Extends the tunnel graph support to handle multiple entry/exit sites Change 2938064 on 2016/04/08 by Phillip.Kavan [UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well. change summary: - added external linkage to UK2Node_GetClassDefaults::FindClassPin(). - added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h. - added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl. - modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected. - modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types. Change 2938088 on 2016/04/08 by Mike.Beach Making bytecode produced by latent action nodes deterministic. Change 2938101 on 2016/04/08 by Mike.Beach Fixing a bug where the compile summary was not being reported because another compiler log was lingering - making it so the MathExpression node compiler log is not initialized with intent to report its own summary (it gets folded into the primary log). Change 2938121 on 2016/04/08 by Phillip.Kavan Remove a few redundant MBASM calls on variable type change. Change 2940295 on 2016/04/11 by Dan.Oconnor We now 'tag subobjects' of a blueprint even if it's part of the rootset, this means we correctly detect references to the BPGC in FPendingDelete::CheckForReferences(). Original rootset check dates to 2012 and I can find no justification for it currently. #jira UE-29216 Change 2943227 on 2016/04/13 by Dan.Oconnor Fixed improper detection of functions from interfaces that themselves inherit from some other interface #jira UE-29440 Change 2944270 on 2016/04/14 by Phillip.Kavan [UEBP-176] First pass at BP graph node heat map visualization while profiling. change summary: - added an "indicator overlay" to graph node widget layouts - added a heat mode "mode" selector widget to the BP profiler view panel - extended IBlueprintProfilerInterface to include APIs for accessing current heat map mode state - added FScriptNodePerfData::GetBlueprintPerfDataForAllTracePaths() (tentative - may need revisiting) - added SGraphNode::GetNodeIndicatorOverlayColor() and GetNodeIndicatorOverlayVisibility() delegates - added BP-specific delegate overrides to SGraphNodeK2Base; extended to include both compact and variable nodes Change 2946932 on 2016/04/18 by Mike.Beach Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue). #jira UE-26998 Change 2949968 on 2016/04/20 by Dan.Oconnor Array access out of bounds by value is a warning again, added ability to elevate individual warnings on a per project basis (or supress them) #jira UE-28971 Change 2950113 on 2016/04/20 by Dan.Oconnor Removed GBlueprintCompileTime, it was not accurate. Printing BlueprintCompileAndLoadTimerData.GetTime() at start instead Change 2951086 on 2016/04/21 by Ben.Cosh This change addresses the edge case in the blueprint profiler that caused stats to fail when tunnel nodes were linked through to other tunnel nodes. #jira UE-28750 - Crash compiling a Blueprint that contains a For Loop with profiler active #Proj Kismet, BlueprintProfiler Change 2951336 on 2016/04/21 by Ben.Cosh This change enables blueprint breakpoints during instrumented conditions. #jira UEBP-178 - Fix breakpoints under profiling conditions #Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler Change 2951406 on 2016/04/21 by Ben.Cosh Fix for blueprint profiler stats for the top level blueprint stat entry not updating correctly. #Proj Kismet Change 2951832 on 2016/04/21 by Ben.Cosh Fix for certain blueprint profiler stats not being updated and collected at the blueprint container level due to incorrect tracepaths. #Proj Kismet #info This should fix the node heatmaps as a side effect. #Codereview Phillip.Kavan Change 2956696 on 2016/04/26 by Dan.Oconnor Tweak fix for macros being BS_Dirty after loading. The current fix had the side effect of not recompiling clients of the macro after making a change to the macro and entering PIE #jira UE-29495 Change 2957564 on 2016/04/27 by Maciej.Mroz Various fixes related to nativized enums. #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true Change 2961626 on 2016/04/29 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2962747 on 2016/05/02 by Maciej.Mroz #jira UE-30123 Cannot use abilities in nativized Orion build GameplayAbility handles BPGC and DynamicClass the