Commit Graph

18 Commits

Author SHA1 Message Date
Robert Manuszewski
cfa01c09c7 Merging //UE4/Dev-Main to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4731457 by Robert Manuszewski in Dev-Core branch]
2019-01-16 04:23:12 -05:00
Marc Audy
ab108c215e Copying to Dev-Main @ CL# 4688301
#rb
#rnx

[CL 4688816 by Marc Audy in Main branch]
2019-01-08 11:38:48 -05:00
Robert Manuszewski
2752c82adc Merging //UE4/Dev-Main @ 4664414 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4675693 by Robert Manuszewski in Dev-Core branch]
2019-01-02 00:55:51 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Robert Manuszewski
1685ed0b2e Merging //UE4/Dev-Main @ 4620382 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4631078 by Robert Manuszewski in Dev-Core branch]
2018-12-04 23:30:42 -05:00
Ben Marsh
ea340d3fbf Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown Nick.Penwarden

[CL 4567513 by Ben Marsh in Main branch]
2018-11-14 19:05:13 -05:00
Josh Adams
4f63a76b48 - Changed compression methods to be an FName instead of hardcoded enum
- Added support for compression plugins
- Removed the Custom compression concept, now using plugins properly
- Modified UnrealPak to use FNames, and allow for multiple compression methods (fallbacks on error or unavailability, etc)
- Added project settings for compression method selection for UnrealPak, and additional settings to be passed to UnrealPak (for instance, to control compression size/speed, etc)
- Deprecated a bunch of old function calls
- Improved pak file "old format" reading ability
- Brought over some changes from Fortnite for pak file encryption and memory savings
- Implemented a parallel compression pull request (#4129) to speed up pak file compression
#jira UE-51294
#rb ben.marsh

[CL 4480944 by Josh Adams in Dev-Core branch]
2018-10-17 14:18:10 -04:00
Robert Manuszewski
8841a31595 Merging //UE4/Dev-Main @ 4448303 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4450493 by Robert Manuszewski in Dev-Core branch]
2018-10-11 08:14:26 -04:00
mieszko zielinski
0e35c4450b Fixed navmesh tiles AABB being calculated wrong for large agents #UE4
#jira UE-65038
#rb Lukasz.Furman

#ROBOMERGE-SOURCE: CL 4446389 in //UE4/Release-4.21/...
#ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21)

[CL 4446390 by mieszko zielinski in Staging-4.21 branch]
2018-10-10 14:34:05 -04:00
Robert Manuszewski
02ba9f72df Merging //UE4/Dev-Main @ 4397329 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4397828 by Robert Manuszewski in Dev-Core branch]
2018-09-26 08:22:54 -04:00
Marc Audy
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]
2018-09-25 10:11:35 -04:00
Stefan Boberg
ec78046f43 Merging //UE4/Dev-Main to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4314710 by Stefan Boberg in Dev-Core branch]
2018-08-24 10:59:28 -04:00
Robert Manuszewski
5cfb721650 Merging //UE4/Dev-Main @ 4166795 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4168931 by Robert Manuszewski in Dev-Core branch]
2018-06-28 02:30:53 -04:00
Marc Audy
952ca7ae49 Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 4166795
#rb
#rnx

[CL 4167744 by Marc Audy in Dev-Framework branch]
2018-06-27 17:19:13 -04:00
marc audy
4c6f4247db Make all engine and smaple uses of player controller iterator consistent at validating that the weak object pointer is valid before dereferencing.
#rb
#jira
#rnx
[FYI] Michael.Noland

#ROBOMERGE-SOURCE: CL 4149232 in //UE4/Release-4.20/...
#ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20)
#ROBOMERGE-AUTHOR: marc.audy

[CL 4150460 by marc audy in Staging-4.20 branch]
2018-06-20 14:27:50 -04:00
Mieszko Zielinski
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]
2018-06-05 09:49:14 -04:00
Marc Audy
f6f6f20a10 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden
#rb
============================
  MAJOR FEATURES & CHANGES
============================

Change 4007876 by Ben.Zeigler

	Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller
	The player starts with 0 souls, but I hooked up the + on the souls display to grant 50
	Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup
	Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design

Change 4008251 by Mieszko.Zielinski

	PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist)

