Commit Graph

10 Commits

Author SHA1 Message Date
Ben Marsh
30f891786a Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3805828 by Gil.Gribb

	UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.

Change 3806784 by Ben.Marsh

	UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.

Change 3807549 by Graeme.Thornton

	Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.

Change 3807727 by Graeme.Thornton

	Unhide the text asset format experimental editor option

Change 3807746 by Josh.Engebretson

	Remove WER from iOS platform

Change 3807928 by Robert.Manuszewski

	When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet

Change 3808221 by Steve.Robb

	GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()

	^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.

Change 3809233 by Graeme.Thornton

	TBA: Misc changes to text asset commandlet
	 - Rename mode to "loadsave"
	 - Add -outputFormat option which can be assigned "text" or "binary"
	 - When saving binary, use a differentiated filename so that source assets aren't overwritten

Change 3809518 by Ben.Marsh

	Remove the outdated UnrealSync automation script.

Change 3809643 by Steve.Robb

	GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value

	#jira UE-53037

Change 3809862 by Steve.Robb

	GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately

	#jira UE-42593

Change 3811190 by Graeme.Thornton

	Add support for writing specific log channels to their own files

Change 3811197 by Graeme.Thornton

	Minor updates to output formatting and timing for the text asset commandlet

Change 3811257 by Robert.Manuszewski

	Cluster creation will now be time-sliced

Change 3811565 by Steve.Robb

	Define out non-monolithic module functions.

Change 3812561 by Steve.Robb

	GitHub #3886 : Enable Brace-Initialization for Declaring Variables

	Incorrect semi-colon search removed after discussion with author.
	Test added.

	#jira UE-48242

Change 3812864 by Steve.Robb

	Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.

	See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html

	#jira UE-53089

Change 3820358 by Ben.Marsh

	PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)


Change 3822594 by Ben.Marsh

	UAT: Improvements to log file handling.

	- Always create log files in the final location, rather than writing to a temp directory and copying in later.
	- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
	- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
	- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.

Change 3823695 by Ben.Marsh

	UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).

	Now always queries changes up to the last change for which zipped binaries are available.

Change 3823845 by Ben.Marsh

	UBT: Exclude C# projects for unsupported platforms when generating project files.

Change 3824180 by Ben.Marsh

	UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).

	#jira

Change 3825777 by Steve.Robb

	Fix to return value of StringToBytes.

Change 3825810 by Ben.Marsh

	UBT: Reduce length of include paths for MSVC toolchain.

Change 3825822 by Robert.Manuszewski

	Optimized PIE lazy pointer fixup. Should be up to 8x faster now.

Change 3826734 by Ben.Marsh

	Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.

Change 3827730 by Steve.Robb

	Try to avoid decltype(auto) if it's not supported.

	See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html

Change 3827745 by Steve.Robb

	Initializer list support for TMap.

Change 3827770 by Steve.Robb

	GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()

	#jira UE-53813

Change 3829189 by Ben.Marsh

	UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.

Change 3830444 by Steve.Robb

	BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
	This should be revisited when Core has its own JSON library.

Change 3830718 by Ben.Marsh

	Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.

	The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.

	For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.

	When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.

	#jira UE-53845

Change 3831064 by Ben.Marsh

	Fix log file contention when spawning UBT recursively.

Change 3832654 by Ben.Marsh

	UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.

Change 3832680 by Ben.Marsh

	UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.

Change 3832695 by Ben.Marsh

	UGS: Invert the options in the 'Show Changes' submenu for simplicity.

Change 3833528 by Ben.Marsh

	UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].

Change 3833543 by Ben.Marsh

	UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.

Change 3834354 by Robert.Manuszewski

	Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.

	#jira UE-52035

Change 3834400 by Robert.Manuszewski

	Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.

	#jira UE-52035

Change 3834947 by Steve.Robb

	USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.

Change 3835004 by Ben.Marsh

	Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.

Change 3835340 by Ben.Marsh

	Fix errors making installed build from directories with spaces in the name.

Change 3835972 by Ben.Marsh

	UBT: Improved diagnostic message for targets which don't need a version file.

Change 3836019 by Ben.Marsh

	UBT: Fix warnings caused by defining linkage macros for third party libraries.

Change 3836269 by Ben.Marsh

	Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.

Change 3836543 by Ben.Marsh

	Enable SoundMod plugin on Linux, since it's already supported through the editor.

Change 3836546 by Ben.Marsh

	PR #4412: fix type mismatch (Contributed by nakapon)


Change 3836805 by Ben.Marsh

	Fix commandlet to compile marketplace plugins.

Change 3836829 by Ben.Marsh

	UBT: Fix ability to precompile plugins from installed engine builds.

Change 3837036 by Ben.Marsh

	UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.

Change 3837037 by Ben.Marsh

	UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).

Change 3837040 by Ben.Marsh

	UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.

Change 3837247 by Ben.Marsh

	UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).

	Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.

Change 3837262 by Ben.Marsh

	UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.

	Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.

Change 3837343 by Ben.Marsh

	UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.

Change 3837356 by Ben.Marsh

	Fix invalid character encodings.

Change 3837727 by Graeme.Thornton

	UnrealPak: KeyGenerator: Only generate prime table when required, not all the time

Change 3837823 by Ben.Marsh

	UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.

Change 3837831 by Graeme.Thornton

	UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives

Change 3837857 by Robert.Manuszewski

	PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)


Change 3837943 by Robert.Manuszewski

	PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)


Change 3838451 by Ben.Marsh

	UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.

	#jira UE-53996

Change 3839519 by Ben.Marsh

	UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.

Change 3843790 by Graeme.Thornton

	UnrealPak: Log the size of all encrypted data

Change 3844258 by Ben.Marsh

	Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.

	Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.

	#jira UE-54157

Change 3845796 by Ben.Marsh

	Workaround for slow performance of String.EndsWith() on Mono.

Change 3845823 by Ben.Marsh

	Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.

	#jira UE-54123

Change 3845901 by Arciel.Rekman

	Linux: fix crash due to lambda lifetime issues (UE-54040).

	- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).

	(Edigrating 3819174 to Dev-Core)

Change 3846439 by Ben.Marsh

	Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.

	Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.

Change 3816608 by Ben.Marsh

	UBT: Use DirectoryReference objects for all include paths.

Change 3816954 by Ben.Marsh

	UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.

Change 3816986 by Ben.Marsh

	UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.

Change 3816991 by Ben.Marsh

	UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.

Change 3823090 by Ben.Marsh

	UAT: Improve logging for child UAT instances.

	- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
	- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
	- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
	- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.

Change 3826082 by Ben.Marsh

	UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.

Change 3827025 by Ben.Marsh

	UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.

Change 3829927 by James.Hopkin

	Made HTTP interface const correct

Change 3833533 by Ben.Marsh

	Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.

Change 3835826 by Ben.Marsh

	UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.

Change 3835969 by Ben.Marsh

	UBT: Fix cases where text is being written directly to the console rather than via logging functions.

Change 3837777 by Steve.Robb

	Format string type checking added to FOutputDevice::Logf.
	Fixes for those.

Change 3838569 by Steve.Robb

	Algo moved up a folder.

