#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
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 4042043 by Steve.Robb
GitHub #4705 : Added weak lambda's for delegates and multicast delegates.
Change 4042056 by Robert.Manuszewski
Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need.
Change 4042104 by Robert.Manuszewski
Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects
+ Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize
+ Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command
Change 4042377 by Robert.Manuszewski
Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability.
+ added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame
Change 4042427 by Robert.Manuszewski
Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running
Change 4042482 by Robert.Manuszewski
Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection
Change 4042635 by Robert.Manuszewski
Fix for a potential assert when incremental purge garbage is pending and something forces a full purge
Change 4044092 by Steve.Robb
Fix for forward declared CoreUObject weakobject types in delegates when building in Clang.
Change 4044102 by Robert.Manuszewski
Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled
Change 4044113 by Steve.Robb
Another Clang fix.
Change 4044160 by Robert.Manuszewski
Disregard For GC pool will now be enabled by default in cooked builds
Change 4044287 by Steve.Robb
Typo fix.
Change 4047723 by Graeme.Thornton
TBA: Fixes for import/export name cache and object resolving
Change 4048015 by Graeme.Thornton
TBA: Weak/Soft/Lazy pointer serialization changes
* Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future.
* Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference.
* FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization.
Change 4048021 by Steve.Robb
Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr.
TIsMemberPointer added.
TIsATFunction and TIsATFunctionRef renamed to remove the 'A's.
Change 4048544 by Robert.Manuszewski
Fixing ConditionalBeginDestroy profiling after changes to incremental CBD.
Change 4051028 by Graeme.Thornton
TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false
Change 4051056 by Graeme.Thornton
TBA: High level tagged property / UObject base class text serialization
- UObject serialize converted to structured archive
- Properties written to text individually with text tags, and then binary adapted values
- Only saves, doesn't load
Change 4051111 by Graeme.Thornton
TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up
Change 4051154 by Graeme.Thornton
TBA: Convert a few uobject serializers to structured archive format for example purposes
Change 4051181 by Graeme.Thornton
TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty
Change 4051197 by Graeme.Thornton
TBA: ObjectProperty text serialization
Change 4051216 by Graeme.Thornton
Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to.
Change 4051261 by Graeme.Thornton
TBA: Convert UMetaData to structured archive
Change 4051374 by Steve.Robb
Incorrect assert removed.
Change 4051562 by Robert.Manuszewski
Adding stats for the new GC internal functions
Change 4051614 by Graeme.Thornton
TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial.
Change 4052512 by Graeme.Thornton
TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them.
Change 4053917 by Robert.Manuszewski
Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects
Change 4053919 by Robert.Manuszewski
Added the ability to disable incremental BeginDestroy in ini/project settings
Change 4055518 by Daniel.Lamb
Fixup for deterministic audio generation issue.
Submitted on behalf of Rich.Whitehouse
#jira nojira
#test prefilght automated test.
Change 4056854 by Graeme.Thornton
TBA: Added a test asset to EngineTest which contains all the different property types and test cases.
Change 4056858 by Graeme.Thornton
TBA: Updated USetProperty to proper structured archive usage
Change 4056872 by Graeme.Thornton
TBA: Add map property field to test object
Change 4056873 by Graeme.Thornton
TBA: Convert UMapProperty to full structured archive
Change 4056994 by Graeme.Thornton
TBA: Converted FText over to structured archive. Implemented saving, but not loading.
Change 4059728 by Ben.Marsh
UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories.
Change 4059805 by Graeme.Thornton
Fixed typo in text serialization. Fixes CIS automation test errors
Change 4060007 by Graeme.Thornton
TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive.
Change 4060092 by Stefan.Boberg
Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset)
When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp).
At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place.
Change 4060108 by Stefan.Boberg
Introduced some additional target platform utilities to help with asset cook optimizations
* We now assign each ITargetPlatform a zero-based ordinal value
* Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently.
These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures.
Change 4060143 by Graeme.Thornton
Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007
Needs some other changes that I haven't checked in yet...
Change 4062432 by Ben.Marsh
Fix error message when enumerating P4 changes.
Change 4062648 by Ben.Marsh
Add missing p4 integration action.
Change 4063620 by Graeme.Thornton
Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size.
(https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html)
Change 4066963 by Robert.Manuszewski
Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list.
Change 4067133 by Robert.Manuszewski
Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks.
Change 4067443 by Steve.Robb
FString can now be constructed from any char pointer type and length.
Change 4068156 by Steve.Robb
Fix necessary because of FString constructor change in CL# 4067443.
Change 4070258 by Graeme.Thornton
Fixes for VSCode
Change 4070372 by Graeme.Thornton
TBA: Script struct serialization to structured archives
Change 4071913 by Ben.Marsh
Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor.
Change 4071914 by Ben.Marsh
Missing files.
Change 4071937 by Ben.Marsh
Missing header.
Change 4072015 by Ben.Marsh
Fixes for compiling PakFileUtilities as part of the editor.
Change 4072826 by Steve.Robb
TBitArray::Reserve() added.
TBitArray::Add() overloaded to allow adding multiple bits.
TSparseArray::Reserve() optimized to call the overloaded Add().
Change 4073271 by Daniel.Lamb
Fixed add patch tier in project launcher passing the wrong commandline option to UAT.
#test none
Change 4074708 by James.Hopkin
#core Removed redundant Casts
Change 4074763 by Steve.Robb
Fix for TSparseArray::Reserve() size.
Change 4076063 by Ben.Marsh
Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options.
Change 4077064 by Robert.Manuszewski
Fixing compile error in PakFileUtilities
Change 4077144 by Graeme.Thornton
TBA: TextAssetCommandlet improvements
* Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end
* After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid
Change 4077412 by Ben.Marsh
Set the correct exit code for UnrealPak. Should return 0 on success, not 1.
Change 4077760 by Graeme.Thornton
TBA: Loading fixed for tagged property serialization
Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives
Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it.
Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work.
Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items.
Change 4078800 by Ben.Marsh
Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file.
Change 4079745 by Graeme.Thornton
TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags)
Change 4079847 by Graeme.Thornton
TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases.
Change 4079925 by Ben.Marsh
Fix incorrect assignment when deriving name for chunked pak file.
Change 4080214 by Ben.Marsh
Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects.
Change 4082394 by Graeme.Thornton
CIS fix for variable shadowing warning
Change 4082583 by Ben.Marsh
Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing.
Change 4082652 by Ben.Marsh
Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory.
Change 4082755 by Graeme.Thornton
Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program.
Change 4082756 by Graeme.Thornton
Fixed some incorrect documentation for pakfile compressed chunk headers
Change 4082883 by Graeme.Thornton
Static analysis warning fix
Change 4082912 by Ben.Marsh
Move ExceptionUtils into DotNETUtilities.
Change 4085291 by Graeme.Thornton
TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input
Change 4085523 by Graeme.Thornton
TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code.
Change 4086037 by Robert.Manuszewski
Fix for a potential race condition when two threads want to acquire GC lock
Change 4088655 by Graeme.Thornton
Pak creation now uses the bEnablePakSigning setting from the crypto config json file
Change 4091474 by Steve.Robb
Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit().
Unused variables removed.
Change 4093632 by Steve.Robb
CIS fixes.
Change 4093656 by Graeme.Thornton
Build fix
Change 4093744 by Ben.Marsh
Allow per-chunk settings for whether to enable compression in UnrealPak.
Change 4099712 by Gil.Gribb
UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks.
#jira UE-59686
Change 4099912 by Stefan.Boberg
Cooking timer optimizations:
- Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals.
- Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test)
- Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently
- Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code
This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC
Change 4100519 by Stefan.Boberg
Quick fix for Linux build issue introduced in 4099927
Change 4105327 by Stefan.Boberg
Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more.
Fixes check when using -FullLoadAndSave to cook
Change 4105448 by Stefan.Boberg
- Fixed Linux build warning re: member initialization order
- Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine)
- Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading.
Change 4109031 by Ben.Marsh
Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing.
Change 4109588 by Ben.Marsh
UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter.
Change 4109595 by Ben.Marsh
Missing project file for DotNETUtilities.
Change 4110724 by Stefan.Boberg
Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time.
The locking was redundant since the annotation maps are managed per thread anyway.
Change 4111304 by Ben.Marsh
UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block.
As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners.
Change 4112708 by Steve.Robb
Fix for TBitArray::MaxBits in assignment.
Change 4114133 by Stefan.Boberg
Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads.
Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit.
- This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented.
- The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call.
- The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit
Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave)
Change 4115010 by Robert.Manuszewski
Fixing CIS
Change 4115249 by Robert.Manuszewski
Fixing async loading code asserts when exiting game very early due to an error
#jira UE-56267
Change 4117091 by Ben.Marsh
Prevent doubled-up lines when writing status updates with console log verbosity.
Change 4117207 by Ben.Marsh
UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace.
Change 4119175 by Ben.Marsh
UGS: Fix crash writing version files when directory does not already exist.
Change 4119987 by Ben.Marsh
UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt.
Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog).
Change 4119991 by Ben.Marsh
Update version number for UGS launcher to 1.13.
Change 4121943 by Robert.Manuszewski
Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE)
Change 4122592 by Steve.Robb
GitHub #4762 : Improve wording and grammar of Math comments
Also includes improved accuracy in FMath::ComputeBoundingSphereForCone().
Change 4122819 by Stefan.Boberg
Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter
This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime.
Change 4122872 by Stefan.Boberg
CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file.
Change 4123109 by Stefan.Boberg
- Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads
- Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion
Change 4123455 by Ben.Marsh
PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall)
Change 4124207 by Ben.Marsh
UBT: Remove some unnecessary indirection for generated code paths.
Change 4124217 by Ben.Marsh
UBT: Remove another unused variable from UEBuildModuleCPP.
Change 4124377 by Stefan.Boberg
In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again
Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion
Change 4125071 by Stefan.Boberg
Some tweaks to FQueuedThreadPoolBase scheduling and memory management
- Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards
- Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since
no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally)
- Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work
Change 4126132 by Ben.Marsh
UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor.
Change 4126867 by Graeme.Thornton
TBA: Fix tagged binary formatter
Change 4127010 by Robert.Manuszewski
AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues.
Change 4127932 by Ben.Marsh
WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected.
Change 4129050 by Ben.Marsh
UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade.
Change 4129459 by Graeme.Thornton
TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory
Change 4129515 by Graeme.Thornton
TBA: Add EnterRecord overload that allows outputting of available field names when loading.
Change 4129517 by Graeme.Thornton
TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end
Change 4129518 by Graeme.Thornton
TBA: Added a local const bool to allow easy hacking out of text asset loading support
Change 4129558 by Graeme.Thornton
TBA: Build fix for textasset-less configs
Change 4129614 by Ben.Marsh
UGS: Main window is now restored to normal size when activated by clicking on the tray icon.
#jira UE-60490
Change 4129618 by Ben.Marsh
UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down.
Change 4131936 by Robert.Manuszewski
Removing some WIP code accidentally checked in with CL #4121943
Change 4133490 by Ben.Marsh
UGS: Allow the $(Change) variable to be used in more places than just the context menu.
#jira UE-60573
Change 4133550 by Ben.Marsh
UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps.
#jira UE-60554
Change 4133681 by Ben.Marsh
UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category).
The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default.
The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted.
Example:
[Default]
+SafeToDeleteFolders=/MyGame/Test/
+SafeToDeleteFolders=/DataService/
+SafeToDeleteExtensions=.xx1
+SafeToDeleteExtensions=.xx2
#jira UE-60575
Change 4135449 by Ben.Marsh
Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake)
Change 4135730 by Ben.Marsh
UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module.
Change 4135823 by Ben.Marsh
UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose.
Change 4135945 by Ben.Marsh
UBT: Fix error running programs with no explicitly enabled or disabled plugins.
Change 4137207 by Ben.Marsh
UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName".
Change 4137311 by Stefan.Boberg
Removed child cooker support.
In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity.
Change 4137393 by Ben.Marsh
UGS: Fix display of multiline errors in the status panel.
Change 4141708 by Steve.Robb
GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate
#jira UE-45490
Change 4146655 by Stefan.Boberg
Removed FullGCAssetClasses logic - no longer necessary nor useful
Change 4147318 by Ben.Marsh
UGS: Compress build badges in a column if it shrinks below the size that they would be visible.
Change 4148207 by Ben.Marsh
UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so:
+ServiceBadges=RoboMerge
Change 4148282 by Stefan.Boberg
Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value
Change 4148344 by Stefan.Boberg
Fixed minor indentation error (most likely caused by sloppy merge)
Change 4148521 by Stefan.Boberg
Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp
Change 4148639 by Ben.Marsh
UGS: Fix tooltips not showing for changes that have description badges.
Change 4149373 by Ben.Marsh
UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax:
+Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor")
+Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android")
Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically.
Change 4149399 by Ben.Marsh
UGS: Update version to 1.143.
Change 4155660 by Steve.Robb
PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments.
Change 4157117 by Ben.Marsh
Fix warning due to plugins disabled in .target.cs file.
Change 4158011 by Ben.Marsh
UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails.
Change 4158646 by Ben.Marsh
UGS: Fix exception when login is discovered to have expired during a workspace update.
Change 4158678 by Ben.Marsh
UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed.
Change 4158683 by Ben.Marsh
UGS: Add an unhandled exception filter which sends the exception data to the backend.
Change 4159131 by Ben.Marsh
UGS: Reduce the number of characters displayed for build badges based on the available space.
Change 4159194 by Graeme.Thornton
TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types
Change 4159239 by Steve.Robb
Improved readability and compliance with coding standards.
Change 4159246 by Ben.Marsh
UGS: Allow syncing projects where source code is not available (and various version files don't exist).
#jira UE-60985
Change 4159286 by Ben.Marsh
UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project.
#jira UE-60986
Change 4159302 by Ben.Marsh
UGS: Update version to 1.144.
Change 4160308 by Ben.Marsh
All staging client executables for blueprint projects.
#jira UE-60983
Change 4161567 by Steve.Robb
GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended
Change 4162641 by Ben.Marsh
UGS: Allow customizing the position of custom columns, via the Index=N attribute.
Change 4162647 by Ben.Marsh
UGS: Update version to 1.145.
Change 4165319 by Robert.Manuszewski
PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn)
Change 4166150 by Ben.Marsh
UGS: Include *.inl when looking for code changes.
Change 4166551 by Steve.Robb
Whitespace fixes caused by a bad merge.
Change 4168483 by Ben.Marsh
UGS: Add a more useful error if a file to be synced exceeds the max allowed path length.
Change 4168490 by Ben.Marsh
UGS: Update version to 1.146.
Change 4168551 by Ben.Marsh
UBT: Move bBuildLargeAddressAwareBinary into an exposed setting.
Change 4168560 by Ben.Marsh
UBT: Remove static config variable for controlling which configuration of UHT to use.
Change 4171296 by Ben.Marsh
UGS: Move the check for overlong paths earlier.
Change 4171531 by Ben.Marsh
UBT: Fix exception if BuildConfiguration.xml contains an unknown category.
Change 4183371 by Robert.Manuszewski
Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early
Change 4184312 by Ben.Marsh
UGS: Update version to 1.148
Change 4184480 by Robert.Manuszewski
Removing unused async loading stat
Change 4186390 by Ben.Marsh
UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio.