	Also addresses #jira UE-57869


Change 4008530 by Ben.Zeigler

	Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue

Change 4008694 by Ben.Zeigler

	Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie
	This option is disabled by default because game-specific tick functions may be doing unsafe slate operations

Change 4008698 by Ben.Zeigler

	Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that
	This depends on engine tick working from the loading movie, a feature I just added

Change 4008699 by Ben.Zeigler

	Add SaveGame flag to gameplay tags so they can be used for native save systems

Change 4008941 by Ben.Zeigler

	Hook up Fireball using new functions that allow applying an effect container spec from a projectile
	Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next
	Rename some ability functions to make them shorter

Change 4008943 by Dan.Oconnor

	Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text
	#jira UE-56478

Change 4010465 by Marc.Audy

	Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels.

Change 4010508 by Marc.Audy

	PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist)
	#jira UE-57775

Change 4010845 by Dan.Oconnor

	Avoid crashing trying to serialize a subobject that was create outside of a transaction

	#jira UE-57419

Change 4012148 by Phillip.Kavan

	PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel.

	#jira UE-55988

Change 4012393 by mason.seay

	Test BP with 512 components

Change 4015966 by mason.seay

	Updated BP to add split pin debugging

Change 4016110 by Marc.Audy

	(4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que)
	#jira UE-58009

Change 4016447 by Phillip.Kavan

	Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.

	Change summary:
	- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class.

	#jira UE-52372

Change 4016463 by Phillip.Kavan

	CIS fix - back out changelist 4016447 (temp)

Change 4017382 by Dan.Oconnor

	Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker

Change 4020602 by paulo.souza

	Lighting improvements and optmizations

Change 4020638 by paulo.souza

	Icons and launch screens on mobile (Android and iOS)

Change 4021340 by Ben.Zeigler

	Fix Map/Set add comments to be accurate, the return value was removed

Change 4021392 by Ben.Zeigler

	#jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup

Change 4021480 by mason.seay

	Reorganized comments and nodes

Change 4025794 by mason.seay

	Cleared all watches

Change 4026141 by Mieszko.Zielinski

	Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4

	In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user:
	https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html

	#jira none

Change 4027427 by Dan.Oconnor

	Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector
	#jira UE-58115

Change 4027434 by Ben.Zeigler

	Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them
	Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO
	Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended
	Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games

Change 4028656 by Ben.Zeigler

	Added comments and cleaned up ActionRPG code, done with primary features
	Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this
	Add inventory interface that is used instead of having character explicitly cast to player controller

Change 4029079 by paulo.souza

	Fixes to camera rotation when using the AutoMode + UI changes

Change 4030066 by Phillip.Kavan

	Message (interface) call nodes no longer display the skeleton class name in the node subtitle.

	Change summary:
	- Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries.

	#jira nojira

Change 4031843 by Jim.Brown

	Action RPG Game full UI overhaul.

	Goals:
	- new layout and art
	- consolidate view to center of screen
	- make buttons appear more like interactible objects
	- update button placement for reach and usability
	- art pass for consistency of visual language (color, iconography, style)

	Still to do:
	- polish on some of the icons (temp art in several places)
	- audio pass
	- environment pass
	- scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock)

Change 4033889 by Fred.Kimberley

	Fixed some watches that were incorrectly displayed as not in scope.

	Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged.

Change 4033921 by Fred.Kimberley

	Remove unnecessary cast and unused variable.

Change 4034094 by Phillip.Kavan

	Moved the Blueprint bookmarks feature out from under the experimental settings flag.

Change 4035553 by Marc.Audy

	Remove unneeded UFUNCTION declaration

	#jira UE-58030

Change 4035588 by Jim.Brown

	RPG Game:
	- Fixed a couple weapon icons (from temp art to more final version for review)
	- Created 1st pass audio for Guardian enemies (attack, death, roar, swing)
	- added reeeeeeeaally temp environmental audio (WIP)
	- Started on audio for Spider creature (not in engine yet)

Change 4036698 by Phillip.Kavan

	When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step.

	Change summary:
	- Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking.
	- Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping.

	#jira UE-52853

Change 4038454 by Marc.Audy

	Remove unneeded validation code for old UC state system
	Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class.