[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Marc Audy
b8b4a8b2d0 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040)
#lockdown Nick.Penwarden

=====================================
 MAJOR FEATURES + CHANGES
=====================================

Change 3459524 by Marc.Audy

	Get/Set of properties that were previously BPRW/BPRO should error when used
	#jira UE-20993

Change 3460004 by Phillip.Kavan

	#jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value.

	Change summary:
	- Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation.

Change 3461210 by Phillip.Kavan

	#jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry.

	Change summary:
	- Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database.
	- Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached.
	- Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid.
	- Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid.
	- Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals.
	- Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick.

	Notes:
	- Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor.

Change 3461373 by Lukasz.Furman

	fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad
	#jira UE-44231

Change 3461409 by Lukasz.Furman

	fixed reenabling automatic navmesh generation in Editor Preferences
	#ue4

Change 3461550 by Ben.Zeigler

	#jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time
	Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors

Change 3462625 by Zak.Middleton

	#ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come).

	github PR #3620

Change 3462796 by Dan.Oconnor

	Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame

	#jira UE-45434

Change 3462995 by Ben.Zeigler

	#jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin

Change 3463099 by Ben.Zeigler

	#jira UE-45471 Allow abstract base classes for primary assets

Change 3464809 by Marc.Audy

	Expose FVector2D / FVector2D to blueprints
	#jira UE-45427

Change 3467254 by Mieszko.Zielinski

	Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4

Change 3467644 by Dan.Oconnor

	Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing.
	#jira UE-45443, UE-45444

Change 3468176 by Dan.Oconnor

	Fix dependent blueprints being marked dirty when a blueprint is compiled

Change 3468353 by Michael.Noland

	UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game

Change 3470532 by Dan.Oconnor

	Re-enable compilation manager

Change 3470572 by Dan.Oconnor

	Fix for pin paramters resetting when an archetype was reinstanced
	#jira UE-45619

	#rnx

Change 3471949 by Mason.Seay

	Adding Primary Assets for testing

Change 3472074 by Ben.Zeigler

	#jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module
	Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache.
	Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking

Change 3472079 by Ben.Zeigler

	With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here

Change 3473429 by Lukasz.Furman

	changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
	#jira UE-41884

Change 3473476 by Lukasz.Furman

	changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
	#jira UE-41884

Change 3473663 by Ben.Zeigler

	Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added

Change 3473679 by Mason.Seay

	Slight cleanup of test map and added ability to teleport across level for easy navigation

Change 3473712 by Marc.Audy

	Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value

Change 3474055 by Marc.Audy

	When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with.
	#jira UE-41828

Change 3474119 by mason.seay

	Tweaked Force Feedback test

Change 3474156 by Marc.Audy

	Actually enable orphan pin retention

Change 3474382 by Ben.Zeigler

	Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing

Change 3474386 by Ben.Zeigler

	Close popup window when adding asset class to audit window

Change 3474491 by Ben.Zeigler

	Remove ability for Worlds to not be saved as assets, this has been the default since 2014.

Change 3475363 by Marc.Audy

	Alt-click now works with orphaned pins
	#jira UE-45699

Change 3475523 by Marc.Audy

	Fixup Fortnite and Paragon content for orphaned pin errors and warnings

Change 3475623 by Phillip.Kavan

	#jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor.

	Change summary:
	- Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values.
	- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value.

Change 3476008 by Dan.Oconnor

	Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value.

	#jira UE-18765

Change 3476115 by Dan.Oconnor

	Fix missing category information for inherited functions when using compilation manager
	#jira UE-45660

	#rnx

Change 3476577 by Lukasz.Furman

	added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms)
	#ue4

Change 3476587 by Phillip.Kavan

	#jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions.

	Change summary:
	- Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up.
	- Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree).

	Notes:
	- The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398.

	#rnx

Change 3476723 by Dan.Oconnor

	Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager
	#jira UE-45468

	#rnx

Change 3476948 by Michael.Noland

	Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing

Change 3476970 by Ben.Zeigler

	Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly

Change 3477536 by Marc.Audy

	Don't display default value box on linked orphaned input pins

Change 3477835 by Marc.Audy

	Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected
	#jira UE-45754

Change 3478027 by Marc.Audy

	Minor performance optimization

	#rnx

Change 3478198 by Phillip.Kavan

	#jira UE-42431 - Remove an unnecessary ensure() when pasting an event node.

	Change summary:
	- Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node.

Change 3478485 by Marc.Audy

	Eliminate extraneous error messages about orphaned pins on get/set nodes
	#jira UE-45749

	#rnx

Change 3478756 by Marc.Audy

	Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums
	#jira UE-45721

	#rnx

Change 3478926 by Marc.Audy

	Non-blueprint type structs can no longer be made/broken
	Non-blueprint visible properties in structs will no longer have pins created for them
	#jira UE-43122

Change 3478988 by Marc.Audy

	DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function.
	#jira UE-45524

Change 3479818 by Marc.Audy

	Allow ctrl-drag off of orphan pins
	#jira UE-45803

Change 3480214 by Marc.Audy

	Modifications to user defined enumerations are now transacted
	#jira UE-43866

Change 3480579 by Marc.Audy

	Maintain all pin properties through transactions.
	#rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle.

Change 3481043 by Marc.Audy

	Make/Break of structs does not depend on having blueprint exposed properties.
	Splitting of a struct pin still requires blueprint exposed properties.
	#jira UE-45840
	#jira UE-45831

Change 3481271 by Ben.Zeigler

	Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0
	Clean up ChunkDependencyInfo and make it properly public
	Move ShouldSetManager to be WITH_EDITOR
	Ported from WEX branch
	#RB peter.sauerbrei

Change 3481373 by Dan.Oconnor

	Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes

	#jira UE-45704

Change 3481380 by Ben.Zeigler

	Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful

Change 3482362 by Marc.Audy

	Fix properties not exposed to blueprint warnings for input properties on function graphs.
	#jira UE-45824

Change 3482406 by Ben.Zeigler

	#jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map

Change 3482498 by Ben.Zeigler

	Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class

Change 3482517 by Lukasz.Furman

	fixed smart navlink update functions removing important flag
	#jira UE-45875

Change 3482538 by Marc.Audy

	When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float
	#jira UE-45846

Change 3482773 by Marc.Audy

	Don't show default value or pass by reference for exec pins
	#jira UE-45868

Change 3482791 by Ben.Zeigler

	#jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization
	Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function

Change 3483131 by Zak.Middleton

	#ue4 - InterpToMovementComponent:

	- Fix velocity not zeroed when interpolation stops.
	- Various fixes when calculating velocity and time when substepping is enabled.
	- Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact).

	#jira UE-45690

Change 3483146 by Phillip.Kavan

	#jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints.

	Change summary:
	- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP.
	- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling.
	- Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature.

Change 3483340 by Ben.Zeigler

	Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets

Change 3483548 by Michael.Noland

	Epic Friday: Playing around with some prototype traps

Change 3483700 by Phillip.Kavan

	Fix CIS cook crash introduced by last submit.