Change 4188644 by Ben.Marsh
UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT.
Change 4188647 by Ben.Marsh
UBT: Fix exception in target receipt when architecture is null.
Change 4189617 by Ben.Marsh
Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too).
Change 4189740 by Ben.Marsh
UAT: Remote code to build UnrealPak when packaging; we use the editor now.
Change 4189860 by Ben.Marsh
UGS: Make the filter for excluding automated lighting rebuilds more explicit.
Change 4190082 by Ben.Marsh
Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use.
- Allow edit and continue for any configuration, not just debug.
- Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory.
- Removed code that tracks PDB output files, since they're modified multiple times during a build.
- Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option.
- Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower.
#jira
Change 4192949 by Ben.Marsh
UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles)
Change 4193218 by Ben.Marsh
Fix formatting.
Change 4197252 by Mike.Erwin
UAT: Fix log output w/ correct count of non-code projects.
#jira none
Change 4197941 by Ben.Marsh
UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix.
Change 4197964 by Ben.Marsh
UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing.
Change 4198144 by Ben.Marsh
UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry".
Change 4198413 by Ben.Marsh
UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly.
Change 4198779 by Ben.Marsh
UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument.
Change 4198825 by Ben.Marsh
UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT.
Change 4199341 by Ben.Marsh
UGS: Update version to 1.149
Change 4199642 by Chad.Garyet
- Deprecate CISController
- Add BuildController to replace CIS GET/POST for builds
- Add LatestController, GET does what CIS/GET used to do
- Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids
- Latest/GET now returns "LatestData" object instead of array of longs
- Updated EventMonitor to match all API changes
- Fixed bug where IDs were getting reset to initial startup values every update loop
Change 4199663 by Chad.Garyet
CIS controller still needs to return an array of longs
#jira none
Change 4199680 by Ben.Marsh
UGS: Update version to 1.150
Change 4200457 by Ben.Marsh
Merging CIS fix for non-development configurations.
Change 4200472 by Mike.Erwin
UAT: fix -skipbuildclient param default
It was defaulting to skipbuildeditor's value, likely a copy-paste error.
#jira none
Change 4202595 by Ben.Marsh
Fix static analysis warning due to constant comparison against macro.
Change 4203250 by Ben.Marsh
UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available.
Change 4206191 by Ben.Marsh
Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out.
Change 4213011 by Ben.Marsh
UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies.
Change 4213487 by Ben.Marsh
UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor.
Change 4213609 by Ben.Marsh
Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not.
Change 4215971 by Ben.Marsh
UBT: Remove action graph visualization code; no longer used.
Change 4215996 by Ben.Marsh
UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed.
Change 4216022 by Ben.Marsh
UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder.
Change 4216031 by Ben.Marsh
UBT: Move all the action executors into their own folder in the project.
Change 4216526 by Ben.Marsh
Fix CIS warnings.
Change 4216544 by Ben.Marsh
Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation.
Change 4216633 by Ben.Marsh
Add support for UnrealPak plugins.
* Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs.
* Programs can now load any runtime modules, as long as they are whitelisted.
* Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory.
* UnrealPak is now always built by default when packaging
* Convert UnrealPak to a modular configuration
Change 4216736 by Ben.Marsh
UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc...
Change 4217447 by Ben.Marsh
Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml
Change 4217451 by Ben.Marsh
Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs
Change 4217617 by Ben.Marsh
Back out changelist 4217451
Change 4222552 by Ben.Marsh
Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported.
Change 4222630 by Ben.Marsh
UBT: Fix spam while generating project files if Clang isn't installed.
Change 4223316 by Ben.Marsh
UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases.
Change 4223318 by Ben.Marsh
UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes).
Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered.
Change 4223401 by Ben.Marsh
UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects.
Change 4223899 by Ben.Marsh
UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified.
Change 4224637 by Ben.Marsh
Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins.
Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program.
Change 4224710 by Ben.Marsh
UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph.
Change 4224715 by Ben.Marsh
UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention.
Change 4224726 by Ben.Marsh
Remove commented out line.
Change 4224903 by Ben.Marsh
Fix non-unity compile error in Stats2.h.
Change 4225051 by Ben.Marsh
Back out changelist 4224710; causing CIS errors due to receipts not matching.
Change 4225134 by Ben.Marsh
Fixing non-unity errors.
Change 4225203 by Ben.Marsh
Another non-unity fix.
Change 4225249 by Ben.Marsh
Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms.
#jira UE-62001
Change 4225512 by Ben.Marsh
BuildGraph: Allow setting the target to build when using the <CsCompile> task.
Change 4228815 by Ben.Marsh
UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run.
Change 4228944 by Ben.Marsh
UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19.
Change 4229028 by Ben.Marsh
UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid.
Change 4229065 by Ben.Marsh
UBT: Move another target setting into the rules assembly.
Change 4229105 by Ben.Marsh
Fix BPT exception when generating project files.
Change 4229311 by Ben.Marsh
UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance.
Change 4229421 by Ben.Marsh
UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs.
Change 4229817 by Ben.Marsh
UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT.
Change 4229824 by Ben.Marsh
UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass.
Change 4229841 by Ben.Marsh
UBT: Remove some legacy code from auto-detecting PCHs.
Change 4230521 by Ben.Marsh
UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message)
Change 4230871 by Ben.Marsh
UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used.
Change 4230882 by Ben.Marsh
UAT: Add StreamUtils back into UAT, seems like it's still used there.
Change 4230896 by Ben.Marsh
UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors.
Change 4231014 by Ben.Marsh
WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes.
Change 4231032 by Ben.Marsh
Fix CIS.
Change 4231096 by Ben.Marsh
Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files.
Change 4231446 by Ben.Marsh
UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir).
Change 4231460 by Ben.Marsh
Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties.
Change 4233909 by Robert.Manuszewski
PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist)
Change 4233910 by Ben.Marsh
Enable PCHs on IOS. Reduces build time by ~25%.
Change 4234176 by Ben.Marsh
UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion.
Change 4234193 by Ben.Marsh
Add the Delete command to Perforce wrapper in DotNETUtilities.
Change 4234688 by Ben.Marsh
UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies.
Change 4234711 by Ben.Marsh
UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir).
Example usage (from a .build.cs file):
RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS);
Change 4234872 by Ben.Marsh
Expose a flag for whether the engine is installed, to fix issues generating project files.
Change 4234929 by Ben.Marsh
Fix null reference generating receipts when UBT makefiles are active.
Change 4235883 by Chad.Garyet
Merging 4231245 to core
Giving Coordinator its own sln. This should fix what 4158155 was supposed to.
#jira UE-61955
Change 4236075 by Ben.Marsh
CIS fix
Change 4237066 by Robert.Manuszewski
Fix for a potential crash when terminating the engine while it's being initialized
#jira UE-60545
Change 4237078 by Robert.Manuszewski
The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor
Change 4237116 by Ben.Marsh
Rewrite some Windows utility functions to support paths longer than MAX_PATH.
Change 4237158 by Ben.Marsh
Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd().
Change 4237159 by Ben.Marsh
Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers.
Change 4239050 by Ben.Marsh
Missing file
Change 4239318 by Ben.Marsh
Linux CIS fix.
Change 4239685 by Ben.Marsh
Static analysis CIS fix.
Change 4240800 by Ben.Marsh
WorkspaceTool: Include the full command line in the log for any P4 commands.
Change 4240903 by Ben.Marsh
PR #4909: Update copyright notices to 2018 (Contributed by projectgheist)
Change 4241025 by Ben.Marsh
UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE.
Change 4241770 by Ben.Marsh
UBT: Include action number in parallel executor output.
#jira UE-62032
Change 4243469 by Ben.Marsh
TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface.
Change 4245723 by Robert.Manuszewski
Fixing another creash when terminating the engine while initializing.
#jira UE-60545
Change 4245862 by Steve.Robb
VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister.
Change 4246412 by Robert.Manuszewski
The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened.
Change 4246612 by Ben.Marsh
UBT: Fix spelling of "Intellisense".
Change 4249454 by Robert.Manuszewski
Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read
Change 4249513 by Robert.Manuszewski
Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread
Change 4255207 by Ben.Marsh
UGS: Add additional logging whenever a P4 command fails, and when the user is logged out.
Change 4255288 by Ben.Marsh
PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin)
Change 4256422 by Ben.Marsh
UBT: Add an error if a module referenced by a plugin descriptor doesn't exist.
Change 4257385 by Robert.Manuszewski
Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them.
Change 4257454 by Robert.Manuszewski
Added the option to filter clusters listed with gc.ListClusters by objects within them.
Usage:
gc.ListClusters Hierachy With=ObjectName1,ObjectName2...
Change 4257526 by Robert.Manuszewski
It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line
Change 4257822 by Ben.Marsh
Fixes for PlatformShowcase compile errors.
Change 4258771 by Ben.Marsh
UBT: Fix project files not being generated for foreign projects when creating .stub files.
#jira UE-62462
Change 4258790 by Ben.Marsh
UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names.
Change 4259276 by Ben.Marsh
UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary.
Change 4259280 by Ben.Marsh
UBT: Fix embedded framework zips not being uploaded for plugins.
#jira UE-62485
Change 4260236 by Ben.Marsh
UBT: Fix path to generated engine project file.
Change 4260334 by Ben.Marsh
UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place.
Change 4260361 by Ben.Marsh
UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...)
Change 4260559 by Ben.Marsh
UGS: Update version.
Change 4261160 by Robert.Manuszewski
MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash)
#jira UE-62495
Change 4261421 by Ben.Marsh
Force-sync files for building documentation, to fix issues with files not being updated.
#jira UE-62413
Change 4261425 by Ben.Marsh
UBT: Remove some leftover functions for handling the remote toolchain.
Change 4261530 by Ben.Marsh
UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS.
Change 4261611 by Ben.Marsh
UBT: Downgrade warning to a log message, since it appears when generating project files.
Change 4261710 by Ben.Marsh
Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore.
#jira UE-62545
Change 4261831 by Ben.Marsh
Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set.
#jira UE-62463, UE-62384
Change 4262723 by Ben.Marsh
Whitelist plugins that need to be loaded by UFE.
#jira UE-62564
Change 4265444 by Ben.Marsh
Fix incorrect executable name for DebugGame configurations in Xcode.
#jira UE-62574
Change 4265892 by Ben.Marsh
Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored.
#jira UE-62575, UE-62603, UE-62597
Change 4266019 by Josh.Adams
- Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE
Change 4266264 by Ben.Marsh
Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS.
This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not.
#jira UE-62578
Change 4266273 by Ben.Marsh
Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action.
Change 4266614 by Graeme.Thornton
Fix crash when cooking nativized blueprints due to removal of child cooker system.
Change 4266763 by Ben.Marsh
Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform.
#jira UE-62584
Change 4267985 by Robert.Manuszewski
When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated
#jira UE-62600
Change 4268558 by Robert.Manuszewski
PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior.
#jira UE-62600
Change 4269011 by Chad.Garyet
- Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/
Wildcard match was only substringing to 3 chars.
- Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab
Published to ugsapi server 8/8/17
#jira none
Change 4270788 by Ben.Marsh
Fix IOS provisioning data being using when remote compiling on TVOS.
#jira UE-62705
Change 4271916 by Ben.Marsh
Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file.
Change 4271934 by Ben.Marsh
Upload all static libraries in plugin folders as part of remote builds.
#jira UE-62694
Change 4273368 by Ben.Marsh
Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely.
#jira UE-62705
Change 4274049 by Ben.Marsh
Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different.
#jira UE-62751
Change 4274823 by Ben.Marsh
Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line.
Change 4275838 by Ben.Marsh
Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build.
Change 4275913 by Ben.Marsh
Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0.
Change 4284161 by Ben.Marsh
Allow mirroring Oodle files to remote Mac.
Change 4074774 by Steve.Robb
Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct.
TUniqueFunction added, which is a move-only TFunction which can hold move-only functors.
Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did.
FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general.
TArray::HeapPop() made to work with move-only types.
Change 4082591 by Ben.Marsh
Move the Log class from UBT to DotNetUtilities.
Change 4083236 by Ben.Marsh
Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log)
Change 4084107 by Ben.Marsh
UAT: Remove the unused -SkipHeader argument to UE4Build.
Change 4089771 by Steve.Robb
GitHub #4743 : modified VirtualAlloc function flag
https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411
Change 4091456 by Steve.Robb
Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit.
Change 4156437 by Ben.Marsh
Lots and lots of fixes compiling for Clang on Windows.
Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO!
* Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion.
* Clang is now supported through AutoSDKs; will be added to CIS.
* The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows.
* UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup.
* SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks)
Change 4157389 by Ben.Marsh
Few more fixes for compiling the editor with Clang.
Change 4183911 by Ben.Marsh
Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled.
* Incremental linking no longer forces PDB files to be enabled for source files.
* Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain.
* Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again.
* Icon update is disabled for Windows when incremental linking is enabled.
* Removed rarely-used setting to always delete produced items before each build.
Change 4184311 by Ben.Marsh
UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS.
The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary):
[Default]
; Set this to a network share which contains the SDK installers for your site
SdkInstallerDir=
; All the required SDKs for the current version of the engine
+SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android")
+SdkInfo=(Category="Windows", Description="Visual Studio 2017")
+SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128")
+SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0")
Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively.
The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file).
Change 4200452 by Ben.Marsh
UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors.
Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration.
Change 4206189 by Ben.Marsh
UBT: Simplify logic for precompiling binaries.
* Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds.
* Precompiled file lists have been removed from target receipts.
* The manifest now includes all generated headers and precompiled files when run with the -Precompile option.
* Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph.
Change 4215466 by Ben.Marsh
UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform.
Change 4215975 by Ben.Marsh
UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled).
Change 4220154 by Ben.Marsh
Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore.
Change 4224708 by Ben.Marsh
Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities.
Change 4224958 by Ben.Marsh
Remove CoreMinimal.h includes from Core.
Change 4229059 by Ben.Marsh
UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function.
Change 4230508 by Ben.Marsh
Fixup precompiled header setting for samples and games.
Change 4231457 by Ben.Marsh
Fix exceptions in log messages having trailing newlines.
Change 4232406 by Ben.Marsh
UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile.
Change 4234177 by Ben.Marsh
Set up private PCH files everywhere that previously used them.
Change 4235973 by Ben.Marsh
Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH.
Change 4238842 by Ben.Marsh
Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file).
Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example).
* Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without.
* The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro.
* The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED
* The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED.
* Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths.
* Fix 512 character maximum length on editor commands.
260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths.
Change 4255042 by Ben.Marsh
UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously.
The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version.
Change 4260567 by Ben.Marsh
UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class.
#rb none
[CL 4285673 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3851142 by Robert.Manuszewski
When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it.
Change 3853797 by Ben.Marsh
BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc...
Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option.
Change 3857540 by Graeme.Thornton
Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed
Change 3860062 by Steve.Robb
Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example).
Change 3860138 by Steve.Robb
Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters.
Change 3860273 by Steve.Robb
Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors.
Change 3863203 by Steve.Robb
Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.).
See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html
Change 3864588 by Graeme.Thornton
Crypto Keys Improvements
- Removed UAT command line params for encryption. Centrally configured by the editor settings now.
- UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata
- Minor refactoring of UAT encryption processing to use the new cryptokeys json file
- UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>"
- UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks
Change 3864691 by Robert.Manuszewski
Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever.
Change 3864744 by Robert.Manuszewski
Added the ability to get the actual filename of the log file FOutputDeviceFile writes to.
Change 3864816 by Graeme.Thornton
TBA: Minor formatting improvements to textasset commandlet
Change 3868939 by Graeme.Thornton
TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory
Change 3869031 by Graeme.Thornton
TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log
Change 3871802 by Steve.Robb
Class cast flags and property flags are now visible in the debugger.
Change 3871863 by Robert.Manuszewski
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
Change 3874413 by Steve.Robb
Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections.
TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement.
Change 3874457 by Ben.Marsh
When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests.
The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes.
Change 3876435 by Robert.Manuszewski
Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever
Change 3878762 by Robert.Manuszewski
Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed.
Change 3878850 by Robert.Manuszewski
SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance.
Change 3881331 by Graeme.Thornton
TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter
Change 3886983 by Ben.Marsh
UGS: Fix notification window not expanding to fit long captions.
Change 3887006 by Ben.Marsh
UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10.
Change 3887500 by Ben.Marsh
UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names).
Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style.
Change 3887513 by Ben.Marsh
UGS: Fix badge text drawing outside the clipping bounds.
Change 3888010 by Josh.Engebretson
Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path
#jira none
Change 3888418 by Ben.Marsh
UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing.
Change 3889457 by Steve.Robb
GitHub #4457 : Display abbreviations properly when converting FNames to display string
#jira UE-54611
Change 3889547 by Ben.Marsh
UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description.
Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this:
[Badges]
+DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1")
The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked.
Change 3889726 by Ben.Marsh
UGS: Fix description badges that don't have any associated URL.
Change 3889995 by Ben.Marsh
UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead.
Change 3890007 by Ben.Marsh
UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious.
Change 3890057 by Ben.Marsh
UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly.
Change 3891069 by Robert.Manuszewski
Fixing a crash in MallocBinned2 when running with malloc profiler enabled.
Change 3891084 by Steve.Robb
Back out changelist 3881331 because it's causing cook errors.
Change 3891100 by Ben.Marsh
UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows:
[//UE4/Main/Samples/Games/ShooterGame.uproject]
Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15.
A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert:
Change 3891346 by Steve.Robb
TSharedPtr::operator bool, and some usage of it.
Change 3891787 by Steve.Robb
Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack().
Change 3892379 by Ben.Marsh
UGS: Fix notification window containing the group fix for each build type.
Change 3892400 by Ben.Marsh
UGS: Shrink the size of the alert panel.
Change 3892496 by Ben.Marsh
UGS: Dim badges for changes which aren't eligable for syncing.
Change 3893932 by Steve.Robb
Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205.
Change 3895872 by Ben.Marsh
UGS: Show the stream name in tab labels by default.
Change 3896366 by Ben.Marsh
UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges.
Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show.
Change 3896367 by Ben.Marsh
UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel.
Change 3896425 by Ben.Marsh
UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations.
Change 3896461 by Ben.Marsh
UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file:
[//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject]
StatusPanelColor=#dcdcf0
Change 3899530 by Ben.Marsh
Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section.
Change 3901164 by Ben.Marsh
UGS: Add a class to store all the resources for the status panel.
Change 3901165 by Graeme.Thornton
TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written
Change 3901301 by Ben.Marsh
UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes.
Change 3902454 by Ben.Marsh
UGS: Fix logo not being redrawn in the correct position when starting to sync.
Change 3903416 by Ben.Marsh
UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'.
Change 3904154 by Josh.Engebretson
Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad)
#jira UE-55442
Change 3904648 by Ben.Marsh
UGS: Remove files from the workspace that are excluded by the sync filter.
The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter.
#jira UE-47335
Change 3905442 by Steve.Robb
Change of the ConvertFromType() multi-bool return value to a more descriptive enum.
Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change.
Change 3905629 by Ben.Marsh
UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely.
Change 3906447 by Steve.Robb
Rename EConvertFromTypeResult enumerators.
Change 3906574 by Steve.Robb
Crash fix for container conversion failure during tagged property import.
Change 3909255 by Daniel.Lamb
Fixed issue with DLCpackaging crashing on windows
#jira UE-42880
#test EngineTest windows
Change 3909270 by Steve.Robb
Seek instead of skipping bad properties byte-by-byte.
Change 3909324 by Steve.Robb
Use switch statement instead of repeated if/else.
Change 3909525 by Ben.Marsh
UGS: Use the StudioEditor target when syncing content-only Enterprise projects.
Change 3911754 by Daniel.Lamb
Fix for building pak patches.
#jira UE-55340
Change 3911942 by Robert.Manuszewski
Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one.
Change 3913067 by Ben.Marsh
UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter.
Change 3913209 by Ben.Marsh
UGS: Fix incorrect target name when compiling Enterprise projects.
Change 3917358 by Steve.Robb
Fix for GetLen(FString).
Change 3919610 by Ben.Marsh
Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around.
CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file.
Change 3921002 by Ben.Marsh
UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects).
Change 3921008 by Ben.Marsh
UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line.
Change 3921906 by Steve.Robb
New interpolation functions for quaternions.
https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html
Change 3921978 by Graeme.Thornton
TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it.
Change 3924520 by Graeme.Thornton
UnrealPak: Improve encryption summary log messages
Change 3924522 by Graeme.Thornton
UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames
Change 3924604 by Graeme.Thornton
UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys.
Change 3924638 by Graeme.Thornton
Crypto: Improvements to parsing of old fashioned encryption.ini settings:
- AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings.
- Signing keys will emit an error when they are too long (>64bytes)
- Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues
#jira UE-55080
Change 3924747 by Steve.Robb
Fix for degrees.
Change 3925459 by Chad.Garyet
Adding check to not to attempt to delete autosdk workspace if it doesn't already exist.
Change 3926703 by Ben.Marsh
BuildGraph: Include the path to the XML file when displaying an XML parse error.
Change 3926917 by Ben.Marsh
UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles).
Set the solution name using an entry in BuildConfiguration.xml as follows:
<ProjectFileGenerator>
<MasterProjectName>UE4_Main</MasterProjectName>
</ProjectFileGenerator>
Change 3927683 by Graeme.Thornton
UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file.
Change 3928111 by Ben.Marsh
UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in.
Change 3928926 by Ben.Marsh
BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties.
Change 3931041 by Graeme.Thornton
TBA: Add option to textasset commandlet to also include engine content in a resave
Change 3931043 by Graeme.Thornton
TBA: Redirect some more FArchive members in FArchiveProxy
Change 3931913 by Ben.Marsh
UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync.
#jira UE-47368
Change 3932419 by Ben.Marsh
UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first.
#jira UE-33541
Change 3932483 by Ben.Marsh
PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic)
Change 3932624 by Ben.Marsh
UGS: Add an error dialog when trying to clean the workspace before closing the editor.
#jira UE-42308
Change 3932679 by Ben.Marsh
UGS: Add the date/time to the end of the sync log.
#jira UE-33540
Change 3932705 by Ben.Marsh
UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist.
#jira UE-53182
Change 3933318 by Ben.Marsh
UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary.
#jira UE-33535, UE-53914
Change 3933840 by Graeme.Thornton
TBA: When loading assets, only use structured archive adapters for exports when loading text files.
Change 3936040 by Ben.Marsh
UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update.
Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background.
#jira UE-52870
Change 3940230 by Robert.Manuszewski
Fixes for FilenameToLongPackageName crashes when runnign commandlets
Change 3940240 by Graeme.Thornton
Automated cycling of encryption and signing keys
Change 3940243 by Graeme.Thornton
UAT: CryptoKeys automation script
Change 3940321 by Ben.Marsh
UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range.
Change 3940538 by Ben.Marsh
UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line.
Change 3941285 by Gil.Gribb
UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight.
#jira none
Change 3942404 by Graeme.Thornton
Pak Signing:
- Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter
- Format the signedarchivereader output to match the pak precacher
- When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load.
- Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure
- Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call.
Change 3942825 by Ben.Marsh
UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build.
Change 3942839 by Ben.Marsh
UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number.
Change 3943153 by Ben.Marsh
Use the correct logical processor count in ParallelExecutor.
Change 3943210 by Ben.Marsh
UGS: Add an option to the editor arguments window that allows prompting before launching the editor.
Change 3943329 by Ben.Marsh
UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel.
Change 3944294 by Ben.Marsh
UGS: Prompt for confirmation before removing any files from the workspace.
Change 3945283 by Ben.Marsh
UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring.
Change 3945325 by Ben.Marsh
PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040)
Change 3947359 by Graeme.Thornton
TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file.
Change 3947360 by Graeme.Thornton
TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats.
Change 3949431 by Graeme.Thornton
TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks
Change 3950843 by Ben.Marsh
UBT: Add a better error if an XML config file is corrupt.
Change 3952504 by Steve.Robb
GitHub #4545 : UE-55924: CaseSensitive token recognition
#jira UE-55961
#jira UE-55924
Change 3952707 by Graeme.Thornton
Make RandInit(...) log message verbose
Change 3954694 by Ben.Marsh
BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml.
To define a Macro, use the syntax:
<Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage">
<Log Message="First message" If="$(PrintFirstMessage)"/>
<Log Message="Second message" If="$(PrintSecondMessage)"/>
<Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/>
</Macro>
To expand a macro, use the syntax:
<Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/>
An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified.
Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded.
Change 3954695 by Ben.Marsh
PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib)
#jira UE-56283
Change 3954961 by Ben.Marsh
UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files.
#jira UE-56040
Change 3955785 by Steve.Robb
GitHub #4546 : Don't discard errors from zlib inflate
#jira UE-55969
Change 3955940 by Steve.Robb
Redundant and confusing macro check removed.
Change 3956809 by Ben.Marsh
Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem.
Change 3959590 by Steve.Robb
Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed.
Change 3959864 by Robert.Manuszewski
Increasing the size of permanent object pool to fix warnings in cooked ShooterGame
#jira UE-56001
Change 3960956 by Steve.Robb
New ToCStr function which generically gets a TCHAR* from a 'string-like' argument.
Change 3963628 by Ben.Marsh
UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it.
Change 3964349 by Ben.Marsh
Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows.
Change 3964821 by Ben.Marsh
Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly.
Change 3965269 by Ben.Marsh
Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment.
Change 3966554 by James.Hopkin
#core Removed redundant cast
Change 3966558 by James.Hopkin
#core Removed redundant casts and changed some MakeShareables to MakeShared
#robomerge #fortnite
Change 3966754 by Ben.Marsh
Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe.
Change 3967397 by Ben.Marsh
Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list.
Change 3967664 by Ben.Marsh
Update UGS solution to use Visual Studio 2017.
Change 3967838 by Ben.Marsh
Couple of fixes to conform scripts.
Change 3968767 by Ben.Marsh
Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime.
Change 3968771 by Ben.Marsh
Fix compiled-in engine path being subject to macro expansion.
#jira UE-56504
Change 3968886 by Robert.Manuszewski
Merging 3914301:
Remove any references we had added to the GGCObjectReferencer during Init
Change 3968978 by Steve.Robb
FString->FName fixes for module names in HotReload.
Change 3969019 by Steve.Robb
Minor refactor of property skipping logic in SerializeTaggedProperties().
Change 3969041 by Steve.Robb
Simplification of Build.version filename construction.
Change 3969049 by Steve.Robb
Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable.
This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename().
#jira UE-52405
Change 3969120 by Ben.Marsh
Enable errors for using undefined identifiers in conditional expressions by default.
Change 3969161 by Ben.Marsh
Remove log line that should only be included in the log.
Change 3969216 by Steve.Robb
Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling.
This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed.
#jira UE-52405
Change 3969346 by Steve.Robb
Missed some bad FScript(Map/Set)Helper usage from CL# 3698969.
Change 3969598 by Ben.Marsh
Fix warning from VS2017.
Change 3971101 by Graeme.Thornton
TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves.
Change 3971407 by Ben.Marsh
UBT: Fix exception when enumerating toolchains if the directory does not exist yet.
Change 3971523 by Graeme.Thornton
Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching
Change 3971613 by Ben.Marsh
Fix Lightmass non-unity compile errors.
Change 3971649 by Ben.Marsh
Disable optimization around FTickerObjectBase constructor on Win32 due to ICE.
Change 3971829 by Ben.Marsh
Fix deprecated header warning from PVS Studio.
Change 3972503 by Ben.Marsh
Changes to build failure notifications:
* Only people that submitted between builds with different error messages will be included on emails by default.
* Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line).
* Anyone that starts a build will be included on all failure emails.
Change 3972732 by Ben.Marsh
Changes to ensure notification messages are stable.
Change 3972810 by Ben.Marsh
Write debug information about the digest computed for a change, to assist with debugging it if it's not stable.
Change 3973331 by Ben.Marsh
Fix missing dependency on linker response file. Prevents target being relinked when build environment changes.
Change 3973343 by Ben.Marsh
PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff)
Change 3973820 by Ben.Marsh
Fix incorrect error message when unable to find Visual C++ install directory.
Change 3974295 by Robert.Manuszewski
Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds.
Change 3975336 by Robert.Manuszewski
CIS fix after the last merge from main
Change 3976999 by Ben.Marsh
Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly.
This should cause CIS to better errors for compiling Odin editor.
Change 3977934 by Ben.Marsh
UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object.
Change 3977953 by Ben.Marsh
UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions.
Change 3978544 by Ben.Marsh
UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later.
Change 3978780 by Ben.Marsh
Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs.
Change 3979313 by Ben.Marsh
UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder.
Change 3980499 by Ben.Marsh
UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions.
Change 3980890 by Ben.Marsh
UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files.
Change 3981495 by Ben.Marsh
Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products.
#jira UE-54343
Change 3982157 by Ben.Marsh
Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch.
Change 3982239 by Ben.Marsh
Update tooltip directing users to install Visual Studio 2017 instead of 2015.
Change 3983395 by Graeme.Thornton
Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file
Change 3983523 by Graeme.Thornton
Backwards compatibility for pak files with compressed chunk offsets
Change 3983769 by Ben.Marsh
UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found.
Change 3984529 by Ben.Marsh
BuildGraph: When run with the -Preprocess=... argument, no steps will be executed.
Change 3984557 by Ben.Marsh
BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task.
Change 3986520 by Ben.Marsh
Remove hacks to uniquify response file name on Android and Linux.
Change 3987166 by Steve.Robb
Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures.
Change 3989061 by Graeme.Thornton
TBA: Text asset loading/saving work
- Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports.
- Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives.
- Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely.
Change 3989109 by Graeme.Thornton
TBA: TextAsset commandlet emits a warning when binary package determinism fails
Change 3990823 by Ben.Marsh
UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI.
Change 3990832 by Ben.Marsh
UGS: Make the schedule window resizable.
Change 3991569 by Steve.Robb
GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message
Change 3991970 by Steve.Robb
Fix for 4096 char limit on FParse::Value.
Change 3992222 by Steve.Robb
Advice added to the coding standard for using default member initializers.
Change 3993675 by Ben.Marsh
UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced.