Change 4038487 by Jim.Brown

	RPG Game:
	- Icon work (still a couple placeholder, but almost done!)
	- Audio pass on Guardian creature
	- started audio on Spider creature (WIP)

Change 4040374 by Phillip.Kavan

	When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play.

	Change summary:
	- Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump.
	- Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review).

	#jira UE-52853

Change 4040727 by Ben.Zeigler

	Ability blueprint fixes
	Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0
	Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo
	Added some comments

Change 4040812 by Fred.Kimberley

	Fix errors and warnings in blueprint editor tests.

	This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html).

Change 4041001 by Ben.Zeigler

	Hook up skill cooldown to ui, bump cooldown to 2 seconds

Change 4041021 by Marc.Audy

	PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist)
	#jira UE-46077
	#jira UE-58379

Change 4041038 by Fred.Kimberley

	Remove UFUNCTION macros in overridden functions to fix build errors.

Change 4041671 by Fred.Kimberley

	Added calls to delegates when a periodic effect executes a final time as it is being removed.

	PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87)


Change 4041792 by Dan.Oconnor

	Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer

	#jira None

Change 4041796 by Dan.Oconnor

	SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164
	#jira UE-53734

Change 4041886 by Phillip.Kavan

	Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled.

	Change summary:
	- Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks.
	- Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged().
	- Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes.
	- Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize().
	- Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor.

	#jira UE-42333

Change 4042215 by Marc.Audy

	Copy fix for depth of field in to Dev-Framework
	#author Allan.Bentham

Change 4042732 by Marc.Audy

	Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set
	#jira UE-53965

Change 4042796 by Ben.Zeigler

	#jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled

Change 4042943 by Jim.Brown

	RPG Game:
	- replaced all existing audio
	- set up audio for all animations / matinee
	- will need some polish when real audio comes in, but placeholder is good reference. :)

Change 4043287 by Ben.Zeigler

	#jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none
	#jira UE-57224 Fix it so pasting is correctly validated for soft object properties
	Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal

Change 4043396 by Dan.Oconnor

	Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped
	#jira UE-58290

Change 4043708 by paulo.souza

	Enemy progression intial commit + cleanups

Change 4045083 by Phillip.Kavan

	Don't allow new bookmarks to be added when the name field is empty.

	#jira UE-58220

Change 4045504 by Phillip.Kavan

	The search bar is now functional in the Blueprint Bookmarks view.

	#jira UE-58421

Change 4045516 by Phillip.Kavan

	Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup).

	#jira UE-55596

Change 4046707 by Jim.Brown

	Action RPG Game

	Guardians:
	- Removed delay before grunts attack (so they don't just stand there anymore)
	- Replaced idle animation with idle animation (was a scream, which they did every time they were idle)

	HUD:
	- Fixed skill meter not animating properly
	- Added pulsing reminder around skill button when it's ready and hasn't been used

	Character: (WIP)
	- Fixed missing anim notify in Attack02
	- Added missing notify (and sound) in a couple attacks
	- reduced forward movement component of first couple attacks in combo move

Change 4046868 by Dan.Oconnor

	Reparent blueprints before replacing references when using the 'delete and replace references' tool

	#jira UE-57355

Change 4047012 by Jose.Gonzalez

	Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate.

Change 4047018 by Jose.Gonzalez

	Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets

Change 4047089 by paulo.souza

	Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics

Change 4049741 by Jim.Brown

	Action RPG Game:

	- Set up Wave intro/outro screen
	- Added a some audio stingers (legal approved, no need to replace)
	- Content (music) file organization

Change 4050235 by Jim.Brown

	Action RPG:

	- Set up blocking volumes throughout entire map
	- aligned all volumes on major grid lines
	- turned off collision on all exterior rock meshes
	- full rebuild
	(should improve perf, collision, and pathing)

Change 4050440 by paulo.souza

	Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions

Change 4050910 by paulo.souza

	Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera

Change 4050920 by paulo.souza

	Action RPG Game: Wave start and finish screen animation timing fix/polishing

Change 4050921 by paulo.souza

	Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode

Change 4052161 by Jose.Gonzalez

	Added player character efforts.
	Adjusted soundcues for VO that plays during slow downs.
	Added anims to support different sounds for mana/health potions

	#jira UE-58598

Change 4052932 by Dan.Oconnor

	Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant

	#jira UE-58605

Change 4053179 by Jim.Brown

	Action RPG Game:

	- New front end (background, logo, buttons, animations)
	- Updated HUD/UI with new art to match updated front end.