	#rnx


Change 3485217 by Ben.Zeigler

	#jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function

Change 3485367 by Dan.Oconnor

	Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager

	#jira UE-45756

Change 3485565 by Ben.Zeigler

	#jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable

Change 3485566 by Marc.Audy

	Fix crashes caused by undo/redo of user defined struct changes
	#jira UE-45775
	#jira UE-45781

Change 3485805 by Michael.Noland

	PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev)

	#jira UE-43747

Change 3485807 by Michael.Noland

	PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers)

	#jira UE-44041

Change 3485811 by Michael.Noland

	Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level)

Change 3485829 by Michael.Noland

	Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded

Change 3485830 by Michael.Noland

	PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift)
	#jira UE-45002

Change 3486039 by Michael.Noland

	PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist)
	- Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding
	- Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible
	- Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible

	#jira UE-44014

Change 3486093 by Michael.Noland

	PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040)


	#jira UE-42903

Change 3486139 by Michael.Noland

	Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page
	#rn

Change 3486154 by Michael.Noland

	Framework: Speculative fix for CIS error about FStructOnScope
	#rnx

Change 3486180 by Dan.Oconnor

	Better match old logic for determining when to skip data only compile
	#jira UE-45830

Change 3487276 by Marc.Audy

	Fix crash when using Setter with a locally scoped variable

	#rnx

Change 3487278 by Marc.Audy

	Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected

Change 3487658 by Marc.Audy

	Ensure that child actor template is created for subclasses
	#jira UE-45985

Change 3487699 by Marc.Audy

	Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase

Change 3487813 by Dan.Oconnor

	Asset demonstrating a crash

Change 3488101 by Marc.Audy

	Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins.
	Correctly orphan pins when a node goes to 0 pins.

Change 3488337 by Marc.Audy

	Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job
	#jira UE-46020

Change 3488512 by Dan.Oconnor

	ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it

	#jira UE-45830, UE-45965
	#rnx

Change 3488631 by Michael.Noland

	Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level

	#jira UE-45630

Change 3488665 by Michael.Noland

	Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set
	- The category, raw name, and tooltip of the property are now included as part of the filter text as well
	- The property tooltip is now displayed when hovering over the property name
	- Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate

Change 3489324 by Marc.Audy

	Fix recursion causing stack crash
	#jira UE-46038

	#rnx

Change 3489326 by Marc.Audy

	Fix cooking crash
	#jira UE-46031

	#rnx

Change 3489687 by mason.seay

	Assets for testing orphan pins

Change 3489701 by Marc.Audy

	Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin.
	#jira UE-46051
	#jira UE-46052

	#rnx

Change 3490352 by Dan.Oconnor

	Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint

	#jira UE-46062

Change 3490814 by Marc.Audy

	Make callfunction/macro instances save all pins in orphan state more similar to previous behavior

	#rnx

Change 3491022 by Dan.Oconnor

	Properly clean up 'Key' property when we fail to create a value property
	#jira UE-45279

Change 3491071 by Ben.Zeigler

	#jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory.

Change 3491244 by Michael.Noland

	Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors)

	#jira UE-32948

Change 3491276 by Michael.Noland

	Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable)
	- Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places
	- Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item
	#jira UE-43372

Change 3491562 by Marc.Audy

	Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it
	#jira UE-46020

	#rnx

Change 3491658 by Marc.Audy

	Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert

	#rnx

Change 3491946 by Marc.Audy

	ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented)
	RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible)
	DestroyImpl now prunes out SubPins that had already been trashed

	#rnx

Change 3492040 by Marc.Audy

	Discard exec/then pins from a callfunction that has been converted to a pure node

	#rnx

Change 3492200 by Zak.Middleton

	#ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.

	Fixes possible regression from CL 3359561 that removed the Reset(...) entirely.

	#jira UE-46012

Change 3492290 by Ben.Zeigler

	#jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed

Change 3492311 by Marc.Audy

	Don't clear the pin type if what you're connecting to's pin type is wildcard

	#rnx

Change 3492680 by Dan.Oconnor

	Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset

Change 3492826 by Marc.Audy

	Don't do pin connection list change notifications from DestroyPins while regenerating on load
	#jira UE-46112

	#rnx

Change 3492851 by Michael.Noland

	Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters

Change 3492852 by Michael.Noland

	Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class

Change 3492934 by Marc.Audy

	Fix ensure and crash delete macro containing orphaned pin

	#rnx

Change 3493079 by Dan.Oconnor

	Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..)

	#rnx

Change 3493346 by Phillip.Kavan

	#jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs.

	Change summary:
	- Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values.
	- Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future.

Change 3493938 by Michael.Noland

	Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable)
	#jira UE-45780

Change 3493945 by Michael.Noland

	Blueprints: Fixed GetDelegatePoperty typos
	#rnx

Change 3493997 by Michael.Noland

	Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes
	#jira UE-45760

Change 3493998 by Dan.Oconnor

	Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it
	Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days

Change 3494025 by Michael.Noland

	Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES)

	#rnx

Change 3494026 by Michael.Noland

	Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer
	- Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc...
	- Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed
	#rnx

Change 3496382 by Ben.Zeigler

	Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress

Change 3496688 by Marc.Audy

	Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up
	#jira UE-46073

Change 3496830 by Michael.Noland

	Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata

	#rnx

Change 3496840 by Michael.Noland

	Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work)

Change 3497038 by Michael.Noland

	Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds)
	- You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts)
	- You can also specify a set of items to grant to your local inventory when it is created

Change 3497204 by Marc.Audy

	Fix AbilitySystemComponent not being blueprint readable.

	#rnx

Change 3497668 by Mieszko.Zielinski

	Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4

	#jira UE-43659

Change 3497677 by Mieszko.Zielinski

	Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4

	Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry

	#jira UE-41293

Change 3497678 by Mieszko.Zielinski

	Marked AbstractNavData class as transient #UE4

	We never want to save it to levels

Change 3497679 by Mieszko.Zielinski

	Made NavModifierVolume responsive to editor-time property changes #UE4

	#jira UE-32831

Change 3497900 by Dan.Oconnor

	Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level
	#rnx

Change 3497904 by Dan.Oconnor

	Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct
	#jira UE-46153

	#rnx

Change 3497907 by Dan.Oconnor

	Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class

	#rnx
	#jira UE-46186

Change 3498218 by mason.seay

	Updates to pin testing BP's

Change 3498323 by Mieszko.Zielinski

	Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4

	Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers

	#jira UE-44891

Change 3499007 by Marc.Audy

	Allow systems to hook Pre and PostCompile to do custom behaviors

Change 3499013 by Mieszko.Zielinski

	Made AbstractNavData class non-transient again #UE4

	Implemented AbstractNavData instances' transientness in a different manner.

	#jira UE-46194

Change 3499204 by Mieszko.Zielinski

	Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion

	Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation.

	#jira UE-43799

Change 3499321 by mason.seay

	Updated bp for struct testing

Change 3499388 by Marc.Audy

	Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed).

Change 3499390 by Marc.Audy

	Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted.