Change 3994199 by Ben.Marsh
UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects.
In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK.
Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx
Change 3994243 by Ben.Marsh
UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered.
Change 3994260 by Ben.Marsh
UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself.
Change 3994350 by Ben.Marsh
UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user.
Change 3995159 by Ben.Marsh
UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters.
Indend to re-introduce this functionality through the manual 'clean workspace' operation.
Change 3995169 by Ben.Marsh
UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls.
Change 3995228 by Ben.Marsh
UGS: Update recently opened projects list when editing project for an existing tab.
Change 3995312 by Ben.Marsh
UGS: Stop showing all dialogs in the taskbar.
Change 3995929 by Robert.Manuszewski
Completely rewritten FReferenceChainSearch class used by 'obj refs' command.
- 3+ times faster
- Uses the same code as GC to track all the references down
- Actually reports all reference chains properly
- Less code that is more readable than the previous version
Change 3995981 by Ben.Marsh
UGS: Clean workspace window will now force-sync files that have been deleted or which are writable.
Change 3996113 by Ben.Marsh
UGS: Fix crash upgrading config files from older versions.
Change 3997990 by Ben.Marsh
UGS: Prevent error when syncing an empty workspace.
Change 3998095 by Ben.Marsh
UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job.
Also forcibly terminate the process on dispose to handle cases where the job object wasn't created.
Change 3998264 by Ben.Marsh
UGS: Fix exception when switching projects in-place.
Change 3998643 by Ben.Marsh
Fix shared DDC not being used for installed engine builds.
#jira UE-57631
Change 4000266 by Ben.Marsh
UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is:
UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options]
The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified.
Change 4000293 by Ben.Marsh
Add a compression flag that allows selecting compressor without using the default platform implementation.
Change 4000315 by Ben.Marsh
Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL.
Change 4000610 by Ben.Marsh
UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts.
Change 4000627 by Ben.Marsh
UBT: Include enabled plugin info in the UBT log.
Change 4000793 by Ben.Marsh
UBT: Remove some member variables from VCEnvironment that don't need to be stored.
Change 4000909 by Ben.Marsh
UBT: Add VS2017 installations to the list of paths checked for MSBuild installations.
Change 4001923 by Ben.Marsh
UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic.
At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist.
Change 4001927 by Ben.Marsh
Fixes for compiling against the Windows 10 SDK.
Change 4002439 by Robert.Manuszewski
Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector
Change 4003508 by Ben.Marsh
UGS: Fix new workspaces not having the correct owner and host set.
Change 4003622 by Ben.Marsh
UGS: Add support for "skipped" as a build result.
Change 4004049 by Robert.Manuszewski
Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy
Change 4005077 by Ben.Marsh
UGS: Update version number.
Change 4005112 by Ben.Marsh
UBT: Reduce number of times a target has to be constructed while generating project files.
Change 4005513 by Ben.Marsh
UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files.
Change 4005516 by Ben.Marsh
UBT: Add warnings whenever a module adds an include path or library path that doesn't exist
Change 4006168 by Ben.Marsh
CIS fixes.
Change 4006236 by Ben.Marsh
UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control.
Change 4006266 by Ben.Marsh
UGS: Swap around the new workspace/existing file boxes on the open project dialog.
Change 4006552 by Ben.Marsh
If staging fails because a restricted folder name is found, include a list of them in the error message.
Change 4007397 by Steve.Robb
Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container.
Change 4007458 by Ben.Marsh
UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed.
Change 4009343 by Ben.Marsh
UGS: Set the rmdir option on new workspaces by default.
Change 4009501 by Ben.Marsh
UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change.
Change 4009509 by Ben.Marsh
UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler.
Change 4010543 by Ben.Marsh
Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported).
Change 4010553 by Ben.Marsh
UAT: Include platform groups in restricted folder names when staging.
Change 4012030 by Ben.Marsh
UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace.
Change 4012204 by Chad.Garyet
- Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text)
- Create directory for sqlite db if it doesn't exist
#jira none
Change 4014209 by Brandon.Schaefer
New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows
#review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills
Change 4015606 by Brandon.Schaefer
Missed a code project that needed updating for new Breakpad changes for Mac
Change 4017795 by Robert.Manuszewski
GC assumption verification should now be 3-4x faster.
- Refactored Disregard For GC to use TFastReferenceCollector
- Move both Disregard For GC and Cluster verification code to separate source files
Change 4020381 by Ben.Marsh
Add link to the new official doc page for UnrealGameSync.
Change 4020665 by Ben.Marsh
UBT: Prevent plugins being precompiled if they don't support the current target platform.
Change 4021829 by Ben.Marsh
Update message about downloading a new version of Visual Studio.
Change 4022063 by Ben.Marsh
UBT: Suppress toolchain output when generating project files.
Change 4023248 by Ben.Marsh
Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run().
(Also fix an exception within the exception handler, if GError has not been created yet)
Change 4025759 by Ben.Marsh
Fix universal CRT include paths not being added to compile environment for VS2015.
Change 4026002 by Ben.Marsh
UBT: Check the old registry locations for the Windows SDK installation directory.
Change 4026068 by Ben.Marsh
UBT: Use the correct compiler version in the error message for not having the UCRT.
Change 4026181 by Ben.Marsh
Fix DebugGame editor configurations not enumerating modules correctly.
#jira UE-58153
Change 4026285 by Ben.Marsh
UBT: Add additional logging for enumerating Windows SDKs.
Change 4026708 by Ben.Marsh
UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders.
Change 4029404 by Ben.Marsh
Remove incorrect include paths to fix CIS warnings.
Change 4031517 by Steve.Robb
Fix for UHT errors not being clickable in the Message Log.
#jira UE-58173
Change 4031544 by Ben.Marsh
Fix errors building asset catalog for IOS due to modifying shared build environment.
#jira UE-58240
Change 4032227 by Ben.Marsh
BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph.
Change 4032262 by Ben.Marsh
BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml.
Change 4032288 by Ben.Marsh
Remove UFE from the BuildEditorAndTools script.
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 3838569 by Steve.Robb
Algo moved up a folder.
Change 3848581 by Robert.Manuszewski
Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems.
#jira UE-49446
Change 3864743 by Steve.Robb
Fix for buffer overrun when copying a context string.
Fix for being unable to link to MallocLeakDetection.
Fix to prefix for FMallocLeakDetection::ContextString.
New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string.
Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations.
#jira UE-54612
Change 3865020 by Graeme.Thornton
TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions
Change 3869550 by Josh.Engebretson
New SymGen and SymUpload tasks (ShooterGame usage example)
Example C# symbolicator (using saved crash and data router formats)
Updates for stack walking and crash runtime xml on Windows/Mac
Change 3905453 by Steve.Robb
USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO.
Change 3910012 by Ben.Marsh
UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails.
Change 3920044 by Graeme.Thornton
TBA: Text asset loading
* Added a structured archive layer to FLinkerLoad
* Wrapped export loading in a ArchiveUObjectFromStructuredArchive
* Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content
* Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename.
* Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading.
* Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives.
Change 3921587 by Steve.Robb
Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings.
Fixes for various misuses.
#jira UE-55681
Change 3942873 by Ben.Marsh
UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not.
Change 3944629 by Graeme.Thornton
Merging back a couple of fixes from Fortnite
- Extra parenthesis around some calculations in the pakprecacher
- Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature()
- Added documentation for build script crypto options
Change 3945381 by Ben.Marsh
Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value.
Change 3968969 by Steve.Robb
Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array.
Change 3969417 by Ben.Marsh
Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs.
Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest".
Change 3972443 by Ben.Marsh
Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything.
Change 3977198 by Ben.Marsh
Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug.
Change 3979632 by Ben.Marsh
Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist.
* Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime.
* The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command).
* The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees.
Change 3981738 by Ben.Marsh
Move utility classes for filtering files and matching wildcards into DotNETUtilities.
Change 3983888 by Steve.Robb
Warning C4868 disabled, about evaluation order of braced initializer lists.
https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html
Change 3984019 by Steve.Robb
FString::Printf formatting argument checking added.
Vararg support for FText::Format.
All remaining usage fixed.
Change 3985502 by Steve.Robb
Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'.
Change 3985999 by Graeme.Thornton
TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT.
- Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA
Change 3986461 by Ben.Marsh
Fixup lots of platforms not adding response files as a prerequisite.
This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts.
Change 3990081 by Ben.Marsh
Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE.
Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases).
Change 3996714 by Chad.Garyet
UGSRestAPI, conversion of UGS to use it.
#jira none
Change 4008287 by Ben.Marsh
UBT: Change the engine to use the Windows 10 SDK by default.
Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file.
The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7).
Change 4008516 by Chad.Garyet
- Adding support for both SQLite and MsSql
- API now reads from only MsSql, but writes to both
- Added support for POST to CIS for badges
- PostBadgeStatus now writes out via API Url rather than a direct connection to the DB
#jira none
Change 4010296 by Chad.Garyet
Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404.
#jira none
Change 4024045 by Ben.Marsh
Set the list of supported target platforms for OnlineSubsystemGameCircle.
#jira UE-57887
Change 4031014 by Ben.Marsh
UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names.
[CL 4034515 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3623004 by Ben.Marsh
Fix RemoteExecutor not taking the remote machine specs into account.
Change 3623172 by Ben.Marsh
UGS: Fix "More Info..." button not using P4 server override.
Change 3628820 by Ben.Marsh
PR #3979: Get working directory from task element, not tool node (Contributed by nullbus)
Change 3630424 by Graeme.Thornton
Make the AES key parameter const in FAES::EncryptData()
Change 3632786 by Steve.Robb
FString constructor fixed to not take an ignored void* parameter, which can be misleading.
Change 3639534 by Ben.Marsh
Remove old P4.NET library. Doesn't seem to be used by anything.
Change 3640536 by Steve.Robb
GitHub #4007 : Delete unnecessary specialization of MakeArrayView
#jira UE-49617
Change 3641155 by Gil.Gribb
UE4 - Speculative fix for problem with summary reading in FAsyncArchive2.
Change 3643932 by Ben.Marsh
Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument).
Change 3644825 by Ben.Marsh
Use VSWHERE to find the location of MsBuild.exe, if available.
https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645
Change 3647395 by Ben.Marsh
Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options.
Change 3650300 by Ben.Marsh
UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis.
Change 3650856 by Robert.Manuszewski
Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread
Change 3651022 by Gil.Gribb
UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher.
Change 3658331 by Steve.Robb
Fix for the parsing of large integer values.
Change 3661958 by Gil.Gribb
UE4 - Fixed rare hang in task graph.
Change 3664021 by Robert.Manuszewski
Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy
See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html
Change 3664254 by Steve.Robb
Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports.
Change 3664436 by Steve.Robb
Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads.
Change 3666461 by Graeme.Thornton
Improvements to signing/encryption key embedding and runtime access
- Changed method of embedding key into the executable to make it more secure
- Added FAESKey class to wrap a 32 byte key
Change 3666462 by Graeme.Thornton
Cut ShooterGame AES key down to 32 characters
Change 3677560 by Ben.Marsh
PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn)
Change 3683534 by Steve.Robb
Refactoring of enum/struct lookup during hot reload.
Change 3683754 by Steve.Robb
Alignment fixes to allow int64 on 32-bit platforms
Support for integral types in IsAligned.
Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types.
Some fixes to existing code.
Change 3686670 by Steve.Robb
Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS.
Change 3687540 by Ben.Marsh
Fix all UBT/UAT output going to stderr rather than stdout.
Change 3688931 by Gil.Gribb
UE4 - Critical fix for a rare race condition in the pak file async IO layer.
Change 3690000 by Graeme.Thornton
Manual copy of 4.18 CL 3687869
Make UBT include the destination INI file for a given hierarchy if it exists
Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name
Change 3690030 by Graeme.Thornton
VSCode fixes
- Source Code Accessor plugin changes. Add new interface method to open a solution at a given path
- GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for
- Various fixes for vscode project file generation
#jira UE-50554
Change 3690885 by Steve.Robb
Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>.
Change 3691052 by Steve.Robb
Free stats thread on shutdown.
Change 3695138 by Steve.Robb
AsConst helper function added.
Change 3696627 by James.Hopkin
Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr
(review-3606695)
Change 3697099 by Steve.Robb
GitHub #4105 : Removed redundant class access modifier
Change 3697154 by Steve.Robb
Removal of deprecated functions in delegates.
Mutable lambdas to can now be bound to delegates.
Change 3697180 by Steve.Robb
GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty
Change 3697239 by Steve.Robb
Allow TArray::Insert to take an array with any allocator type.
Change 3697269 by Steve.Robb
RelocateConstructItems instead of MoveConstructItems.
Change 3697558 by Steve.Robb
New _GetRef functions for TArray, which return a reference to the newly-added element.
Unit tests for these functions.
Change 3699776 by Steve.Robb
TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled.
Change 3702397 by Steve.Robb
TIsTrivial type trait.
Change 3702569 by Steve.Robb
Allow a TGuardValue to be assigned to a different type from the one being guarded.
Change 3706644 by Robert.Manuszewski
Different stack ingore count for development builds for FArchiveStackTrace
Change 3709272 by Steve.Robb
Removal of redundant UpdateVertices, which causes a race condition on the renderer thread.
Change 3709452 by Robert.Manuszewski
Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies
Change 3709454 by Robert.Manuszewski
Added command line option -NOEDL to disable EDL
Change 3709487 by Steve.Robb
Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1.
Change 3709645 by Ben.Marsh
Fix race condition between multiple instances of UBT trying to write out the XML config cache.
Change 3711193 by Ben.Marsh
Add an editor setting for the shared DDC location to use.
#jira UE-51487
Change 3713811 by Steve.Robb
Update .modules files after a hot reload.
Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks.
Pass hotreload flags around in UBT instead of relying on global state.
This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205.
#jira UE-51472
Change 3715654 by Steve.Robb
GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy.
Change 3718782 by Steve.Robb
TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called.
Change 3720830 by Steve.Robb
Initial import of TAtomic object wrapper, which guarantees atomic access to an object.
Change 3720881 by Steve.Robb
FCompression ThreadSanitizer data race fixes.
Change 3722640 by Graeme.Thornton
Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading.
#jira UE-51463
Change 3722655 by Steve.Robb
Don't null name table because it's already zeroed at startup.
Some tidy-ups.
Change 3722754 by Steve.Robb
Thread sanitizer fix.
Small typo fix.
Change 3722849 by Graeme.Thornton
Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server
Change 3723081 by Steve.Robb
TAtomic is now aligned to the underlying integer type.
TAtomic will now static assert with a better error message when given an unsupported type.
Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number.
Misc renames.
Change 3723270 by Ben.Marsh
Include /d2cgsummary argument when running UBT with -Timing.
Change 3723683 by Ben.Marsh
Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance.
Change 3725422 by Robert.Manuszewski
When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning.
Change 3725735 by Robert.Manuszewski
Making all CheckDefaultSubobjects related functions const
Change 3726167 by Steve.Robb
FMinimalName::IsNone added.
Change 3726458 by Steve.Robb
TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer.
Change 3726542 by Ben.Marsh
UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths.
Change 3726595 by Ben.Marsh
Allow building multiple game targets in the example BuildEditorAndTools.xml script.