Change 4053187 by Marc.Audy

	Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism.
	Fix latent dynamic force feedback effects not updating their values when instructed to.

	#jira UE-55921

Change 4053423 by Jose.Gonzalez

	Added Guardian footsteps and concurrency rules for them.
	Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check.
	Added sword swings, adjusted volume per anim.
	Added power up for Firewave.
	Added Player Character footsteps.
	Added whoosh for slo-mo meteors.

	#jira UE-58598

Change 4053769 by Phillip.Kavan

	Remove associated local bookmarks when Blueprint assets are deleted.

	Change summary:
	- Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only).
	- Added FBlueprintEditorUtils::RemoveAllLocalBookmarks().

	#jira UE-55606

Change 4053771 by Phillip.Kavan

	CIS fix (failed P4 resolve)

Change 4053849 by Jose.Gonzalez

	Spider large steps added, adjusted all anims and added them in the anims they weren't in.
	Character collapse added.
	Began work on Intro audio (creature sounds and timing)

	#jira UE-58598

Change 4054042 by Jose.Gonzalez

	Added Health and Mana cues, they now have seperate anims per item.
	Added all Guardian VO, setup sequences and anims with matching audio.
	Hammer and Axe swings added.
	Level up cue added, adjusted anim.
	Guardian swings and impacts added

	#jira UE-58598

Change 4054375 by Marc.Audy

	Ensure only that instanced IsEditorOnly components are displayed in the IWCE window
	#jira UE-57954

Change 4054518 by Phillip.Kavan

	For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion.

	#jira UE-58738

Change 4054777 by Ben.Zeigler

	#jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong

Change 4054796 by Fred.Kimberley

	Improved watch window.
	 - shows watches from multiple blueprints.
	 - better indication of instances being debugged vs watches that aren't currently valid

Change 4055112 by Fred.Kimberley

	PR #4273: Expose AIController public properties to BP (Contributed by Allar)


	#jira UE-53007

Change 4055126 by Dan.Oconnor

	Fix shadow variable
	#jira UE-58763

Change 4055253 by paulo.souza

	Action RPG Game - Fixes:
	Player can die properly;
	Should not be able to buy Souls;
	Margins for the iPhoneX notch;

Change 4055279 by Fred.Kimberley

	Added a helper function to make it easier to query containers for the presence of a single tag.

	PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren)


	#jira UE-57128

Change 4055511 by Ben.Zeigler

	Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert
	Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered

Change 4055981 by Jose.Gonzalez

	Spider completed

	#jira UE-58598

Change 4056011 by Jim.Brown

	RPG Game:
	- Fixed textures that weren't power of 2 for mobile
	- Updated main menu screens with better lighting/resolution
	- lighting tweaks to main level
	- Gameplay balance tweaks (should be a bit more difficult now)
	     - more enemies per wave
	     - tighter distribution of enemy levels
	- Differentiated enemies:
	     - Lvl 1 enemies are smaller w/ red effects
	     - Lvl 2 enemies are same size with yellow effects
	     - Lvl 3 enemies are larger with purplish effects
	- Added effects to lvl 3 enemy's weapon (torch)
	- Fixed color distrubution and transparency across buttons on the HUD
	- Fixed button text eating input from buttons
	- maybe some other stuff I forgot. :P

Change 4056192 by Dan.Oconnor

	Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal

	#jira None

Change 4056224 by Fred.Kimberley

	Revert CL 4040812 for this file only. This change was not meant to be checked in.

	#jira UE-58785

Change 4056239 by Marc.Audy

	Components correctly display again.
	Sprite components of Instanced components do appear. Can't solve that for now.
	#jira UE-58747

Change 4056390 by Fred.Kimberley

	Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called.

	#jira UE-56986

Change 4056397 by Fred.Kimberley

	Fix several minor issues with the watch window.
	 - Switched to more user friendly names for the instances being debugged
	 - Support copy and paste of multiple lines in the watch window
	 - Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged.