	#rnx

Change 3499420 by Michael.Noland

	Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses

	The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want:
	- ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully
	- LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully
	- Assert: Asserts, the calling code is not expecting to handle a failure gracefully

	- Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern
	- Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert
	- Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked)
	- Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread

	The typical recommended call pattern is to use something like:

	if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
	{
	... Do something with World
	}

	Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr.
	#jira UE-42458

Change 3499429 by Michael.Noland

	Engine: Removed a bogus TODO (the problematic code had already been reworked)
	#rnx

Change 3499470 by Michael.Noland

	Core: Improved and corrected the comment for ensure()
	- It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?)
	- It now only fires once per ensure() by default, added a note about ensureAlways()

	#rnx

Change 3499643 by Marc.Audy

	Use TGuardValue instead of manually managing it

	#rnx

Change 3499874 by Marc.Audy

	Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log

Change 3499875 by Marc.Audy

	When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites)
	#jira UE-46224

Change 3499927 by Dan.Oconnor

	UField::Serialize no longer serialize's its next ptr,  UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker

	#jira UE-43458

Change 3499953 by Michael.Noland

	Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage)
	- These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions

Change 3499957 by Michael.Noland

	Animation: Added runtime errors for nullptr ControlRigs passed into BP methods

	#rnx

Change 3499958 by Michael.Noland

	Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error

	#rnx

Change 3499959 by Michael.Noland

	Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints

Change 3499960 by Michael.Noland

	AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object

Change 3499968 by Michael.Noland

	Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues

	#rnx

Change 3499969 by Michael.Noland

	Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack

	#rnx

Change 3499973 by Michael.Noland

	Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject
	- Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget

Change 3499979 by Michael.Noland

	Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material

Change 3499984 by Michael.Noland

	Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected

Change 3499993 by Michael.Noland

	Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters
	- This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in'
	- These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>)
	- Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS

Change 3500009 by Michael.Noland

	Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM)

	#rnx

Change 3500011 by Michael.Noland

	Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms

Change 3500012 by Michael.Noland

	Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset

Change 3500014 by Michael.Noland

	Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that)

Change 3500019 by Michael.Noland

	Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters
	- It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments

Change 3500020 by Michael.Noland

	Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world)

Change 3501062 by Marc.Audy

	MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function
	Fix inability to undo/redo pin additions to sequence node
	Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used
	#jira UE-46164
	#jira UE-46270

Change 3501330 by Michael.Noland

	AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place)

	#jira UE-46271

Change 3501356 by Marc.Audy

	Fix crash when multi-editing actor blueprints
	#jira UE-46248

Change 3501408 by Michael.Noland

	Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack)

Change 3501457 by Phillip.Kavan

	#jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node.

	Change summary:
	- Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass.
	- Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl).
	- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects.

Change 3502741 by Phillip.Kavan

	#jira UE-45782 - Fix undo for index pin type changes.

	Change summary:
	- Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed.

Change 3502939 by Michael.Noland

	Back out changelist 3499927

Change 3503087 by Marc.Audy

	Re-fixed ocean content as editor had also changed so had to take theirs and redo

	#rnx

Change 3503266 by Ben.Zeigler

	#jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory

Change 3503325 by mason.seay

	updated Anim BP to prep for pin testing

Change 3503445 by Marc.Audy

	Fix crash caused by OldPins being destroyed before rewiring

	#rnx

Change 3505024 by Marc.Audy

	Fix NodeEffectsPanel blueprint as it was using pins that no longer existed

	#rnx

Change 3505254 by Marc.Audy

	Don't include orphan pins when gather source property names
	If a property doesn't exist for a source property name just skip the property rather than crashing
	#jira UE-46345

	#rnx

Change 3506125 by Ben.Zeigler

	#jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place

Change 3506334 by Dan.Oconnor

	Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints
	#jira UE-46411

Change 3506439 by Dan.Oconnor

	Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo

	#jira UE-46308

Change 3506468 by Dan.Oconnor

	Return to pre 3488512 behavior, as it causes bad default values
	#jira UE-46414

	#rnx

Change 3506733 by Marc.Audy

	Use the most up to date class to determine whether a property still exists when adding pins during reconstruction
	#jira UE-45965
	#author Dan.OConnor

	#rnx

Change 3507531 by Ben.Zeigler

	#jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays

Change 3507924 by mason.seay

	Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues

Change 3507962 by Marc.Audy

	Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958

	#rnx

Change 3509131 by Dan.Oconnor

	Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table

	#jira UE-46311

Change 3509345 by Marc.Audy

	CVar to disable orphan pins if necessary

	#rnx


Change 3509959 by Marc.Audy

	Protect against crashing due to large values in Timespan From functions

	#jira UE-43840

Change 3510040 by Marc.Audy

	Remove all the old unneeded ShooterGame test maps

	#rnx

[CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
Marc Audy
5ce407d808 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467)
#rb none
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3297108 on 2017/02/10 by Mieszko.Zielinski

	Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4

	#jira UE-41114

Change 3299467 on 2017/02/13 by Marc.Audy

	Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash

Change 3300692 on 2017/02/13 by Marc.Audy

	no auto

Change 3301424 on 2017/02/14 by Marc.Audy

	Handle gateway expansion before the node matching loop
	#jira UE-41858

Change 3301547 on 2017/02/14 by Marc.Audy

	PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
	#jira UE-41926

Change 3301557 on 2017/02/14 by Marc.Audy

	When passing null to Rename for the new name, maintain the OldName is possible
	#jira UE-41937

Change 3301676 on 2017/02/14 by Marc.Audy

	Fix pending occlusion async traces from crashing during shutdown
	#jira UE-41939

Change 3302705 on 2017/02/14 by Mieszko.Zielinski

	Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4

Change 3302898 on 2017/02/14 by Dan.Oconnor

	Fix double negative

Change 3302954 on 2017/02/14 by Dan.Oconnor

	Make sure we use a good version of the class

Change 3302977 on 2017/02/14 by Dan.Oconnor

	Optimization in reinstancer turned back on - 3302898 has fixed the regression

Change 3302984 on 2017/02/14 by Dan.Oconnor

	Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.

	This fixes issues in Odin when using the compilation  manager

Change 3303824 on 2017/02/15 by Richard.Hinckley

	Updating URL for FABRIK system information.

Change 3304284 on 2017/02/15 by Dan.Oconnor

	Build fix

Change 3304297 on 2017/02/15 by Dan.Oconnor

	Shadow variable fix

Change 3304465 on 2017/02/15 by Lukasz.Furman

	fixed handling pathfollowing's requests by FloatingPawnMovement
	#jira UE-41884

Change 3305031 on 2017/02/15 by Marc.Audy

	All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
	#jira UE-41708

Change 3305505 on 2017/02/15 by Michael.Noland

	Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)

Change 3305506 on 2017/02/15 by Michael.Noland

	QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types

Change 3306091 on 2017/02/16 by Marc.Audy

	PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
	#jira UE-42027

Change 3306574 on 2017/02/16 by Marc.Audy

	Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal

Change 3307160 on 2017/02/16 by Marc.Audy

	Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.

Change 3307982 on 2017/02/16 by Michael.Noland

	QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)

Change 3308097 on 2017/02/16 by Michael.Noland

	Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
	#jira UE-41789

Change 3308303 on 2017/02/16 by Dan.Oconnor

	Make sure we don't call GetDefaultObject while compiling on a non-native class

Change 3308850 on 2017/02/17 by Mieszko.Zielinski

	Fully exposed NavModifierVolume as ENGINE_API #UE4

Change 3309624 on 2017/02/17 by Phillip.Kavan

	[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.

	change summary:
	- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.

	#jira UE-40443

Change 3310475 on 2017/02/17 by Dan.Oconnor

	Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode

Change 3310487 on 2017/02/17 by Dan.Oconnor

	Fix build error missed by preflgiht

Change 3310497 on 2017/02/17 by Dan.Oconnor

	More build fixes for things missed by preflight...