Change 3726724 by Ben.Marsh
Fix ambiguities in calculating root directory. (GitHub #4172)
Change 3726959 by Ben.Marsh
Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does.
Change 3728437 by Steve.Robb
VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel.
Some improved documentation.
NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping.
Change 3732262 by Gil.Gribb
UE4 - Fixed rare hangs in the task graph.
Change 3732755 by Steve.Robb
Stats TSAN fixes.
Optimizations to FCycleCounter::Start() to only read the stat name once.
Change 3735000 by Robert.Manuszewski
Always preload the AssetRegistry module on startup. even if EDL is disabled.
Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert.
Change 3735292 by Robert.Manuszewski
Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates.
Change 3735332 by Steve.Robb
Refactoring of UDelegateProperty::Identical() to clarify logic.
Fixed UMulticastDelegateProperty::Identical() to compare the bound function names.
PPF_DeltaComparison removed, as it doesn't seem useful.
Change 3737960 by Graeme.Thornton
VSCode - Add launch task for generating project files for the given folder
Change 3738398 by Graeme.Thornton
Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor
#jira UE-51451
Change 3738405 by Graeme.Thornton
VSCode: Format c/cpp settings strings using comment path formatting function
Change 3738928 by Steve.Robb
Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18)
#jira UE-51842
Change 3739135 by Ben.Marsh
Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history.
#jira UE-51855
Change 3739360 by Ben.Marsh
UAT: Fix issue with P4PORT setting not being parsed correctly.
Change 3745959 by James.Hopkin
#core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types
Change 3746125 by Steve.Robb
FName ThreadSanitizer fixes.
Change 3747274 by Steve.Robb
TSAN fix for FMediaTicker::Stopping.
Change 3747618 by Steve.Robb
ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish.
Change 3747720 by Steve.Robb
ThreadSanitizer fix for FMessageRouter::Stopping.
Change 3749207 by Graeme.Thornton
First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys.
Change 3749323 by Graeme.Thornton
Fix UAT crash when only -targetplatform is specifiied
Change 3749349 by Steve.Robb
TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer.
Change 3749617 by Steve.Robb
Logf static_assert for formatting string enabled.
Change 3749897 by Steve.Robb
FDebug::LogAssertFailedMessage static assert for formatting string enabled.
Change 3754011 by Steve.Robb
Static asserts that the allocator supports move.
Move-enabled our allocators which don't support move.
Change 3754227 by Ben.Marsh
Fix build command line in generated projects missing a space before the compiler version override.
#jira UE-52226
Change 3754562 by Ben.Marsh
PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk)
Change 3755616 by Graeme.Thornton
Runtime code for using the new crypto ini files to define signing/encryption keys
#jira UE-46580
Change 3755666 by James.Hopkin
Used ImplicitConv to remove Casts being used for up-casts
#review-3745965
Change 3755671 by Graeme.Thornton
Add log message in unrealpak to say which config file system it is using for crypto keys
Change 3755672 by Graeme.Thornton
Updating ShooterGame with new CryptoKeys based security setup
Change 3756778 by Ben.Marsh
Add support for running multiple jobs simultaneously on a single builder.
When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used.
Change 3758498 by Ben.Marsh
Re-throw exceptions when a file cannot be deleted when cleaning a target.
Change 3758921 by Steve.Robb
ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access.
DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory.
Change 3760599 by Graeme.Thornton
Added missing epic header comment to some new source files
Change 3760642 by Steve.Robb
ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread.
Change 3760669 by Graeme.Thornton
Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually.
Added a test mode to the cryptokeys commandlet to test signing key generation
Change 3760711 by Steve.Robb
ThreadSanitizer fixes to GIsRenderingThreadSuspended.
Change 3760739 by Steve.Robb
ThreadSanitizer fix for FQueuedThread::TimeToDie.
Change 3760763 by Steve.Robb
ThreadSanitizer fix for GRunRenderingThreadHeartbeat.
Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread.
Change 3760793 by Steve.Robb
Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos.
Change 3760817 by Steve.Robb
ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos.
Change 3761331 by Josh.Engebretson
UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj
#jira UE-52416
Change 3761521 by Steve.Robb
ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId.
Change 3763117 by Graeme.Thornton
PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL)
Change 3763358 by Graeme.Thornton
Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes
Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path
Derived from the content of this PR:
PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang)
Change 3764058 by Graeme.Thornton
Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes
#jira UE-52359
Change 3764705 by Steve.Robb
Better handling of whitespace in ImportText_Internal() for set and map properties.
Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data).
Fix to USetProperty's temp buffer size to avoid buffer overruns.
Duplicate map keys are now skipped during import, same as USetProperty's behavior.
Change 3764731 by Steve.Robb
Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that.
Change 3765923 by Graeme.Thornton
VSCode - "taskName" -> "label" for C# build tasks
Change 3766018 by Steve.Robb
constexpr constructor for TAtomic.
Change 3766037 by Steve.Robb
Misc tidyings in HotReload.cpp.
Change 3766046 by Steve.Robb
ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local.
Change 3766288 by Steve.Robb
Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects.
Change 3766374 by Josh.Engebretson
Fix issue with ini quoted value comparison
#jira UE-52066
Change 3766532 by Josh.Engebretson
PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu)
#jira UE-46156
Change 3766740 by Steve.Robb
TMultiMap::Append added.
Change 3767523 by Steve.Robb
ThreadSanitizer fix for UE4Delegates_Private::GNextID.
Change 3767601 by Steve.Robb
ThreadSanitizer fix for FStats::GameThreadStatsFrame.
Change 3770567 by Ben.Marsh
Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives.
Change 3770826 by Ben.Marsh
Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it.
Change 3770875 by Steve.Robb
Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps.
Change 3772167 by Ben.Marsh
Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data.
Change 3772248 by Steve.Robb
ThreadSanitizer fixes to FMalloc call counters.
Change 3772383 by Ben.Marsh
Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive.
Change 3772906 by Graeme.Thornton
TextAssetCommandlet - Utility commandlet for testing/converting to text asset format
Change 3772932 by Ben.Marsh
Fix "String:" prefix not being stripped from escaped string values.
Change 3772942 by Graeme.Thornton
Add experimental setting to enable in-editor text asset format functionality
Add "export to text" option into the content browser asset actions context menu
Change 3772955 by Ben.Marsh
Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility.
Change 3772963 by Ben.Marsh
Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries.
Change 3773010 by Graeme.Thornton
Added CORE_API to FArchiveFromStructuredArchive
Gave text asset format experimental option a slightly less random tooltip comment
Change 3773057 by Ben.Marsh
Add a flag to FArchive to determine whether the archive is text (IsTextFormat()).
Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive.
Also rename FStructuredArchive::TryEnterSlot() to TryEnterField().
Change 3773118 by Steve.Robb
TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size.
Change 3773122 by Steve.Robb
TAtomic fixes for pointer arithmetic.
TSignedIntType used instead of reimplementing its own trait.
Change 3773123 by Steve.Robb
Unit tests for TAtomic.
Change 3773138 by Steve.Robb
Run numeric tests on integer types instead of basic tests.
Fix for compiler warnings when subtracting from unsigned atomics.
Change 3773166 by Steve.Robb
Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that.
Change 3774216 by Gil.Gribb
UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file.
Change 3774426 by Ben.Marsh
Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all.
See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html
Change 3774658 by Ben.Marsh
Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it.
Change 3775141 by Ben.Marsh
Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor.
Change 3775459 by Ben.Marsh
Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically.
Change 3775522 by Ben.Marsh
UGS: Treat .uproject and .uplugin files as code changes.
Change 3775597 by Ben.Marsh
Fix post-build steps for plugins not being executed.
#jira UE-52754
Change 3777895 by Graeme.Thornton
StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive
Change 3777931 by Graeme.Thornton
Refactored FArchiveUObjects serialization code into some static helpers
Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers
Change 3777942 by Graeme.Thornton
Added missing CORE_API to FStructuredArchive::FStream
Added FStructuredArchive::FSlot insertion operator for char
Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value
Change 3778084 by Graeme.Thornton
Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files
Change 3778096 by Graeme.Thornton
Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class
Change 3778389 by Josh.Engebretson
Fix an optimization issue with CPU benchmarking
Add better support for debugging/testing local rocket builds
UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html
#jira UE-52192
Change 3778701 by Josh.Engebretson
Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets
UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html
#jira UE-40317
Change 3778832 by Chad.Garyet
Adding enterprise path support for PCB's for UGS
Change 3780258 by Graeme.Thornton
TextAssetCommandlet - Accumulate timings for loading packages and saving packages
Change 3780463 by Graeme.Thornton
CryptoKeys improvements
- Enable CryptoKeys plugin by default
- Attempt to inherit settings from the old system by default
- Hide ini/index encryption settings from packaging settings and just inherit previous values into new system
Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings
Change 3780557 by Ben.Marsh
Fix LoginFlow module not being precompiled for the binary release.
Change 3780846 by Josh.Engebretson
Improve filename to long package name resolution when provided a relative path
Change 3780863 by Ben.Marsh
UAT: Add a better error message when a C# project has an invalid reference.
Change 3780911 by Ben.Marsh
Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce.
The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument.
Change 3780956 by Josh.Engebretson
Add support for ! (RemoveKey) config command to UBT
UDN Link: https://udn.unrealengine.com/questions/397267/index.html
#jira UE-52033
Change 3782957 by Robert.Manuszewski
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps.
Change 3784503 by Ben.Marsh
Optimizations for FStructuredArchive:
* Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it.
* Prevent shrinking of arrays when removing elements.
* Add an inline allocator to the scope and container stacks.
Change 3784700 by Ben.Marsh
Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front.
Change 3784989 by Ben.Marsh
Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0.
Change 3786860 by Gil.Gribb
UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely.
Change 3787159 by Ben.Marsh
Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution.
Change 3787493 by Josh.Engebretson
Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores
Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile
Fix for multiple threads parsing ini keys (PR 3995)
#PR 3995
#jira 52913
#jira 49503
Change 3787773 by Steve.Robb
Fix for missing final values from FOREACH_ENUM_ macros.
Change 3788287 by Ben.Marsh
TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique.
Change 3788678 by Ben.Marsh
Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive.
Change 3789353 by Graeme.Thornton
Removed unused/rotten modes from TextAsset commandlet.
Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing.
Change 3789396 by Ben.Marsh
Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h
Change 3789772 by Ben.Marsh
Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line.
Change 3790003 by Ben.Marsh
TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record.
Change 3790051 by Steve.Robb
PIE is disabled during a hot reload.
Hot reload in editor is disabled during PIE.
Hot reload from IDE is deferred until after PIE is exited.
Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change.
#jira UE-20357
#jira UE-52137
Change 3790709 by Steve.Robb
Better move support for TVariant.
EVariantTypes switched over to using an enum class to aid debugger visualization.
Change 3791422 by Ben.Marsh
TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time.
Change 3791489 by Graeme.Thornton
TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record
Change 3792344 by Ben.Marsh
Improvements to base64 encoding library.
* Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations.
* Added support for decoding base-64 blobs without padding marks.
* Added support for decoding into pre-allocated buffer.
* Added constexpr functions for determining the encoded and maximum decoded size of an input buffer.
* Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes).
Change 3792949 by Ben.Marsh
TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter.
Change 3794078 by Robert.Manuszewski
Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine
#jira UE-52392
Change 3794413 by Ben.Marsh
TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack.
Change 3794731 by Ben.Marsh
TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable.
Change 3795081 by Ben.Marsh
UBT: Move LinuxCommon.cs into Platform/Linux folder.
Change 3795137 by Ben.Marsh
UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property).
Change 3795247 by Ben.Marsh
Fix missing header when creating a new interface from the editor new code wizard.
#jira UE-53174
Change 3796025 by Graeme.Thornton
Fixed some deprecated "Definitions" warnings in OpenCV build files
Change 3796103 by Graeme.Thornton
Disable experimental text asset option - it does nothing useful yet.
Change 3796157 by Graeme.Thornton
Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open.
#jira UE-53206
Change 3796315 by Ben.Marsh
Move Formatter to the correct position for initializer.
#jira UE-53208
Change 3797082 by Ben.Marsh
UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT.
#jira UE-53232
Change 3799050 by Ben.Marsh
Make UnrealPak.version files writable for Mac and Linux.
Change 3801012 by Graeme.Thornton
VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory
Change 3801214 by Gil.Gribb
UE4 - Remove assert to work around minor problem with lock free lists.
#jira UE-49600
Change 3801219 by Steve.Robb
WeakObjectPtrs now warn when casting away const.
Change 3801299 by Graeme.Thornton
Fix quote issue with foreign project build tasks on PC
Change 3803292 by Graeme.Thornton
Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries
Change 3803559 by Steve.Robb
TSAN fix for FMalloc::MaxSingleAlloc.
Change 3803735 by Graeme.Thornton
Last set of cryptokeys changes
- Added some comments for editor exposed settings
- Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets"
Change 3803929 by Ben.Marsh
UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog.
Change 3624590 by Steve.Robb
AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector.
Tidy-up of existing calls to AddReferencedObjects.
Change 3629473 by Ben.Marsh
Build: Rename the option for embedding source server information in PDB files for installed engine builds.
Change 3632894 by Steve.Robb
VARARG* macros deprecated and usage replaced with variadic templates.
Change 3640704 by Steve.Robb
MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type.
Fix to TWeakObjectPtr's constructor which implicitly removed const.
Fixes to everything which didn't compile as a result.
Change 3650813 by Graeme.Thornton
Removed FStartupPackages and associated code
Change 3651000 by Ben.Marsh
Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out.
#jira UE-49980
Change 3690842 by Steve.Robb
FPlatformAtomics::AtomicRead added - needs optimizing.
AtomicRead() used in FThreadSafeCounter::GetValue().
Change 3699416 by Steve.Robb
Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator.
Improved readability of TSparseArray visualization.
Change 3720812 by Steve.Robb
Atomic functions for 8-bit and 16-bit.
Android, Linux and Switch implementations now just use the Clang implementation.
AtomicRead64 deprecated in favor of the int64* AtomicRead overload.
Change 3722698 by Steve.Robb
VS debugger visualizers for TAtomic.
Change 3732270 by Steve.Robb
Relaxed stores and loads.
Change 3749315 by Graeme.Thornton
If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform
#jira UE-52034
Change 3750657 by Josh.Engebretson
Fixed issue when debugging editor cook/package and project launch operations
#jira UE-52207
Change 3758514 by Steve.Robb
Fixes to FString::Printf having non-literals being passed as its formatting string.
Change 3763356 by Steve.Robb
ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters.
Change 3770549 by Steve.Robb
Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES.
Tidy up of existing code which uses it.
Change 3770553 by Ben.Marsh
Adding structured serialization API to Core/CoreUObject for use with text-based assets.
* FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types.
* Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Maps are string -> value dictionaries where the key names are present regardless of the build type.
* Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects.
* Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type.
* The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Includes implementations of FArchiveFormatter for binary and JSON formats.
Change 3771105 by Steve.Robb
Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS.
Fix for incorrect warning formatting on Clang platforms.
Change 3771520 by Steve.Robb
Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header.
Change 3771564 by Steve.Robb
More common macros moved to the Clang pre-setup header.
Change 3771613 by Steve.Robb
EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h.
Change 3772881 by Ben.Marsh
Add support for serializing FName and UObject through FStructuredArchive.