	#jira UE-55707, UE-58273, UE-58703

Change 4056410 by Michael.Noland

	Core: Added FUNC_Const to FUNC_FuncInherit

Change 4056515 by Phillip.Kavan

	Fix crash on load during serialization of function entry nodes if the generated class is not yet available.

	#jira UE-58783

Change 4056530 by Jose.Gonzalez

	Set up soundclasses for all soundcues.
	PSMs for Potions, Abilities, Slomo, and Enemy

	#jira UE-58598

Change 4056552 by Ben.Zeigler

	#jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values

Change 4056554 by Ben.Zeigler

	Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds

Change 4056558 by paulo.souza

	Action RPG:
	- Fixed weapon switching bug
	- Added more time to play the game (added per wave)
	- AnimBP now resets to idle animation when in Inventory mode

Change 4056634 by Ben.Zeigler

	Stop error spam about loading null items

Change 4056638 by Ben.Zeigler

	Cleaned up GameInstance handling of loading screens
	Delete some unused assets and consolidate a physical material

Change 4056640 by Michael.Noland

	PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar)
	#jira UE-51273

Change 4056641 by Michael.Noland

	PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar)
	#jira UE-51293

Change 4056642 by Michael.Noland

	PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56)

Change 4056644 by Michael.Noland

	PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl)

Change 4056645 by Michael.Noland

	PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist)
	#jira UE-57273

Change 4056646 by Michael.Noland

	Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified
	PR #4687: (Contributed by projectgheist)
	#jira UE-58082

Change 4056659 by Michael.Noland

	PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed)

Change 4056662 by Michael.Noland

	PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly)
	#jira UE-58158, UE-58096

Change 4056664 by Michael.Noland

	PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar)
	#jira UE-51291

Change 4056665 by Michael.Noland

	PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist)

Change 4056696 by Michael.Noland

	PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar)

	#jira UE-51292

Change 4056716 by Michael.Noland

	PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits)

Change 4056720 by Michael.Noland

	PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon)

Change 4056723 by Michael.Noland

	PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron)

Change 4056744 by paulo.souza

	Action RPG:
	- Fixed null referenced assets
	- Reinstated the "Add Souls" button (for QA)
	- Reduced some UI images max cook resolution

Change 4056745 by Jose.Gonzalez

	UI and Ambient sounds added

	#jira UE-58598

Change 4057038 by Jim.Brown

	RPG Game:
	- Fixed broken title screen

Change 4057043 by Jim.Brown

	RPG Game:
	- Lowered footstep volume

Change 4057071 by Jim.Brown

	RPG Game: fixed broken logo/title widget

Change 4057079 by Michael.Noland

	Blueprints: Fixing a static analysis error in the watch window

Change 4057112 by Jim.Brown

	RPG Game: updated logo (downsized from 2048 to 1024 and improved quality)

Change 4057201 by Jim.Brown

	RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances.

Change 4057245 by Jim.Brown

	RPG Game: Lowered pitch of sword swing

Change 4057443 by Marc.Audy

	Property counts will be different in cooked and uncooked builds due to the editor only properties

Change 4057515 by Jim.Brown

	Action RPG:
	- Replaced background image in main  menu with much higher quality art
	- Removed dynamic spotlight that was causing perf hitch in main map
	- Added slight animation to damage number pops
	- Audio tweaks

Change 4020341 by Phillip.Kavan

	(Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized.

	Change summary:
	- Restored 4016447.
	- UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods.
	- Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion.

	#jira UE-52372

Change 4024137 by Ben.Zeigler

	Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions
	Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum
	Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo
	Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags
	Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code

Change 4035540 by Marc.Audy

	Make UWidget::IsHovered virtual

Change 4043467 by Ben.Zeigler

	#jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories
	#jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654
	These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI

[CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
Marc Audy
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 3830579 by Fred.Kimberley

	Add support for turning off multiple watches at once in the watch window.

	#jira UE-53852

Change 3836047 by Zak.Middleton

	#ue4 - Dev test maps for overlaps perf tests.

Change 3836768 by Phillip.Kavan

	Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.

	Change summary:
	- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.