Change 3310635 on 2017/02/17 by Dan.Oconnor

	Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled

Change 3310639 on 2017/02/17 by Dan.Oconnor

	Shadow variable fixes, not sure why these are being detected now

Change 3311855 on 2017/02/20 by Marc.Audy

	Fix UChildActorComponent::ParentComponent being null on the client
	#jira UE-42140

Change 3312444 on 2017/02/20 by Marc.Audy

	Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
	#jira UE-41267

Change 3312691 on 2017/02/20 by mason.seay

	Deleting map now that bug has been fixed

Change 3312709 on 2017/02/20 by Phillip.Kavan

	[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.

	change summary:
	- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
	- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
	- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
	- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
	- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).

	#jira UE-39705

Change 3313161 on 2017/02/20 by Mieszko.Zielinski

	PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)

Change 3314151 on 2017/02/21 by Mieszko.Zielinski

	fix to hlods complaining about missing nav collision in cooked builds #UE4

	Made sure hlod-generated StaticMeshes are marked as not having navigation data

	#jira UE-42034

Change 3314355 on 2017/02/21 by Marc.Audy

	Set error message back to be correctly about mobility
	#jira UE-42209

Change 3314566 on 2017/02/21 by Phillip.Kavan

	[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.

	#jira UE-40801

Change 3315459 on 2017/02/21 by Mike.Beach

	Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).

	#jira UE-16359

Change 3315546 on 2017/02/21 by Mike.Beach

	Mirroring CL 3294552

	Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.

	#jira ODIN-5869

Change 3315554 on 2017/02/21 by Mike.Beach

	Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).

	#jira ODIN-6211

Change 3317225 on 2017/02/22 by mason.seay

	Enable Net Use Owner Frequency on blueprints.  This allows the client to use different weapons. Doesn't fix UE-42017 though.

Change 3317495 on 2017/02/22 by Marc.Audy

	Expose raw input device configurations to other modules by request

	#jira UE-42204

Change 3319966 on 2017/02/23 by Nick.Atamas

	Polished up the material reroute node:
	 - Removed some unnecessary widgets
	 - Centered the pin node

Change 3320099 on 2017/02/23 by Mike.Beach

	Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.

	#jira UE-40861

Change 3321227 on 2017/02/24 by Marc.Audy

	Just use name rather than going Name -> String -> TCHAR -> Name

Change 3321425 on 2017/02/24 by Marc.Audy

	Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName

Change 3321630 on 2017/02/24 by Mike.Beach

	Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.

Change 3321845 on 2017/02/24 by Lukasz.Furman

	fixed navlink processor trace accepting only components with WorldStatic object type
	#ue4

Change 3322474 on 2017/02/24 by Aaron.McLeran

	UE-42345 Rewriting thumbnail renderer

Change 3322490 on 2017/02/24 by Aaron.McLeran

	UE-42345  Forgot to take abs of sample before averaging

Change 3323562 on 2017/02/27 by Mike.Beach

	Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.

Change 3323685 on 2017/02/27 by Mike.Beach

	Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).

	#jira UE-30816

Change 3323776 on 2017/02/27 by Marc.Audy

	Coding standard clean up pass

Change 3324050 on 2017/02/27 by Ben.Zeigler

	Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
	Port of 3317217, 3315540, and 3314374 from UE4-Fortnite

Change 3324294 on 2017/02/27 by Ben.Zeigler

	Engine changes needed to support "Asset Management" UI:
	Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
	Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
	Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
	Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
	Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
	Add Asset Manager code to create and query "Manage" references used for auditing and chunking
	Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
	Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
	Port of CL #3323720 and related fixes from Fortnite

Change 3324295 on 2017/02/27 by Ben.Zeigler

	Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
	Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
	Add struct customizations for PrimaryAssetId and PrimaryAssetType
	Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
	Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
	Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
	Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
	Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
	Port of CL #3323722 and related fixes from Fortnite

Change 3324398 on 2017/02/27 by Ben.Zeigler

	CIS fix

Change 3324442 on 2017/02/27 by Ben.Zeigler

	Nonunity fix discovered while testing my nonunity fix

Change 3325465 on 2017/02/28 by Marc.Audy

	Expand RawInput to support up to 20 buttons

Change 3325468 on 2017/02/28 by Marc.Audy

	Fix CIS

Change 3325887 on 2017/02/28 by Phillip.Kavan

	[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.

	change summary:
	- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
	- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
	- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
	- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
	- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization

	#jira UE-41893

Change 3326713 on 2017/02/28 by Marc.Audy

	Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created

Change 3327688 on 2017/03/01 by Marc.Audy

	Fix spelling, remove autos

Change 3328139 on 2017/03/01 by Marc.Audy

	Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)

	#jira UE-42375

Change 3328550 on 2017/03/01 by Mike.Beach

	Typo fix in cast node tooltip.

Change 3328575 on 2017/03/01 by Nicholas.Blackford

	Submitting Tick Interval Functional Test

Change 3328972 on 2017/03/02 by Jack.Porter

	Fix for crash entering Landscape mode

	#jira UE-42497

Change 3329224 on 2017/03/02 by Nick.Bullard

	Removing Redirector from EngineTest project

Change 3330093 on 2017/03/02 by Mike.Beach

	Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.

	#jira UE-42166

Change 3330306 on 2017/03/02 by Mike.Beach

	Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.

	#jira UE-6451

Change 3330626 on 2017/03/02 by samuel.proctor

	Functional Test for Blueprint Containers

Change 3330690 on 2017/03/02 by Mike.Beach

	Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).

	#jira UE-42500

Change 3330704 on 2017/03/02 by Mike.Beach

	CIS fix - fallout from CL 3330306

Change 3330875 on 2017/03/02 by Dan.Oconnor

	Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)

Change 3330892 on 2017/03/02 by Mike.Beach

	CIS fix for linux builds - include filename is case sensitive.

Change 3331585 on 2017/03/03 by Mike.Beach

	Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.

Change 3333455 on 2017/03/06 by Ben.Zeigler

	Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
	Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
	Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off

Change 3333484 on 2017/03/06 by Ben.Zeigler

	#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name

Change 3333553 on 2017/03/06 by Ben.Zeigler

	#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache

Change 3333697 on 2017/03/06 by Mike.Beach

	Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).

Change 3334047 on 2017/03/06 by Ben.Zeigler

	#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.

Change 3334228 on 2017/03/06 by Ben.Zeigler

	#jira UE-42153 Fix several crashes with gameplay tag query structs
	#jira UE-39760 Fix it to display tag query description on creation

Change 3335221 on 2017/03/07 by Lukasz.Furman

	fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
	#ue4

Change 3335733 on 2017/03/07 by dan.reynolds

	Fixing Attenuation Shape Material Reference

Change 3335918 on 2017/03/07 by Mike.Beach

	More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).

	#jira UE-42480

Change 3336053 on 2017/03/07 by zack.letters

	Moved and renamed test to meet naming convention and proper location

Change 3336087 on 2017/03/07 by Phillip.Kavan

	[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.

	change summary:
	- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.

	#jira UE-18618

Change 3336118 on 2017/03/07 by Phillip.Kavan

	Ensure that BP class component templates are included as preload dependencies where appropriate.