In order to allow custom linker behavior when serializing objects:
* The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer.
* The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table)
Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix).
Change 3772941 by Graeme.Thornton
Make build work when including StructuredArchive.h from core container types
Added standard header to new files
Add structured archive serializer for TArray
Fix bug in structured archive where containers weren't being popped from the scope stack
Change 3772972 by Ben.Marsh
Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot.
Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately.
When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields.
Change 3773006 by Ben.Marsh
Rename FStructuredArchive::FRecord::EnterSlot() to EnterField().
Change 3773013 by Steve.Robb
bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes.
Change 3774499 by Ben.Marsh
Minor fixes for FStructuredArchive related classes:
* Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types.
* FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions.
Change 3774600 by Ben.Marsh
Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data.
This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data.
Change 3789721 by Ben.Marsh
TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing.
Change 3789920 by Ben.Marsh
TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double.
#jira UECORE-364
Change 3789982 by Ben.Marsh
TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter.
Change 3792466 by Ben.Marsh
TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly.
In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations.
Change 3792935 by Ben.Marsh
TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive.
Change 3795100 by Ben.Marsh
UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer.
Change 3795106 by Ben.Marsh
Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions.
Change 3796275 by Ben.Marsh
Fix paths to Version.h includes from resource files.
Change 3800683 by Josh.Engebretson
Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format
#jira UE-50073
Change 3803545 by Steve.Robb
TWeakObjPtr const-dropping assignment fix.
Fixes to change.
[CL 3805231 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3550452 by Ben.Marsh
UAT: Improve readability of error message when an editor commandlet fails with an error code.
Change 3551179 by Ben.Marsh
Add methods for reading text files into an array of strings.
Change 3551260 by Ben.Marsh
Core: Change FFileHelper routines to use enum classes for flags.
Change 3555697 by Gil.Gribb
Fixed a rare crash when the asset registry scanner found old cooked files with package level compression.
#jira UE-47668
Change 3556464 by Ben.Marsh
UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files.
Change 3557630 by Ben.Marsh
Allow the network version to be set via Build.version if it's not overriden from Version.h.
Change 3561357 by Gil.Gribb
Fixed crashes related to loading old unversioned files in the editor.
#jira UE-47806
Change 3565711 by Graeme.Thornton
PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx)
Change 3565864 by Robert.Manuszewski
Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object.
Change 3569022 by Ben.Marsh
PR #3849: Update gitignore (Contributed by mhutch)
Change 3569113 by Ben.Marsh
Fix Japanese errors not displaying correctly in the cook output log.
#jira UE-47746
Change 3569486 by Ben.Marsh
UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set.
Change 3570483 by Graeme.Thornton
Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors
Change 3570513 by Robert.Manuszewski
Fix for a race condition with async loading thread enabled.
Change 3570664 by Ben.Marsh
UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core.
Change 3570708 by Robert.Manuszewski
Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running.
Change 3571592 by Ben.Marsh
UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available.
Change 3572215 by Graeme.Thornton
UBT
- Remove some unnecessary using directives
- Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself
Change 3572437 by Robert.Manuszewski
Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects.
#jira UE-44996
Change 3572480 by Robert.Manuszewski
MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long
Change 3573547 by Ben.Marsh
Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line.
Change 3574562 by Robert.Manuszewski
PR #3847: Add GC callbacks for script integrations (Contributed by mhutch)
Change 3575017 by Ben.Marsh
Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core.
Change 3575689 by Ben.Marsh
Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds.
Change 3575934 by Steve.Robb
Fix for nested preprocessor definitions.
Change 3575961 by Steve.Robb
Fix for nested zeros.
Change 3576297 by Robert.Manuszewski
Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread.
#jira FORT-38977
Change 3576366 by Ben.Marsh
Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated.
Change 3578290 by Graeme.Thornton
Changes to Ionic zip library to allow building on dot net core
Change 3578291 by Graeme.Thornton
Ionic zip library binaries built for .NET Core
Change 3578354 by Graeme.Thornton
Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string
Change 3578674 by Robert.Manuszewski
After loading packages flush linker cache on uncooked platforms to free precache memory
Change 3579068 by Steve.Robb
Fix for CLASS_Intrinsic getting stomped.
Fix to EClassFlags so that they are visible in the debugger.
Re-added mysteriously-removed comments.
Change 3579228 by Steve.Robb
BOM removed.
Change 3579297 by Ben.Marsh
Fix exception if a plugin lists the same module twice.
#jira UE-48232
Change 3579898 by Robert.Manuszewski
When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert.
Change 3579983 by Robert.Manuszewski
More fixes for freeing linker cache memory in the editor.
Change 3580012 by Graeme.Thornton
Remove redundant copy of FileReference.cs
Change 3580408 by Ben.Marsh
Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect.
Change 3582104 by Graeme.Thornton
Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path.
Change 3582131 by Graeme.Thornton
#define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway.
Change 3582645 by Ben.Marsh
PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola)
#jira UE-48192
Change 3583955 by Robert.Manuszewski
Support for EDL cooked packages in the editor
Change 3584035 by Graeme.Thornton
Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly.
Change 3584177 by Robert.Manuszewski
Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached)
Change 3584315 by Ben.Marsh
Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class.
Change 3584370 by Ben.Marsh
Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes.
Change 3584498 by Ben.Marsh
Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes.
Change 3585003 by Steve.Robb
Fix for TChunkedArray ranged-for iteration.
#jira UE-48297
Change 3585235 by Ben.Marsh
Remove LogEngine extern from Core; use the platform log channels instead.
Change 3585942 by Ben.Marsh
Move MessageBoxExt() implementation into application layer for platforms that require it.
Change 3587071 by Ben.Marsh
Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL.
Change 3587161 by Ben.Marsh
Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h.
Change 3587579 by Steve.Robb
Fix for Children list not being rebuilt after hot reload.
Change 3587584 by Graeme.Thornton
Logging improvements for pak signature check failures
- Added "PakCorrupt" console command which corrupts the master signature table
- Added some extra log information about which block failed
- Re-hash the master signature table and to make sure that it hasn't changed since startup
- Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
- Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again
Change 3587586 by Graeme.Thornton
Changes to make UBT build and run on .NET Core
- Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups
- VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use
- After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects
Change 3587953 by Steve.Robb
Allow arbitrary UENUM initializers for enumerators.
Editor-only data UENUM support.
Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated.
#jira UE-46274
Change 3589827 by Graeme.Thornton
More fixes for VSCode project generation and for UBT running on .NET Core
- Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts
- UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel
- Added documentation for UEConsoleTraceListener
- All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files
- Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose"
- Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff
Change 3589868 by Graeme.Thornton
Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures.
UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases
Change 3589919 by Robert.Manuszewski
Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor)
Change 3589940 by Graeme.Thornton
Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths.
Change 3590078 by Graeme.Thornton
Fully disable automatic assembly info generation in .NET Core projects
Change 3590534 by Robert.Manuszewski
Marking UObject as intrinsic clas to fix a crash on UFE startup.
Change 3591498 by Gil.Gribb
UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading.
Change 3591605 by Gil.Gribb
UE4 - Follow up to fixing several edge cases in the low level async loading code.
Change 3592577 by Graeme.Thornton
.NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates
Change 3592684 by Steve.Robb
Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush.
Change 3592710 by Steve.Robb
Fix for invalid casts in ListProps command.
Some name changes in command output.
Change 3592715 by Ben.Marsh
Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default.
Change 3592767 by Gil.Gribb
UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules.
Change 3592770 by Gil.Gribb
UE4 - Fixed a race condition with async read completion in the prescence of cancels.
Change 3593090 by Steve.Robb
Better error message when there two clashing type names are found.
Change 3593697 by Steve.Robb
VisitTupleElements function, which calls a functor for each element in the tuple.
Change 3595206 by Ben.Marsh
Include additional diagnostics for missing imports when a module load fails.
Change 3596140 by Graeme.Thornton
Batch file for running MSBuild
Change 3596267 by Steve.Robb
Thread safety fix to FPaths::GetProjectFilePath().
Change 3596271 by Robert.Manuszewski
Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor
#jira UE-47535
Change 3596283 by Steve.Robb
Redundant casts removed from UHT.
Change 3596303 by Ben.Marsh
EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window.
Change 3596337 by Ben.Marsh
UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio.
Change 3596367 by Steve.Robb
Iterator checks in ranged-for on TMap, TSet and TSparseArray.
Change 3596410 by Gil.Gribb
UE4 - Improved some error messages on runtime failures in the EDL.
Change 3596532 by Ben.Marsh
UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013.
#jira UE-48119
Change 3596631 by Steve.Robb
Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder.
Change 3596807 by Ben.Marsh
Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense.
* UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables.
* Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration.
Change 3596957 by Steve.Robb
UBT can be used to write out an .objsrcmap file for use with the MapFileParser.
Renaming of ObjMap to ObjSrcMap in MapFileParser.
Change 3597213 by Ben.Marsh
Remove AutoReporter. We don't support this any more.
Change 3597558 by Ben.Marsh
UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax:
+ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar")
The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable.
Change 3597982 by Ben.Marsh
Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache).
#jira UE-47173
Change 3598045 by Ben.Marsh
UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI).
Change 3599214 by Ben.Marsh
Avoid string duplication when comparing extensions.
Change 3600038 by Steve.Robb
Fix for maps being modified during iteration in cache compaction.
Change 3600136 by Steve.Robb
GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool
Change 3600214 by Steve.Robb
More accurate error message when unsupported template parameters are provided in a TSet property.
Change 3600232 by Ben.Marsh
UBT: Force UHT to run again if the .build.cs file for a module has changed.
#jira UE-46119
Change 3600246 by Steve.Robb
GitHub #3045 : allow multiple interface definition in a file
Change 3600645 by Ben.Marsh
Convert QAGame to Include-What-You-Use.
Change 3600897 by Ben.Marsh
Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes.
Change 3601558 by Graeme.Thornton
Simple first pass VSCode editor integration plugin
Change 3601658 by Graeme.Thornton
Enable intellisense generation for VS Code project files and setup include paths properly
Change 3601762 by Ben.Marsh
UBT: Add support for adaptive non-unity builds when working from a Git repository.
The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged.
Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior:
<SourceFileWorkingSet>
<Provider>Default</Provider> <!-- May be None, Default, Git or Perforce -->
<RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. -->
<GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH -->
</SourceFileWorkingSet>
Change 3604032 by Graeme.Thornton
First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows.
Change 3604038 by Graeme.Thornton
Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor.
Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code.
Change 3604106 by Steve.Robb
GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro
Change 3604192 by Steve.Robb
GitHub #3911 : Improving ToUpper/ToLower efficiency
Change 3604273 by Graeme.Thornton
IWYU build fixes when malloc profiler is enabled
Change 3605457 by Ben.Marsh
Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it.
Change 3606720 by James.Hopkin
Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn.
Change 3606807 by Graeme.Thornton
Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741.
Change 3607026 by James.Hopkin
Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed
Change 3607142 by Graeme.Thornton
UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose.
Change 3607146 by Ben.Marsh
UGS: Fix exception due to formatting string when Perforce throws an error.
Change 3607147 by Steve.Robb
Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time.
Float and double conversion support added to int properties.
NAME_DoubleProperty added.
Fix for converting enum class enumerators > 255 to int properties.
Change 3607516 by Ben.Marsh
PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames)
Change 3610421 by Ben.Marsh
UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help.
Change 3610657 by Ben.Marsh
UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables.
Change 3611000 by Ben.Marsh
UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument.
Change 3612471 by Ben.Marsh
UBT: Move FastJSON into DotNETUtilities.
Change 3613479 by Ben.Marsh
UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator.
Change 3613910 by Ben.Marsh
UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later.
Change 3614075 by Ben.Marsh
UBT: Remove hacks for testing project file attributes by name.
Change 3614090 by Ben.Marsh
UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary.
Change 3614488 by Ben.Marsh
UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled.
Change 3614490 by Ben.Marsh
UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself.
Change 3614962 by Ben.Marsh
UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers.
Change 3615416 by Ben.Marsh
EC: Include an icon showing the overall status of a build in the grid view.
Change 3615713 by Ben.Marsh
UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder.
#jira UE-48987
Change 3616652 by Ben.Marsh
Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project.
#jira UE-49007
Change 3616680 by Ben.Marsh
Add the CodeAPI-HTML.tgz file into the installed engine build.
Change 3616767 by Ben.Marsh
Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible.
Change 3616864 by Ben.Marsh
Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended.
#jira UE-48711
Change 3619964 by Ben.Marsh
UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables.
Change 3548930 by Ben.Marsh
UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction.
Change 3558056 by Ben.Marsh
Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()).
Change 3563309 by Graeme.Thornton
Moved some common C# classes into the DotNETCommon assembly
Change 3570283 by Graeme.Thornton
Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects
Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore
Change 3572811 by Ben.Marsh
UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables).
Change 3573397 by Ben.Marsh
UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS.
Change 3575659 by Ben.Marsh
Remove CHM API documentation.
Change 3582103 by Graeme.Thornton
Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core
Removed reference to System.Windows.Form from UBT.
Change 3584113 by Ben.Marsh
Move key-mapping functionality into the InputCore module.
Change 3584278 by Ben.Marsh
Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc.
Change 3584453 by Ben.Marsh
Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms.
Change 3585301 by Ben.Marsh
Move PlatformPostInit() into an FPlatformApplicationMisc function.
Change 3587050 by Ben.Marsh
Move IsThisApplicationForeground() into FPlatformApplicationMisc.
Change 3587059 by Ben.Marsh
Move RequiresVirtualKeyboard() into FPlatformApplicationMisc.
Change 3587119 by Ben.Marsh
Move GetAbsoluteLogFilename() into FPlatformMisc.
Change 3587800 by Steve.Robb
Fixes to container visualizers for types whose pointer type isn't simply Type*.
Change 3588393 by Ben.Marsh
Move platform output devices into their own headers.
Change 3588868 by Ben.Marsh
Move creation of console, error and warning output devices int PlatformApplicationMisc.
Change 3589879 by Graeme.Thornton
All automation projects now have a reference to DotNETUtilities
Fixed a build error in the WEX automation library
Change 3590034 by Ben.Marsh
Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac).
Change 3593754 by Steve.Robb
Fix for tuple debugger visualization.
Change 3597208 by Ben.Marsh
Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees.
Change 3600163 by Ben.Marsh
UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned.
#jira UE-46725
Change 3604279 by Graeme.Thornton
Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects
Change 3606685 by James.Hopkin
Removed redundant 'Cast's (casting to either the same type or a base).
In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass.
Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp.
Change 3610950 by Ben.Marsh
UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic.
Change 3610991 by Ben.Marsh
UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line.
Change 3612342 by Ben.Marsh
UBT: Change JsonObject.Read() to take a FileReference parameter.
Change 3612362 by Ben.Marsh
UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects.
Change 3619128 by Ben.Marsh
Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures.
[CL 3620189 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3494741 by Steve.Robb
Generated code size savings.
#jira UE-43048
Change 3495484 by Steve.Robb
Fix for generated indices of static arrays when saving configs.
Change 3497926 by Robert.Manuszewski
Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.
Change 3498077 by Robert.Manuszewski
Only use the recursion guard in async loading code when the event driven loader is enabled.