	#jira UE-53908

Change 3838085 by mason.seay

	Functional tests around basic blueprint functions

Change 3840489 by Ben.Zeigler

	#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing

Change 3840648 by mason.seay

	Updated Descriptions on tests

Change 3842914 by Ben.Zeigler

	Improve comments around stremable handle cancel/release

Change 3850413 by Ben.Zeigler

	Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
	Copy of CL #3849610

Change 3850426 by Ben.Zeigler

	Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
	Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
	Copy of CL #3850389

Change 3853449 by Phillip.Kavan

	Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.

	Change summary:
	- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
	- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
	- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
	- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
	- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
	- Fixed a few typos.

	#jira UE-53960

Change 3853465 by Phillip.Kavan

	Fix plugin module C++ source template to conform to recent public include path changes.

Change 3857599 by Marc.Audy

	PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
	#jira UE-54281
	#jira UE-54399

Change 3863259 by Zak.Middleton

	#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.

	#jira UE-46293

Change 3863491 by Zak.Middleton

	#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.

	Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.

	#jira UE-21264

Change 3865325 by Zak.Middleton

	#ue4 - Fix static analysis warning about possible null PC pointer.

	#jira none

Change 3869828 by Ben.Zeigler

	#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry

Change 3869969 by mason.seay

	Character Movement Functional Tests

Change 3870099 by Mason.Seay

	Submitted asset deletes

Change 3870105 by mason.seay

	Removed link to anim blueprint to fix errors

Change 3870238 by mason.seay

	Test map for Async Loading in a Loop

Change 3870479 by Ben.Zeigler

	Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
	We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames

Change 3875224 by mason.seay

	Functional tests for Event BeginPlay execution order

Change 3875409 by mason.seay

	Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)

Change 3878947 by Mieszko.Zielinski

	CIS fixes #UE4

Change 3879000 by Mieszko.Zielinski

	More CIS fixes #UE4

Change 3879139 by Mieszko.Zielinski

	Even moar CIS fixes #UE4

Change 3879742 by mason.seay

	Added animation to Nativization Widget asset

Change 3880198 by Zak.Middleton

	#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.

	#jira UE-54875
	github #4479

Change 3880266 by Zak.Middleton

	#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).

	#jira UE-54875

Change 3881546 by Mieszko.Zielinski

	*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4

Change 3881547 by Mieszko.Zielinski

	Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4

	Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).

Change 3881742 by mason.seay

	Additional crouch test to cover UE-54875

Change 3881794 by Mieszko.Zielinski

	Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4

Change 3884503 by Mieszko.Zielinski

	Fixed TopDown code template to make it compile after navsys refactor #UE4

	#jira UE-55039

Change 3884507 by Mieszko.Zielinski

	Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4

	It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.

	#jira UE-55033

Change 3884594 by Mieszko.Zielinski

	Added a const FNavigationSystem::GetCurrent version #UE4

	lack of it was causing KiteDemo to not compile.

Change 3884602 by Mieszko.Zielinski

	Mac editor compilation fix #UE4

Change 3884615 by Mieszko.Zielinski

	Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4

Change 3885254 by Mieszko.Zielinski

	Guessfix for UE-55030 #UE4

	The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro

	#jira 55030

Change 3885286 by Mieszko.Zielinski

	Changed how NavigationSystem module includes DerivedDataCache module #UE4

	#jira UE-55035

Change 3885492 by mason.seay

	Minor tweaks to animation

Change 3885773 by mason.seay

	Resaving assets to clear out warning

Change 3886433 by Mieszko.Zielinski

	Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4

	#jira UE-55108

Change 3886783 by Mieszko.Zielinski

	Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4

Change 3887019 by Mieszko.Zielinski

	Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4

Change 3891031 by Mieszko.Zielinski

	Fixed missing includes in NavigationSystem.cpp #UE4

Change 3891037 by Mieszko.Zielinski

	ContentEample's navigation fix #UE4

	#jira UE-55109

Change 3891044 by Mieszko.Zielinski

	PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)

	#UE4

Change 3891598 by mason.seay

	Resaving assets to clear out "empty engine version" spam

Change 3891612 by mason.seay

	Fixed deprecated Set Text warnings

Change 3893334 by Mieszko.Zielinski

	Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4

	#jira UE-55041

Change 3893394 by Mieszko.Zielinski

	Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4

	Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).