same way. C++ backend do not assumes that some literal objects are UserDefinesEnum/UserDefinedStruct/BlueprintGeneratedClass. Change 2965679 on 2016/05/04 by Maciej.Mroz Increased stack size (384k) of threads spawned by Task Graph. (Temporary?) fix for stack overflow, when amination in Orion are evaluated. Change 2965758 on 2016/05/04 by Maciej.Mroz #jira UE-30300 "ReturnToBase" ability does not work in nativized Orion. Fixed CDO creation in async loaded Dynamic Class. Fixed too restrict cast assertions. Change 2966543 on 2016/05/04 by Maciej.Mroz #jira UE-30235 Mac QAGame fails to package with nativization #jira UE-30282 Match3 nativized android package fails to build Change 2966839 on 2016/05/04 by Dan.Oconnor Typo IMPLEMENT_MODULE creates weird linking error, also may need entry in Target.cs to get BlueprintRuntime to build. Copying that pattern from ___LoadingScreen modules #jira UE-30333 Change 2967347 on 2016/05/05 by Maciej.Mroz #jira UE-30196 Unable to package a copy of project with Nativize Blueprints enabled CommandUtils.GetDirectoryName should not be used with directory path (but only with file path), because it cannot handle paths like "e:\My11Project 4.13" (containing '.'). It seems useless with directory path anyway. [CL 2968184 by Dan Oconnor in Main branch] |
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a9cb932f24 |
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
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bb70b349ce |
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden [CL 2819020 by Matthew Griffin in Main branch] |
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134cb04d27 |
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan |
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b19cff0457 |
Fixed crash in FKCHandler_CallFunction::FindFunction when the calling context is null
[CL 2695105 by Jamie Dale in Main branch] |
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bd0800d561 |
FScriptBuilderBase::EmitDestinationExpression properly handles Array properties.
[UE-18227][UE-18185] Restored changelist 2610237 (UE-16083). Back out changelist 2611758. #codereview Mike.Beach, Terence.Burns [CL 2612142 by Maciej Mroz in Main branch] |
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ada8c2e0d2 |
[UE-18227] Back out changelist 2610237 (UE-16083) - Was causing a UMG VM crash (involing MakeArray); backed out until we can resolve that issue.
#codereview Maciej.Mroz [CL 2611758 by Mike Beach in Main branch] |
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c06b5ac97b |
UE-16083 Select node not passing by reference.
- New VM instruction: EX_SwithValue - New KismetCompiledStatement: KCST_SwitchValue - Functions from UKismetArrayLibrary don't have UArrayProperty input param anymore - removed FBlueprintCompiledStatement::ArrayCoersionTermMap - New Engine.ini option: [Kismet]bUseSelectRef - currently it's disabled - FKCHandler_SelectRef - new implementation of Select node. #codereview Nick.Whiting, Mike.Beach [CL 2610237 by Maciej Mroz in Main branch] |
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94197986df |
GetBaseStructure was replaced with TBaseStructure<>::Get()
Related to: https://udn.unrealengine.com/questions/244398/blueprint-struct-with-vector-member-crashes-editor.html #codereview Robert.Manuszewski, Jaroslaw.Palczynski, Nick.Whiting [CL 2538645 by Maciej Mroz in Main branch] |
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d67a694c69 |
Move member reference out of K2Node and make it usable elsewhere
[CL 2477135 by Marc Audy in Main branch] |
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ecee0506c5 |
[UE-11325] Blueprint function params marked "DefaultToSelf" now check compatibility against the Blueprint's type (and error when appropriate).
[CL 2471338 by Mike Beach in Main branch] |
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4fb2fe8d86 |
[UE-9879] No longer spamming "Files need check-out!" when compiling a blueprint, we avoid marking the blueprint as structurely modified simply because generated data was updated
[CL 2449230 by Dan Oconnor in Main branch] |
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adecd4aaad |
UHT: Allows defining multiple UCLASSes in one header file.