Change 3336418 on 2017/03/07 by Marc.Audy

	Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
	#jira UE-42507

Change 3336529 on 2017/03/07 by dan.reynolds

	AEOverview UMG Interface

Change 3336729 on 2017/03/07 by Michael.Noland

	Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
	#jira UE-42519

Change 3337054 on 2017/03/08 by Mieszko.Zielinski

	Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4

Change 3337605 on 2017/03/08 by Mieszko.Zielinski

	PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)

Change 3337612 on 2017/03/08 by Lina.Halper

	Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
	- adding ticket for further investigation

	#rb: Martin.Wilson
	#jira: UE-42062

Change 3338353 on 2017/03/08 by Mike.Beach

	Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.

	#jira UE-40861

Change 3340052 on 2017/03/09 by Marc.Audy

	Don't mark a blueprint dirty if the default value isn't actually set
	#jira UE-42511

Change 3340211 on 2017/03/09 by samuel.proctor

	Adding TMap/TSet tests for Containers Functional Test

Change 3340272 on 2017/03/09 by Marc.Audy

	auto removals
	small optimizations

Change 3340341 on 2017/03/09 by Marc.Audy

	Fortnite fixes for blueprint exposed editor only struct members
	#jira UE-42430

Change 3340356 on 2017/03/09 by Marc.Audy

	Do not allow blueprint exposed editor only struct members
	#jira UE-42430

Change 3340369 on 2017/03/09 by Mike.Beach

	Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).

	#jira UE-42572

Change 3340445 on 2017/03/09 by mason.seay

	Renamed and updated test map.  Also disabled tests until reviewed

Change 3340627 on 2017/03/09 by Marc.Audy

	Remove autos

Change 3340639 on 2017/03/09 by Dan.Oconnor

	Avoid CDO creation when asking if an object IsDefaultSubobject

Change 3340642 on 2017/03/09 by Marc.Audy

	Correctly maintain removed items from arrays when duplicating actors via T3D
	#jira UE-42278

Change 3340689 on 2017/03/09 by Dan.Oconnor

	Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph

Change 3340709 on 2017/03/09 by Dan.Oconnor

	Remove misplace dClassDefaultObject null check for now

Change 3340710 on 2017/03/09 by Dan.Oconnor

	Avoid FindRedirectedPropertyName when performing StaticDuplicateObject

Change 3340728 on 2017/03/09 by Dan.Oconnor

	Null checking CDO so that we can duplicate a class with no CDO

Change 3342184 on 2017/03/10 by mason.seay

	Nav mesh generation test - not finished

Change 3342930 on 2017/03/13 by Mieszko.Zielinski

	Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4

Change 3343739 on 2017/03/13 by Marc.Audy

	Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.

Change 3343758 on 2017/03/13 by Marc.Audy

	Ensure that when you change visibility, children also get marked dirty as needed.
	SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
	#jira UE-42240

Change 3343816 on 2017/03/13 by Mike.Beach

	Making sure we build CrashReporter for nativized clients.

	#jira UE-42056

Change 3343858 on 2017/03/13 by Phillip.Kavan

	Back out changelist 3336118 (per discussion) - did not solve the issue.

Change 3344218 on 2017/03/13 by Mike.Beach

	Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).

Change 3344388 on 2017/03/13 by Mike.Beach

	Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).

	#jira UE-37971

Change 3344411 on 2017/03/13 by dan.reynolds

	AEOverviewMain update

	- Organized Variables

	- Added comments on level interface with UI script

Change 3344956 on 2017/03/14 by Marc.Audy

	Remove autos
	Slight optimization

Change 3345365 on 2017/03/14 by Mike.Beach

	In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).

	#jira UE-42787

Change 3345565 on 2017/03/14 by Marc.Audy

	auto removal

Change 3345654 on 2017/03/14 by Marc.Audy

	Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true

Change 3345771 on 2017/03/14 by Zak.Middleton

	#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:

	ClientNetSendMoveDeltaTime=0.0111f
	ClientNetSendMoveDeltaTime=0.0222f
	ClientNetSendMoveThrottleAtNetSpeed = 10000
	ClientNetSendMoveThrottleOverPlayerCount=10

	These are the default values maintained for backwards compat.

	Related to OR-36422.

Change 3346314 on 2017/03/14 by Dan.Oconnor

	Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.

Change 3346329 on 2017/03/14 by Dan.Oconnor

	Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler

Change 3346436 on 2017/03/14 by Dan.Oconnor

	Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag

Change 3346632 on 2017/03/14 by Ben.Zeigler

	Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
	Add missing Class Property metadata to the metadata list

Change 3347525 on 2017/03/15 by Marc.Audy

	PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
	#jira UE-42810

Change 3347562 on 2017/03/15 by Phillip.Kavan

	[UE-32816] Support for value-based bitfield enum associations in the editor.

	notes:
	- default mode is still index-based, so there are no backwards-compatibility issues

	change summary:
	- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
	- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
	- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
	- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
	- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation

	#jira UE-32816

Change 3348030 on 2017/03/15 by Marc.Audy

	Remove experimental blueprintable components setting, they are supported fully

Change 3348034 on 2017/03/15 by Phillip.Kavan

	CIS fix.

Change 3348054 on 2017/03/15 by Marc.Audy

	Fix shadow error

Change 3348063 on 2017/03/15 by mason.seay

	Updateed bp logic to use asserts.  Added scenarios to descriptions of tests

Change 3348131 on 2017/03/15 by mason.seay

	Updating maps and reorganizing content

Change 3348146 on 2017/03/15 by Mike.Beach

	Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.

Change 3348213 on 2017/03/15 by dan.reynolds

	AEOverview UMG Update

	- Added level selection persistence between categories (so you can pick and choose from multiple categories)

	- Added a clear all selections button

	- Added comments to the UMG BP

Change 3348344 on 2017/03/15 by Lukasz.Furman

	fixed missing path following result flag descriptions
	#ue4

Change 3348489 on 2017/03/15 by mason.seay

	Moved content and updated test descriptions

Change 3348496 on 2017/03/15 by Mike.Beach

	Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.

Change 3348502 on 2017/03/15 by Ben.Zeigler

	#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
	Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
	Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings

Change 3348504 on 2017/03/15 by Ben.Zeigler

	#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize

Change 3348512 on 2017/03/15 by Mike.Beach

	Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).

Change 3348513 on 2017/03/15 by Phillip.Kavan

	[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.

	change summary:
	- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
	- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
	- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
	- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
	- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
	- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
	- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
	- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
	- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract

	#jira UE-38979

Change 3348651 on 2017/03/15 by Mike.Beach

	Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.