Change 3893395 by Mieszko.Zielinski

	Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4

	The message is printed as an error-level log line and it says what should the offending section be renamed to.

Change 3895563 by Dan.Oconnor

	Mirror 3895535
	Append history from previous branches in source control history view

	#jira none

Change 3896930 by Mieszko.Zielinski

	Added an option to tick navigation system while the game is paused #UE4

	Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.

	#jira UE-39275

Change 3897554 by Mieszko.Zielinski

	Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4

Change 3897556 by Mieszko.Zielinski

	Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4

	#jira UE-45261

Change 3898064 by Mieszko.Zielinski

	Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4

	#jira UE-50436

Change 3899004 by Mieszko.Zielinski

	Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4

	Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.

Change 3901733 by Mieszko.Zielinski

	Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4

Change 3901925 by Ben.Zeigler

	#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks

Change 3902166 by Marc.Audy

	Make ULevel::GetWorld final

Change 3902749 by Ben.Zeigler

	Fix it so pressing refresh button in asset audit window actually refreshes the asset management database

Change 3902763 by Ben.Zeigler

	#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only

Change 3905578 by Phillip.Kavan

	The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.

	#4392

	#jira UE-53779

Change 3905848 by Phillip.Kavan

	First pass of the experimental Blueprint graph bookmarks feature.

	#jira UE-10052

Change 3906025 by Phillip.Kavan

	CIS fix.

Change 3906195 by Phillip.Kavan

	Add missing icon file.

Change 3906356 by Phillip.Kavan

	Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.

Change 3910628 by Ben.Zeigler

	Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
	This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child

Change 3912470 by Ben.Zeigler

	#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged

Change 3913045 by Marc.Audy

	Fix issues where recursion in to child actors wasn't being handled correctly

Change 3913398 by Fred.Kimberley

	Fixes a misspelled name for one of the classes in the ability system.

	PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
	#github

	#jira UE-54327

Change 3918016 by Fred.Kimberley

	Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.

	#jira UE-52668

	PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
	#github

Change 3924653 by Mieszko.Zielinski

	Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4

	#jira UE-55378

Change 3925614 by Phillip.Kavan

	Fix ForEachEnum node to skip over hidden enum values in new placements by default.

	Change summary:
	- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
	- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
	- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
	- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).

	#jira UE-34563

Change 3925649 by Marc.Audy

	Fix up issue post merge from Main with navigation system refactor

Change 3926293 by Phillip.Kavan

	Temp fix to unblock CIS.

	#jira UE-34563

Change 3926523 by Marc.Audy

	Ensure that a renamed Actor is in the correct Actors array

	#jira UE-46718

Change 3928732 by Fred.Kimberley

	Unshelved from pending changelist '3793298':

	#jira UE-53136

	PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
	#github

Change 3928780 by Marc.Audy

	PR #4309: The display names of the functions. (Contributed by SertacOgan)
	#jira UE-53334

Change 3929730 by Joseph.Wysosky

	Submitting test assets for the new Blueprint Structure test cases

Change 3931919 by Joseph.Wysosky

	Deleting BasicStructure asset to rest MemberVariables back to default settings

Change 3931922 by Joseph.Wysosky

	Adding BasicStructure test asset back with default members

Change 3932083 by Phillip.Kavan

	Fix Compositing plugin source files to conform to updated relative include path specifications.

	- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.

Change 3932196 by Dan.Oconnor

	Resetting a property to default now uses the same codepath as assigning the value from the slate control

	#jira UE-55909

Change 3932408 by Lukasz.Furman

	fixed behavior tree services attached to task nodes being sometimes recognized as root level
	#jira nope

Change 3932808 by Marc.Audy

	PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
	#jira UE-50871

Change 3934101 by Phillip.Kavan

	Revise ForEachEnum node expansion logic to exclude hidden values at compile time.

	Change summary:
	- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
	- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.

	#jira UE-34563

Change 3934106 by Phillip.Kavan

	Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.

	Change summary:
	- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.

Change 3934116 by Phillip.Kavan

	UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.

	Change summary:
	- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.

Change 3934382 by Phillip.Kavan

	Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.