Change 3498112 by Ben.Marsh
UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.
Change 3500239 by Robert.Manuszewski
Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.
Change 3500395 by Steve.Robb
Extra codegen savings when not in hot reload.
Change 3501004 by Steve.Robb
EObjectFlags now have constexpr operators.
Change 3502079 by Ben.Marsh
UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.
Change 3502527 by Steve.Robb
Fix for zero-sized array compile error in generated code when all functions are editor-only.
Change 3502542 by Ben.Marsh
UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.
Change 3502868 by Steve.Robb
Workaround for inefficient generated code with stateless lambdas on Clang.
Change 3503550 by Steve.Robb
Another generated code lambda optimization.
Change 3503582 by Ben.Marsh
BuildGraph: Add support for nullable parameter types.
Change 3504424 by Steve.Robb
New AllOf, AnyOf and NoneOf algorithms.
Change 3504712 by Ben.Marsh
UAT: Less spammy log and error output from UAT.
* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
* Name of the calling function is not included in console output by default, but still included in the log.
Change 3504808 by Ben.Marsh
UAT: Suppress P4 output when running a recursive instance of UAT.
Change 3505044 by Steve.Robb
Code generation improved for TCppClassType code.
Change 3505485 by Ben.Marsh
Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.
Change 3505699 by Ben.Marsh
Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.
Change 3506055 by Ben.Marsh
UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.
Change 3507745 by Robert.Manuszewski
Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).
Change 3507911 by Ben.Marsh
Plugins: Minor changes to plugin descriptors.
* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.
Change 3508669 by Ben.Marsh
EC: Parse multi-line messages from UBT and UAT.
Change 3508691 by Ben.Marsh
Fix double-spacing of cook stats.
Change 3509245 by Steve.Robb
UHT makefiles removed.
Flag audit removed.
Change 3509275 by Steve.Robb
Fix for mismatched stat categories in AudioMixer.
#jira UE-46129
Change 3509289 by Robert.Manuszewski
Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.
Change 3509294 by Robert.Manuszewski
UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.
Change 3509312 by Steve.Robb
GitHub# 3679: Add TArray constructor that takes a raw pointer and a count
Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.
#jira UE-46136
Change 3509396 by Steve.Robb
GitHub# 3676: Fix TUnion operator<< compile error
#jira UE-46099
Change 3509633 by Steve.Robb
Fix for line numbers on multiline macros.
Change 3509938 by Gil.Gribb
UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.
Change 3510593 by Daniel.Lamb
Fixed up unsoilicited files getting populated with files which aren't finished being created yet.
#test None
Change 3510594 by Daniel.Lamb
Fixed up temp files directory for patching.
Thanks David Yerkess @ Milestone
#review@Ben.Marsh
Change 3511628 by Ben.Marsh
PR #3707: Fixed UBT stack size (Contributed by gildor2)
Change 3511808 by Ben.Marsh
Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)
#jira UE-46540
Change 3512017 by Ben.Marsh
Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.
Change 3513935 by Steve.Robb
Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.
Change 3514142 by Steve.Robb
MemoryProfiler2 added to generated solution.
Change 3516463 by Ben.Marsh
Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.
Change 3517860 by Ben.Marsh
PR #3727: FString Dereference Fixes (Contributed by jovisgCL)
Change 3517967 by Ben.Marsh
Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.
Change 3518070 by Steve.Robb
Disable Binned2 stats in shipping non-editor builds.
Change 3520079 by Steve.Robb
Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.
#jira UE-24034
Change 3520080 by Robert.Manuszewski
Made max package summary size to be configurable with ini setting
Change 3520083 by Steve.Robb
Force a GC after hot reload to clean up reinstanced objects which may still tick.
#jira UE-40421
Change 3520480 by Robert.Manuszewski
Improved assert message when the initial package read request was too small.
Change 3520590 by Graeme.Thornton
SignedArchiveReader optimizations
- Loads more stats
- Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
- Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
- Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries
Change 3521023 by Graeme.Thornton
Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing
Change 3521787 by Ben.Marsh
PR #3736: Small static code analysis fixes (Contributed by jovisgCL)
Change 3521789 by Ben.Marsh
PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)
Change 3524721 by Ben.Marsh
Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.
Change 3524741 by Ben.Marsh
Move PumpMessages() into FPlatformApplicationMisc.
Change 3525399 by Ben.Marsh
UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.
Change 3525743 by Ben.Marsh
UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.
Change 3525746 by Ben.Marsh
EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.
Change 3526453 by Ben.Marsh
UGS: Do not generate project files when syncing precompiled binaries.
Change 3527045 by Ben.Marsh
Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.
Change 3527420 by Ben.Marsh
UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).
Config files are now read from:
Engine/Programs/UnrealGameSync/UnrealGameSync.ini
Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini
If a project is selected:
<ProjectDir>/Build/UnrealGameSync.ini
<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini
If the .uprojectdirs file is selected:
Engine/Programs/UnrealGameSync/DefaultProject.ini
Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini
Change 3528063 by Ben.Marsh
Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.
Change 3528415 by Ben.Marsh
UAT: Remove \r characters from the end of multiline log messages.
Change 3528427 by Ben.Marsh
EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.
Change 3528485 by Ben.Marsh
EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.
Change 3528505 by Steve.Robb
PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)
#jira UE-46819
Change 3528772 by Robert.Manuszewski
Enabling actor and blueprint clustering in ShooterGame
Change 3528786 by Robert.Manuszewski
PR #3760: Fix typo (Contributed by jesseyeh)
Change 3528792 by Steve.Robb
PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)
#jira UE-46962
Change 3528941 by Robert.Manuszewski
Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.
#jira UE-44996
Change 3530241 by Ben.Marsh
UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.
Change 3531377 by Ben.Marsh
Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.
This has several advantages over the per-module platform whitelist/blacklist:
* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
* References to dependent plugins from platform-specific plugins can now be eliminated.
* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
* The editor can load any plugins without having to whitelist supported editor host platforms.
UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.
Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.
Change 3531502 by Jin.Zhang
Add support for GPUCrash #rb
Change 3531664 by Ben.Marsh
UBT: Change output format from C# JSON writer to match output by the engine.
Change 3531848 by Ben.Marsh
UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.
Change 3531869 by Ben.Marsh
UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.
Change 3532474 by Ben.Marsh
UBT: Use the same mechanism as UAT for logging exceptions.
Change 3532734 by Graeme.Thornton
Initial VSCode Support
- Tasks generated for building all game/engine/program targets
- Debugging support for targets on Win64
Change 3532789 by Steve.Robb
FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
Set_Add and Map_Add no longer have a return value.
FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.
Change 3532845 by Steve.Robb
Obsolete UHT settings deleted.
Change 3532875 by Graeme.Thornton
VSCode
- Add debug targets for different target configurations
- Choose between VS debugger (windows) and GDB (mac/linux)
Change 3532906 by Graeme.Thornton
VSCode
- Point all builds directly at UBT rather than the batch files
- Adjust mac build tasks to run through mono
Change 3532924 by Ben.Marsh
UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.
Change 3535234 by Graeme.Thornton
VSCode - Pass intellisense system a list of paths to use for header resolution
Change 3535247 by Graeme.Thornton
UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation
Change 3535376 by Graeme.Thornton
VSCode
- Added build jobs for C# projects
- Linked launch tasks to relevant build task
Change 3537083 by Ben.Marsh
EC: Change P4 swarm links to start at the changelist for a build.
Change 3537368 by Graeme.Thornton
Fix for crash in FSignedArchiveReader when multithreading is disabled
Change 3537550 by Graeme.Thornton
Fixed a crash in the taskgraph when running single threaded
Change 3537922 by Steve.Robb
Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.
Change 3539691 by Graeme.Thornton
VSCode - Various updates to get PC and Mac C++ projects building and debugging.
- Some other changes to C# setup to allow compilation. Debugging doesn't work.
Change 3539775 by Ben.Marsh
Plugins: Various fixes to settings for enabling plugins.
* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.
Change 3540788 by Ben.Marsh
UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
Example usage:
public class UnrealPakTarget : TargetRules
{
public UnrealPakTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "UnrealPak";
if(HostPlatform == UnrealTargetPlatform.Win64)
{
PreBuildSteps.Add("echo Before building:");
PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
PostBuildSteps.Add("echo After building!");
PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
}
}
}
Change 3541664 by Graeme.Thornton
VSCode - Add problemMatcher tag to cpp build targets
Change 3541732 by Graeme.Thornton
VSCode - Change UBT command line switch to "-vscode" for simplicity
Change 3541967 by Graeme.Thornton
VSCode - Fixes for Mac/Linux build steps
Change 3541968 by Ben.Marsh
CRP: Pass through the EnabledPlugins element in crash context XML files.
#jira UE-46912
Change 3542519 by Ben.Marsh
UBT: Add chain of references to error messages when configuring plugins.
Change 3542523 by Ben.Marsh
UBT: Add more useful error message when attempt to parse a JSON object fails.
Change 3542658 by Ben.Marsh
UBT: Include a chain of references when reporting errors instantiating modules.
Change 3543432 by Ben.Marsh
Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.
Change 3543436 by Ben.Marsh
UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.
Change 3543536 by Ben.Marsh
UBT: Downgrade message about redundant plugin references to a warning.
Change 3543871 by Gil.Gribb
UE4 - Fixed a critical crash bug with non-EDL loading from pak files.
Change 3543924 by Robert.Manuszewski
Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
+Small optimization to token stream generation code.
Change 3544469 by Jin.Zhang
Crashes page displays the list of plugins from the crash context #rb
Change 3544608 by Steve.Robb
Fix for nativized generated code.
#jira UE-47452
Change 3544612 by Ben.Marsh
Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().
#jira UE-47449
Change 3545954 by Gil.Gribb
Fixed a critical crash bug relating to a race condition in async package summary reading.
Change 3545968 by Ben.Marsh
UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.
#jira UE-47419
Change 3545976 by Ben.Marsh
EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.
Change 3546185 by Ben.Marsh
Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.
Change 3547084 by Gil.Gribb
Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.
Change 3547968 by Gil.Gribb
Fixed critical race which potentially could cause a crash in the pak precacher.
Change 3504722 by Ben.Marsh
BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.
For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:
ERROR: Unable to write to foo.txt
while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
at Engine\Build\InstalledEngineBuild.xml(91)
(see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
Change 3512255 by Ben.Marsh
Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.
Change 3512332 by Ben.Marsh
Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.
Change 3512393 by Ben.Marsh
Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().
Change 3513452 by Ben.Marsh
Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.
Change 3516262 by Ben.Marsh
Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.
* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).
Change 3517565 by Ben.Marsh
Remove fixed engine version numbers from OSS plugins.
Change 3518005 by Ben.Marsh
UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.
Change 3518054 by Ben.Marsh
UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.
Change 3524496 by Ben.Marsh
Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.
Change 3524641 by Ben.Marsh
Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.
Change 3528723 by Steve.Robb
MoveTemp now static asserts if passed a const reference or rvalue.
MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
Fixes to violations of these new rules.
Change 3528876 by Ben.Marsh
Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.
Change 3529073 by Ben.Marsh
Add script to package ShooterGame for any platforms.
Change 3531493 by Ben.Marsh
Update platform-specific plugins to declare the target platforms they support.
Change 3531611 by Ben.Marsh
UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.
Change 3531868 by Ben.Marsh
Resaving project descriptors to remove invalid fields.
Change 3531983 by Ben.Marsh
UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.
* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
* An error is output if any restricted folder names other than the output platform are in the staged output.
Change 3540315 by Ben.Marsh
UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.
Change 3542410 by Ben.Marsh
UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.
Change 3543018 by Ben.Marsh
UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.
Change 3544371 by Steve.Robb
Fixes to TSet_Add and TMap_Add BPs.
#jira UE-47441
[CL 3548391 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3106830 on 2016/08/30 by Daniel.Lamb
Fix hang in cooker caused by not processing async shader compilation.
#test cook shootergame git hub
#jira UE-35329
Change 3104890 on 2016/08/29 by Marc.Audy
Provide backwards compat fixup for ProcMesh components created in the window where they were no longer transient, but not yet marked public
#jira UE-35280
Change 3104847 on 2016/08/29 by Dan.Oconnor
Fix, for the fix. Moved pin link destruction out of the volatile context, now doing it after text buffer has been consumed.
#jira UE-35276
Change 3104828 on 2016/08/29 by Marc.Audy
Since ProcMeshBodySetup is instanced, it needs to be Public in the BP so that the Archetype reference doesn't cause a GLEO
#jira UE-35280
Change 3104706 on 2016/08/29 by Dan.Oconnor
Make sure pin links are destroyed when attempting to destroy a node that cannot be copy/pasted into a different graph
#jira UE-35276
Change 3104329 on 2016/08/29 by Marcus.Wassmer
Fix PostProcess materials being broken in SM4
#jira UE-35267
Change 3103964 on 2016/08/28 by Mitchell.Wilson
Rebuildt lighting in Content Examples lighting level
#jira UE-34656
Change 3103819 on 2016/08/27 by nick.bullard
Submitting change as fallback for next build
#jira UE-29618
Change 3103810 on 2016/08/27 by Daniel.Wright
Point and spot lights are now supported in orthographic projections using standard deferred
#jira UE-35198
Change 3103756 on 2016/08/27 by Steve.Robb
Back out revision 2 from //UE4/Release-4.13/Engine/Source/Runtime/Engine/Classes/AI/Navigation/NavigationTypes.h
#jira UE-34361
Change 3103632 on 2016/08/26 by Steve.Robb
Fixes for FGCObject usage. Hopefully will fix partially-initalized pointers being passed to the GC.
#jira UE-34361
Change 3103541 on 2016/08/26 by Marcus.Wassmer
Duplicate 3102654
Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
#jira UE-33424
Change 3103313 on 2016/08/26 by Mitchell.Wilson
Rebuilt lighting on multiple levels in Content Examples
#jira UE-34656
Change 3103283 on 2016/08/26 by Mark.Satterthwaite
Mac binaries for hlslcc update in CL #3076397.
#jira UE-32629
Change 3103126 on 2016/08/26 by Nick.Shin
since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()
PULLING from CL: #3102900
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 3102929 on 2016/08/26 by Marc.Audy
Don't display inaudible sounds when using stat soundcues
#jira UE-35237
Change 3102563 on 2016/08/26 by Matthew.Griffin
Changed CS tools step so that Swarm projects are only built on Windows, causing problems for Mac and Linux
Change 3102491 on 2016/08/26 by Matthew.Griffin
Mark Nightly build as including Editor, Tools, Monolithics & DDC to prevent multiple DDC jobs being kicked off after it starts
Change 3102424 on 2016/08/26 by Matthew.Griffin
Changed ClearString to reset the string instead of allocate a new one in case this is the cause of crash on exit on Mac
Change 3102265 on 2016/08/26 by Jack.Porter
Fixed crash due to landscape texture streaming on iOS referring to PC-only data
#jira UE-34874
Change 3102194 on 2016/08/25 by Zabir.Hoque
Fix FD3D12ResouceLocation being created without a valid device.