Change 3348684 on 2017/03/15 by Michael.Noland

	Blueprints: Allow string and text variables to be marked as multi-line

	PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)

	#jira UE-42275

Change 3348691 on 2017/03/15 by Michael.Noland

	Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
	PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
	#jira UE-33052

Change 3348698 on 2017/03/15 by Michael.Noland

	Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
	PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)

	#jira UE-38484

Change 3348722 on 2017/03/15 by Dan.Oconnor

	Fix replacement bug - due to last minute refactor of this reference replacer call

Change 3348736 on 2017/03/15 by Michael.Noland

	Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)

Change 3348810 on 2017/03/15 by Michael.Noland

	Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
	PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)

Change 3348811 on 2017/03/15 by Michael.Noland

	PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)

	#jira UE-42904

Change 3348969 on 2017/03/15 by Dan.Oconnor

	Build fix

Change 3349023 on 2017/03/16 by Aaron.McLeran

	Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)

Change 3349389 on 2017/03/16 by mason.seay

	Finished up Navigation map.  Improved Navmesh map (still needs some work before review)

Change 3349575 on 2017/03/16 by Marc.Audy

	Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers

Change 3349628 on 2017/03/16 by Ben.Zeigler

	Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
	Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
	Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
	Various fixes to AssetManagerEditorModule
	Convert ShooterGame to use the AssetManager for chunking

Change 3349629 on 2017/03/16 by Ben.Zeigler

	Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
	Also includes changes made on Fortnite Branch as  CL #3323724:
	Fortnite changes to take advantage of the Manage dependency in the asset manager
	Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
	Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook

Change 3350043 on 2017/03/16 by Marc.Audy

	Fix Audio compile errors

Change 3350092 on 2017/03/16 by Dan.Oconnor

	Fix missing output parameters when the function result node is pruned

Change 3350190 on 2017/03/16 by Ben.Zeigler

	CIS fix

Change 3350707 on 2017/03/16 by Dan.Oconnor

	Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization

Change 3350820 on 2017/03/16 by Joe.Conley

	Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play

Change 3350893 on 2017/03/16 by Dan.Oconnor

	Build fix

Change 3351017 on 2017/03/16 by Dan.Oconnor

	Using ordered arguments instead of named arguments improves load time in BP heavy projects

Change 3351056 on 2017/03/16 by Dan.Oconnor

	Avoiding Copies

Change 3351062 on 2017/03/16 by Dan.Oconnor

	Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints

Change 3351770 on 2017/03/17 by Marc.Audy

	Fix CIS warnings

Change 3351818 on 2017/03/17 by Mike.Beach

	CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.

	#jira UE-35970

Change 3351918 on 2017/03/17 by Mike.Beach

	CIS fix - renaming local so it doesn't conflict with the one in the outer scope.

Change 3351931 on 2017/03/17 by Ben.Zeigler

	Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
	Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago

Change 3351956 on 2017/03/17 by Dan.Oconnor

	Make sure result element is emptied when calling Intersect, Union, or Difference
	#jira UE-42993

Change 3352049 on 2017/03/17 by Ben.Zeigler

	#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
	Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though

Change 3352065 on 2017/03/17 by Aaron.McLeran

	Fixing compile errors

	- deleting unused files
	- removing #pragma once in SSynthKnob.cpp
	- Making phonon have win64 whitelist to avoid compiling on other platforms

Change 3352100 on 2017/03/17 by Aaron.McLeran

	Fixing compile errors

	- Moving header file to public folder since it's used outside of module

Change 3352182 on 2017/03/17 by Ben.Zeigler

	#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector

Change 3352286 on 2017/03/17 by Ben.Zeigler

	#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
	Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)

Change 3352299 on 2017/03/17 by Ben.Zeigler

	#jira UE-40544
	PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)

Change 3352303 on 2017/03/17 by Ben.Zeigler

	#jira UE-40856
	Commit PR #3147:  Remove unnecessary directory separator for GetSaveGamePath  (Contributed by projectgheist)
	Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile

Change 3352320 on 2017/03/17 by Ben.Zeigler

	#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
	Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)

Change 3352338 on 2017/03/17 by Ben.Zeigler

	#jira UE-42800
	PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)

Change 3352352 on 2017/03/17 by Dan.Oconnor

	Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
	#jira UE-42937

Change 3352581 on 2017/03/17 by Lukasz.Furman

	fixed memory leak in navmesh generators
	copy of CL# 3352356
	#ue4

Change 3352665 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
	- Also renamed the class to only include SoundWave once!
	- Fixing static analysis warning on null deref.

Change 3352685 on 2017/03/17 by Dan.Oconnor

	Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
	#jira UE-42547

Change 3352706 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>

Change 3352708 on 2017/03/17 by Dan.Oconnor

	Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor

	#jira UE-43023

Change 3352860 on 2017/03/17 by Lukasz.Furman

	fixed memory leak in navmesh generators
	copy of CL# 3352849
	#ue4

Change 3352967 on 2017/03/17 by Dan.Oconnor

	Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.

	#jira UE-43027

Change 3352979 on 2017/03/17 by Dan.Oconnor

	Static analysis driven fixes

	#jira UE-43044

Change 3352987 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	- Removing myo from other platforms, win64 only

Change 3353234 on 2017/03/18 by Marc.Audy

	Fix Win32 build

Change 3353344 on 2017/03/19 by Marc.Audy

	Fix cyclic includes in new Audio code

Change 3353350 on 2017/03/19 by Marc.Audy

	Disable static analysis for myo third party code

Change 3353750 on 2017/03/20 by Marc.Audy

	Fix additional cyclic include

Change 3353926 on 2017/03/20 by Mieszko.Zielinski

	Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4

	This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.

	#jira UE-18493

Change 3354249 on 2017/03/20 by Mike.Beach

	Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).

	#jira UE-42479

Change 3354464 on 2017/03/20 by Dan.Oconnor

	Fix missing source path when using compilation manager

Change 3354499 on 2017/03/20 by Dan.Oconnor

	Disable compilation manager

Change 3354620 on 2017/03/20 by Ben.Zeigler

	#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to

Change 3354714 on 2017/03/20 by Michael.Noland

	PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)

	#jira UE-42655

Change 3354718 on 2017/03/20 by Michael.Noland

	Engine: Change FViewport::IsGameRenderingEnabled to be static
	PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)

	#jira UE-42471

Change 3354721 on 2017/03/20 by Michael.Noland

	PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)

	#jira UE-42274

Change 3354907 on 2017/03/20 by Aaron.McLeran

	Fixing content in xenakis map

Change 3355223 on 2017/03/20 by Ben.Zeigler

	#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up

Change 3355297 on 2017/03/20 by Dan.Oconnor

	Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083

Change 3355373 on 2017/03/20 by Michael.Noland

	PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)

	#jira UE-41640

Change 3355417 on 2017/03/20 by Ben.Zeigler

	Fix formatting bug where I forgot some braces

Change 3355462 on 2017/03/20 by Aaron.McLeran

	UE-43046 Property type changed with no possible conversion

	Resaved asset in question

Change 3355629 on 2017/03/20 by Dan.Oconnor

	Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.

Change 3355631 on 2017/03/20 by Dan.Oconnor

	Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)

Change 3356127 on 2017/03/21 by Richard.Hinckley

	#jira UEDOC-4711
	Updated an invalid/old URL in a comment to a valid/current URL.

Change 3356193 on 2017/03/21 by Marc.Audy

	Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
	#jira UE-43420

Change 3356222 on 2017/03/21 by Marc.Audy

	Expose new attenuation settings to blueprints to resolve cook warnings.

Change 3356286 on 2017/03/21 by Richard.Hinckley

	#jira UEDOC-4711
	Selected a different URL for the update.

Change 3356339 on 2017/03/21 by Marc.Audy

	Delete unconnected return nodes to fix fortnite cook warnings

Change 3356827 on 2017/03/21 by Ben.Zeigler

	Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
	Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
	Add some more ensures to track down possible issues with handle corruption

Change 3356920 on 2017/03/21 by Ben.Zeigler

	Fix ensure just checked in to not go off when handles are halfway through being cancelled

Change 3358152 on 2017/03/22 by Phillip.Kavan

	#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.

	Change summary:
	- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.

[CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Ben Zeigler
24a8d60723 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226)
#lockdown Nick.Penwarden
#rb None

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3173153 on 2016/10/25 by Graeme.Thornton

	Pak signing changes
	 - Integrated into EDL loader
	 - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup.

Change 3173531 on 2016/10/25 by Steven.Hutton

	Removing unused j query packages.

Change 3174743 on 2016/10/26 by Gil.Gribb

	UE4 - fixed COTF with EDL

Change 3177896 on 2016/10/28 by Steve.Robb

	TSharedPtr and TSharedRef aliasing constructors.
	Removal of static_asserts for TSharedPtr<UObject>.

Change 3180343 on 2016/10/31 by Steve.Robb

	Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741.

Change 3181382 on 2016/11/01 by Steve.Robb

	Visual Studio debugger visualizers for delegates.

Change 3182738 on 2016/11/02 by Graeme.Thornton

	Re-enable signed archive reader so non-pakpreacher based reads still get signature checked

Change 3183420 on 2016/11/02 by Steve.Robb

	Fix to TIsZeroConstructType for TScriptDelegate.

Change 3184872 on 2016/11/03 by Robert.Manuszewski

	Fixing memory stomps in SSL certificate initialization (found with mallocstomp)

Change 3184873 on 2016/11/03 by Robert.Manuszewski

	Adding thread safety checks to async loading code

Change 3185535 on 2016/11/03 by Ben.Zeigler

	Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components.

Change 3186636 on 2016/11/04 by Graeme.Thornton

	AES encryption integrated into EDL system
	Pak signing and AES encryption now configurable by ini files rather than magical text files

Change 3186637 on 2016/11/04 by Graeme.Thornton

	Configured pak signing and encryption in ShooterGame for reference

Change 3186639 on 2016/11/04 by Graeme.Thornton

	Encryption changes for Orion
	* Move pak signing keys into new INI format
	* Add AES key and enable INI file encryption

Change 3186661 on 2016/11/04 by Graeme.Thornton

	Change unrealpak command line params to accept AES key as a separete parameter

Change 3186670 on 2016/11/04 by Robert.Manuszewski

	Adding a null check before using a package pointer in Linker code

	#jira UE-38237

Change 3186775 on 2016/11/04 by Graeme.Thornton

	Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler
	 - PS4 and Mac fixes. Other platforms might need fixing too!

Change 3186823 on 2016/11/04 by Graeme.Thornton

	Fixed an incorrect size check in the EDL pak signing code

Change 3186925 on 2016/11/04 by Graeme.Thornton

	Allow UnrealPak to read encryption settings from project ini files

Change 3189885 on 2016/11/08 by Graeme.Thornton

	Static analysis warning fix

Change 3190015 on 2016/11/08 by Robert.Manuszewski

	Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread

Change 3190253 on 2016/11/08 by Chris.Wood

	Improved MDD performance for on the CR server.
	[UE-37566] - Improve MDD performance on CR server

	Blocked MDD init'ing the crash handling code as it isn't desirable on the server.
	Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper.

Change 3192993 on 2016/11/10 by Robert.Manuszewski

	Thread Heartbeat will no longer report the same hang multiple times.

Change 3193111 on 2016/11/10 by Robert.Manuszewski

	Minor change in the condition that detects the same hangs - allow the same callstacks from different threads

Change 3193168 on 2016/11/10 by Steve.Robb

	TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely.

Change 3193171 on 2016/11/10 by Steve.Robb

	Easier debugging of FPendingRegistrantInfo map.

Change 3193188 on 2016/11/10 by Steve.Robb

	TAutoPointer deprecated.

Change 3193796 on 2016/11/10 by Graeme.Thornton

	Fix pak creation failure when no pak signing keys are supplied

Change 3194524 on 2016/11/11 by Graeme.Thornton

	Another static analysis warning fix

Change 3195119 on 2016/11/11 by Steve.Robb

	TAutoPtr deprecated.
	Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]).
	Some large headers moved into .cpp files.

Change 3196582 on 2016/11/14 by Gil.Gribb

	UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.

Change 3196878 on 2016/11/14 by Steve.Robb

	TScopedPointer deprecated.

Change 3198061 on 2016/11/15 by Steve.Robb

	Class array is no longer regenerated when saving UClasses.

Change 3198065 on 2016/11/15 by Robert.Manuszewski

	Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread.

Change 3198199 on 2016/11/15 by Robert.Manuszewski

	Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed.

Change 3199954 on 2016/11/16 by Graeme.Thornton

	Removing USING_SIGNED_CONTENT

Change 3200221 on 2016/11/16 by Chris.Wood

	CrashReportProcess code cleanup - removing unused using directives

Change 3200232 on 2016/11/16 by Chris.Wood

	Multiple CrashReportProcess updates and improvements (CRP v1.2.6)
	UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives

	InvalidCrashReports now saved to S3 instead of local folder
	Removed option tosync MinidumpDiagnostics from Perforce
	Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing)
	Added improved logging to Slack with option to monitor MDD performance
	Added hourly log folders to MDD logs
	Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures)

Change 3200382 on 2016/11/16 by Robert.Manuszewski

	Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists).

Change 3200562 on 2016/11/16 by Gil.Gribb

	UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication.

Change 3201093 on 2016/11/16 by Ben.Zeigler

	#UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only.
	Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only.

Change 3201736 on 2016/11/17 by Steve.Robb

	Strtoi64 platform and TCString functions.

	#fyi robert.manuszewski

Change 3201938 on 2016/11/17 by Ben.Woodhouse

	Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future.

	Commandline:
	p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp

	#fyi robert.manuszewski

Change 3203757 on 2016/11/18 by Robert.Manuszewski

	Removing debug code from async loading code.

Change 3203927 on 2016/11/18 by Robert.Manuszewski

	Fixing comments in the async loading code.

Change 3204851 on 2016/11/18 by Steve.Robb

	Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value.

Change 3204854 on 2016/11/18 by Steve.Robb

	UEnumProperty.

Change 3205027 on 2016/11/18 by Ben.Zeigler

	Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr
	Add Get() to TSubclassOf so it matches our other wrappers
	Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility
	Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf

Change 3206334 on 2016/11/21 by Ben.Zeigler

	#UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries
	#UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient.
	Cook finishes but game is still crashing in some cases, so I might adjust this after other testing

Change 3206353 on 2016/11/21 by Ben.Zeigler

	Fix EnumProperty to handle EDL preload dependencies properly

Change 3206625 on 2016/11/21 by Ben.Zeigler

	Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient

Change 3206937 on 2016/11/21 by Ben.Zeigler

	#jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one
	Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer
	Correctly save enum tag for enum properties, it was being set but not serialized

Change 3207002 on 2016/11/21 by Ben.Zeigler

	#jira UE-38799
	Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed.
	Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future.
	If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time.
	We should generally outlaw non-transient objects with transient outers, it does not do what people expect.

Change 3207032 on 2016/11/21 by Ben.Zeigler

	#jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do

[CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
Matthew Griffin
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]
2016-01-07 08:17:16 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Robert Manuszewski
f3c1bd92cd ScriptPlugin: Adding Lua lib project to fix the problem with not being able to compile Lua with the plugin anymore. Moved Script plugins out of Script subfolder, merged ScriptPlugin and ScriptEditorPlugin into ScriptPlugin.
[CL 2293479 by Robert Manuszewski in Main branch]
2014-09-11 03:16:52 -04:00