Change 3936387 by Mieszko.Zielinski

	Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4

Change 3936905 by Ben.Marsh

	Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.

Change 3940537 by Marc.Audy

	Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
	#jira UE-55938

Change 3940901 by Marc.Audy

	Properly name CVar global to reflect what it is for

Change 3943043 by Marc.Audy

	Fix world context functions not being able to be used in CheatManager derived blueprints
	#jira UE-55787

Change 3943075 by Mieszko.Zielinski

	Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4

Change 3943089 by Mieszko.Zielinski

	Fixed how WorldSettings.NavigationSystemConfig gets created #UE4

	Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
	The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
	Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.

Change 3943225 by Marc.Audy

	Fix spelling of Implements

Change 3950813 by Marc.Audy

	Include owner in attachment mismatch ensure
	#jira UE-56148

Change 3950996 by Marc.Audy

	Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays

	#jira UE-55482

Change 3952086 by Marc.Audy

	PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
	#jira UE-54974

Change 3952720 by Marc.Audy

	PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
	#jira UE-56248

Change 3952804 by Richard.Hinckley

	Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.

Change 3952962 by Marc.Audy

	UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
	#jira UE-49610

Change 3952977 by Phillip.Kavan

	Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.

	Change summary:
	- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
	- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
	- Fixed a few typos in existing API names.

	#jira UE-48233

Change 3953658 by Marc.Audy

	(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
	#jira UE-56270

Change 3954727 by Marc.Audy

	Add friendly name to custom version mismatch message

Change 3954906 by Marc.Audy

	(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
	#jira UE-56313

Change 3954997 by Marc.Audy

	Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type

Change 3955091 by Marc.Audy

	Do not register subcomponents that are not auto register
	#jira UE-52878

Change 3955943 by Marc.Audy

	Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed

Change 3956185 by Zak.Middleton

	#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.

	This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().

	#jira none

Change 3958102 by Marc.Audy

	Clean out dead code path from k2node_select
	Select node now resets pins to wildcard if none of the pins are in use

Change 3958113 by Lukasz.Furman

	added OnSearchStart call to root level behavior tree services
	#jira UE-56257

Change 3958361 by Marc.Audy

	Fix literal input pins on select being set to wildcard during compilation

Change 3961148 by Dan.Oconnor

	Mirror 3961139 from Release 4.19
	Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
	#jira UE-55742

Change 3961640 by Marc.Audy

	Select node now displays Add Pin button
	Undo of changing select node index type now works correctly.
	Connections to option pins now maintained across change of index pin type
	#jira UE-20742

Change 3962262 by Marc.Audy

	Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"

Change 3962795 by Phillip.Kavan

	Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.

	- Mirrored from //UE4/Release-4.19 (3962782)

	#jira UE-56316

Change 3962991 by Marc.Audy

	Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
	Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
	#jira UE-54807

Change 3963114 by Marc.Audy

	Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.

Change 3963427 by Marc.Audy

	Fix initialization order
	Initialize bUseBackwardsCompatForEmptyAutogeneratedValue

Change 3963781 by Marc.Audy

	Fix without editor compiles

Change 3964576 by Marc.Audy

	PR #4599: : Working category for timelines (Contributed by projectgheist)
	#jira UE-56460
	#jira UE-26053

Change 3964782 by Dan.Oconnor

	Mirror 3964772 from Release 4.19

	Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing

	#jira UE-56447

Change 3965156 by Mieszko.Zielinski

	PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)

	#jira UE-56435

Change 3965173 by Marc.Audy

	(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
	#jira UE-56431

Change 3966117 by Marc.Audy

	Fix select nodes inside macros using wildcard array inputs having issues resolving type.
	#jira UE-56484

Change 3878901 by Mieszko.Zielinski

	NavigationSystem's code refactored out of the engine and into a new separate module #UE4

	The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.

Change 3879409 by Mieszko.Zielinski

	Further fallout fixes after ripping out NavigationSystem out of the engine #UE4

	- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
	- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)

Change 3897655 by Ben.Zeigler

	#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
	It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references

	Change 3962780 by Marc.Audy

	When preventing a split pin from being orphaned, all sub pins must also be prevented.
	#jira UE-56328
	Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)

[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00