[CL 2412156 by Jaroslaw Palczynski in Main branch] |
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d0f3e3d7e7 |
Merging PR #680 to fix crashes when casting an Interface pin to an Object pin inside of Blueprints.
#jira UE-6503 - GitHub 680 : Fix: UE-6268: Implict cast stack corruption #jira UE-6268 - The Editor may crash in PIE mode if the Engine was built from source code using the Debug Editor configuration. [CL 2391686 by Michael Schoell in Main branch] |
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149375b14b |
Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch] |
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ead8c218f1 |
[UE-2345] BP - enforce const-correctness in native const class method overrides
this change introduces enforcement of 'const-correctness' into implemented function graphs. summary: if you have a function declared in C++ like this: UFUNCTION(BlueprintImplementableEvent) int32 MyFunctionThatReturnsSomeValue() const; if you implement that (BPIE) function in a Blueprint that's parented to that native class, it will now be flagged as 'const'. this makes any properties of 'self' read-only within the context of that graph, which means the compiler will emit an error if you try to set a property or otherwise call a non-const, non-static function with 'self' as the target. if there happens to already be an implemented const function in a Blueprint that was in place prior to this change, the compiler will emit a warning instead of an error, in order to allow existing Blueprints that may currently be "violating" const within the context of a const BPIE function to still compile, while still alerting to issues that should probably be addressed. notes: 1) this also applies to BlueprintNativeEvent (BPNE) implementations, and also when implementing BPIE/BPNE interface methods that are also declared as const 2) a const BPIE/BPNE function with no return value and no output parameters will be implemented as a "normal" impure function, and not as an event as in the non-const case 3) a const BPIE/BPNE function with a return value and/or output parameters will currently be implemented as a pure function, regardless of whether or not BlueprintCallable is specified 4) this CL also retains some consolidation of static function validation code that i had previously done, mostly to allow static functions to more easily be whitelisted for const function graphs #codereview Nick.Whiting, Michael.Noland [CL 2368059 by Phillip Kavan in Main branch] |
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745d0c927b |
ôAutoCreateRefö û is handled in UK2Node_CallFunction::ExpandNode. The additional variable is created in local scope.
#codereview Nick.Whiting, Michael.Noland [CL 2323899 by Maciej Mroz in Main branch] |
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f32d2a3583 |
Local Graph Varaibles. An early version of function FEventGraphUtils::PinRepresentsSharedTerminal, that tells if a pin represetns a terminal, that is truly shared. If not, it will be added to local varaibles.
Creating Terminals was slightly refactored. #codereview Nick.Whiting, Michael.Noland [CL 2311113 by Maciej Mroz in Main branch] |
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b6e79ff641 |
Prevent functions that require a World Context from being placed in a Graph that does not implement GetWorld() and report a warning for functions that already exist
A function with a World Context pin can also be flagged with new metadata CallableWithoutWorldContext which indicates it can be used in any context, even if GetWorld() is not implemented, the called function is responsible for providing a working alternative when World is null World Centric functions can also be used in classes tagged with the ShowWorldContextPin metadata which indicates the class has a well defined method of supplying the world context that will be connected [CL 2292921 by Marc Audy in Main branch] |
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02e71ed87c |
Convert to using WorldContext metadata instead of DefaultToSelf/HidePin
[CL 2292897 by Marc Audy in Main branch] |
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fcaf05abab |
Change ShowHiddenSelfPins to ShowWorldContextPin
[CL 2292818 by Marc Audy in Main branch] |
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eb3a19001f |
BP: when object is passed by string, GetPathName should be used, instead of GetFullName
ttp 344824 LIVE: BP: Checking the contents of an ActorClass array will alway return True even when checking for a class that is not part à? #codereview Nick.Whiting [CL 2284422 by Maciej Mroz in Main branch] |
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ebce413232 |
UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch] |
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60050759c5 |
Blueprint code generation no longer duplicates cast result terms for objects being plugged into interface params.
(TTP #337973) [CL 2097632 by Mike Beach in Main branch] |