#jira UE-35137
Change 3102079 on 2016/08/25 by Chris.Babcock
Fix Android OnControllerConnectionChange event to return right controller ID
#jira UE-25697
#ue4
#android
Change 3102001 on 2016/08/25 by Jeff.Campeau
Force root path for era.xvd
#jira UE-35138
Change 3101468 on 2016/08/25 by Peter.Sauerbrei
fix for no debug information in development, debug, debug game, or test
#jira UE-35203
Change 3100475 on 2016/08/24 by Jeff.Campeau
Include the side loaded ERA from the XDK we're building with when deploying loose file builds from tools (VS and packaging take care of this for us).
#jira UE-35138
Change 3100347 on 2016/08/24 by Max.Preussner
Media: Fixed media shader pixel conversion, interpolation, and brightness issue in Kite demo (UE-35162)
#jira UE-35162
Change 3100277 on 2016/08/24 by Jeremiah.Waldron
Fixing UPL setStringFromProperty to use the default value if the ConfigIni fails to find a value for the given property in the given section
Previously, if a value was missing from the ini, UPL variables would be set to an empty string rather than the default value in this case
Copied from Dev-Platform CL 3100246
#jira UE-35173
Change 3100244 on 2016/08/24 by Aaron.McLeran
#jira UE-35141 Audio no longer plays once window loses focus
Fix is to not include application volume changes (tabbing or application volume) when evaluating sound waves for inclusion in wave instance list, etc. Only use the "actual" volume when setting the volume on playing sound sources.
#tests tab out of game when running, audio returns to normal like it should (including 1-shot sounds)
Change 3100076 on 2016/08/24 by Dmitry.Rekman
Fix crash on Linux server start (UE-35102)
- Avoid initializing VR resources on servers.
- The issue seems to be caused by inability to load VRText_RobotoLarge.uasset in -server mode. Proper fix is tracked as UE-35166.
#jira UE-35102
Change 3099964 on 2016/08/24 by Graeme.Thornton
Make sure hot reload is disabled in all server builds
#jira UE-35140
Change 3099761 on 2016/08/24 by Matt.Kuhlenschmidt
Fix crash when deleting sample content from a project. At some point along the line a blueprint is deleted which forces a GC and cleans up an object prematurely. This is fine as the cleaned up object is already deleted. We just need to check for nulls in the object to delete array
#jira UE-35104
Change 3099744 on 2016/08/24 by Mitchell.Wilson
Rebuilt lighting and geometry on Sanctuary map.
#jira UE-34991
Change 3099707 on 2016/08/24 by Mitchell.Wilson
Added EndGFX_Source.uasset and updated other media assets for changes to media framework. Updated cinematic level BP to play new media properly.
#jira UE-34856
Change 3099660 on 2016/08/24 by Chris.Babcock
Make SPIRV default shader format for Vulkan on Android
#jira UE-35159
#ue4
#android
Change 3099629 on 2016/08/24 by Tom.Looman
Fixed issue in VR Template with floating teleport indicator.
#jira ue-35145
Change 3099570 on 2016/08/24 by Peter.Sauerbrei
development provision out of date which was causing Game Center to ignore login requests
#jira UE-35089
Change 3099442 on 2016/08/24 by Gareth.Martin
Fixed landscape accidentally being made blueprintable in 4.13
#jira UE-35147
Change 3099304 on 2016/08/24 by Benn.Gallagher
Added reinit for skeletal mesh components of actors that have been compiled, to mitigate hard to track crash from previews.
#jira UE-35030
Change 3099232 on 2016/08/24 by Max.Preussner
Fixed non-unity build.
#jira UE-35124
Change 3099148 on 2016/08/24 by Matthew.Griffin
Normalize path separators of ParentDir so that check against root build storage directory succeeds
Change 3099137 on 2016/08/24 by Matthew.Griffin
Added node to Clean old Packaged Samples now that we're happy they're working correctly
Change 3099133 on 2016/08/24 by Matthew.Griffin
Added BuildCommand to use CleanFormalBuilds in BuildGraph scripts
Change 3099082 on 2016/08/24 by Matthew.Griffin
Adding token for Github promotion step so that it can't be run twice
Change 3099028 on 2016/08/24 by Max.Chen
Movie Capture: Fix matinee movie capture not getting ticked
#jira UE-35116
Change 3098890 on 2016/08/23 by Max.Preussner
PS4Media: Implemented an option to play audio tracks via the OS sound mixer
#jira UE-35125
Change 3098887 on 2016/08/23 by Max.Preussner
WmfMedia: Moved settings into shared module
#jira UE-35124
Change 3098700 on 2016/08/23 by Leslie.Nivison
Updating UE credits
#jira UEPROD-879
Change 3098682 on 2016/08/23 by Mark.Satterthwaite
Fix "Match3 crashes on device after locking and unlocking the screen on iOS", accidentally left a Mac-only assert in MetalStateCache::SetRenderTargetsInfo.
#jira UE-35117
Change 3098645 on 2016/08/23 by Marc.Audy
Handle RegisterSoundClasses on the AudioThread correctly
#jira UE-35130
Change 3098591 on 2016/08/23 by Mitchell.Wilson
Back out changelist 3095222
#jira UE-35120
Change 3098579 on 2016/08/23 by Max.Preussner
WmfMedia: Implemented an option to play audio tracks via the OS sound mixer (UE-35124)
#jira UE-35124
#jira UEPLAT-1375
Change 3098559 on 2016/08/23 by Marc.Audy
Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
#jira UE-34998
Change 3098461 on 2016/08/23 by Richard.TalbotWatkin
Changed notification text when geometry errors are detected in a level which has just been loaded; it's now clear that the issues are due to faults in previous versions of the editor, and not due to user error. Added a timeout of 25 seconds to the notification, so that it'll disappear if you don't do anything. Added extra code to the ResavePackages commandlet to automatically perform a geometry rebuild on any levels suffering this issue.
#jira UE-35047 - CLONE - Geometry Requires Rebuilding Opening OrionEntry in Editor
Change 3098451 on 2016/08/23 by Peter.Sauerbrei
fix for low end devices which don't support arm64 not being able to install on device
#jira UE-35109
Change 3098425 on 2016/08/23 by Olaf.Piesche
replicating CL 3098418
#jira UE-34838
Change 3098415 on 2016/08/23 by Max.Preussner
MediaAssets: Fixed image sink not being reset (UE-35114)
#jira UE-35114
Change 3098389 on 2016/08/23 by Chris.Babcock
Add Android Mediaplayer GetInfo support
#jira UE-35111
#ue4
#android
Change 3098181 on 2016/08/23 by Jeff.Fisher
UEVR-134 Morpheus HMD sceCommonDialogInitialize should not assert if already initialized
-duplicating fix in dev-VR for 4.13
-Replace the assert & return with logging. Its ok if this is already initialized, and it really ought not fail in any other way... and if it does, well lets continue to setup VR mode. Dialogs may not function, however.
#jira UEVR-134
Change 3098111 on 2016/08/23 by Ben.Marsh
UAT: Insert quotes as appropriate when printing out the command line for a command.
Change 3098082 on 2016/08/23 by Ben.Marsh
EC: Fix missing argument to build_agent_setup().
Change 3098076 on 2016/08/23 by Ben.Marsh
Tidy up token diagnostic messages.
Change 3098065 on 2016/08/23 by Ben.Marsh
EC: Pass the token signature to child jobs such as triggered builds, so they can continue to use the same entitlements.
Change 3097830 on 2016/08/23 by Max.Chen
Fbx Export: Fix sequencer skeletal animation track export so that it exports out the correct frame range (the playback range of the movie scene).
#jira UE-35092
Change 3097829 on 2016/08/23 by Gareth.Martin
Fixed crash loading a landscape level after deleting a layer info it depends on
#jira UE-35059
Change 3097700 on 2016/08/23 by Mason.Seay
Back out revision 2 from //UE4/Release-4.13/QAGame/Content/Materials/BaseColor/MI_BaseColor_Yellow.uasset (was deleted by accident)
#jira UE-29618
Change 3097687 on 2016/08/23 by Ben.Woodhouse
Change the per-object shadow depth bias to match the CSM one to avoid self-shadowing artifacts.
#jira UE-32221
Change 3097667 on 2016/08/23 by Mitchell.Wilson
Rebuilt geometry to resolve rebuilt pop up when launching the project.
#jira UE-34991
Change 3097664 on 2016/08/23 by mason.seay
Deleted old blueprint
#jira UE-29618
Change 3097622 on 2016/08/23 by Ben.Marsh
BuildGraph: Output a more useful list of skipped target nodes due to pre-existing tokens.
Change 3097602 on 2016/08/23 by Ben.Marsh
Remove dependency on DeploymentInterface from UAT modules.
Change 3097592 on 2016/08/23 by Jurre.deBaare
Force one smoothing group did not work for Alembic objects that don't contain normals
#fix Number of smoothing groups should equal number of faces not indices
#jira UE-35026
Change 3097574 on 2016/08/23 by Gareth.Martin
Fixed crash importing a heightmap larger than the landscape
#jira UE-35054
Change 3097361 on 2016/08/22 by Max.Chen
Sequencer: Move ExportEDL to close()
#jira UE-35032
Change 3097297 on 2016/08/22 by Jeff.Campeau
LibCurl built with support for WinXP (GetTickCount instead of GetTickCount64).
Separate lib under Win32/VS2013_xp to avoid degrading functionality of non-XP builds.
Reset the lib path for XP in UEBuildWindows.cs
#jira UE-31243, UE-32421
Change 3097292 on 2016/08/22 by Max.Chen
Sequencer: Fix export not writing out edl files.
#jira UE-35032
Change 3097176 on 2016/08/22 by Mike.Beach
Mirroring CL 3097150 from Dev-BP
When converting function entry/exit nodes from an interface, set the replacement user-defined pins "DesiredDirection" properly (we now reject pins that don't match the expected direction, and user-defined pins created this way were setup wrong).
#jira UE-34985
Change 3097161 on 2016/08/22 by Aaron.McLeran
#jira UE-35072 Crash dragging Sound Wave onto Output node in Newly Created Empty Sound Cue
Change 3097128 on 2016/08/22 by Dmitry.Rekman
Linux: fix crash on exit (UE-34909).
- Caused by race condition between FPThreadRunnableThread destructor and PostRun().
- This is a patch, issue will be addressed properly in UE-35074.
#jira UE-34909
Change 3097126 on 2016/08/22 by Marc.Audy
Reenable stat soundmixes
Fix long names not having a unique enum value
#jira UE-35070
Change 3096987 on 2016/08/22 by Max.Preussner
Media: Fixed media not playing on Android (UE-34898)
#jira UE-34898
Change 3096843 on 2016/08/22 by Marc.Audy
Fix up weights and has been used arrays in PostLoad instead of repeatedly in Parse. Avoids crash in GetNumSounds if Parse has never been called
#jira UE-35055
Change 3096732 on 2016/08/22 by Marc.Audy
Just use the default physics volume if there is no WorldSettings object
#jira UE-35060
Change 3096448 on 2016/08/22 by Mitchell.Wilson
Removed "Gear:" from HUD to be consistant with C++ version of template.
#jira UE-34756
Change 3096447 on 2016/08/22 by Gareth.Martin
Fixed crash running Landscape levels on mobile
#jira UE-34874
Change 3096399 on 2016/08/22 by Mitchell.Wilson
Re-saving asset to resolve empty engine version warning.
#jira UE-35012
Change 3096364 on 2016/08/22 by alan.willard
Checkin to update engine version.
#jira UE-34683
Change 3096358 on 2016/08/22 by Jurre.deBaare
Crash when importing Alembic asset as "skeletal," replacing a Geometry Cache instance of the asset
#fix underlying issue was that the FrameEnd value wasn't being set correctly in the reimport path and thus FrameStart and FrameEnd would be 0
#misc added check + error message when trying to import an invalid frame range
#jira UE-35014
Change 3096309 on 2016/08/22 by Jurre.deBaare
Materials are not imported with an alembic cache when it is reimported
#fix Notify asset registry of created materials (to make them visible in content browser immediately)
#jira UE-35038
Change 3096271 on 2016/08/22 by Peter.Sauerbrei
fix for incorrect architecture list in generated plist
#jira UE-35002
Change 3096255 on 2016/08/22 by Gareth.Martin
Fixed Mac compile of CL 3096155
#jira UE-34574
Change 3096220 on 2016/08/22 by Jurre.deBaare
Alembic importer does not remove duplicate verts in skeletal mesh
#fix Added duplicate vertex removal to skeletal mesh import path
#jira UE-35025
Change 3096215 on 2016/08/22 by Jurre.deBaare
Force one smoothing group did not work for Alembic objects that don't contain normals
#fix Check for the import settings flag and generate normals/smoothing groups accordingly
#JIRA UE-35026
Change 3096191 on 2016/08/22 by Jurre.deBaare
Should force import type to remain the same when reimporting any Alembic assets
#fix Added setting customization and reimporting flag to restrict import type restrictions during reimporting process
#jira UE-35024
Change 3096188 on 2016/08/22 by Jurre.deBaare
Crash when PIE after reimporting a geometry cache alembic file with materials
#fix Return correct material object, otherwise transient would be used and destroyed somewhere along the way
#jira UE-35020
Change 3096187 on 2016/08/22 by Mitchell.Wilson
Re-saving level again to resolve vetex paint warning.
#jira UE-34662
Change 3096155 on 2016/08/22 by Gareth.Martin
Fixed another missing shader crash in landscape editor
#jira UE-34574
Change 3096132 on 2016/08/22 by Jack.Porter
Fixed issue with missing landscape components in ElementalDemo
#jira UE-34918
Change 3096116 on 2016/08/22 by Mitchell.Wilson
Adding D-pad controls for certain controllers
#jira UE-34726
Change 3096089 on 2016/08/22 by Matthew.Griffin
Adding Tokens to Installed Build to avoid clashes
Change 3096082 on 2016/08/22 by Joe.Conley
Small PS4 save data fix.
Fixing copy and paste typo that was passing a mismatched parameter to sceSaveDataSetParam
#jira UE-35021 - Passing a mismatched parameter to sceSaveDataSetParam on PS4
Change 3096046 on 2016/08/22 by Richard.TalbotWatkin
PR #2715: Fix array out of bounds on USplineComponent::RemoveSplinePoint (Contributed by 0lento).
Also fixed some other issues introduced with the recent spline code changes.
#jira UE-34930 - GitHub 2715 : Fix array out of bounds on USplineComponent::RemoveSplinePoint
Change 3095848 on 2016/08/21 by Dmitriy.Dyomin
Fixed: Text in Mobile Packaging Wizard UI points to missing documentation
#jira UE-35015
Change 3095540 on 2016/08/19 by Gareth.Martin
Fixed errors if Landscape Component GIBakedBaseColorTexture had been reassigned
#jira UE-34794
Change 3095248 on 2016/08/19 by Mitchell.Wilson
Updating PostProcessing level Screen Percentage to be more noticable.
#jira UE-34950
Change 3095247 on 2016/08/19 by Nick.Whiting
Removing r.FinishCurrentFrame=1 from VR Template config, which shouldn't be there.
#jira UE-34970
Change 3095222 on 2016/08/19 by Mitchell.Wilson
Re-saving all levels in Elemental Demo to resolve vert paint warnings
#jira UE-34864
Change 3095119 on 2016/08/19 by Lauren.Ridge
Reverting TapJoy implementation in Unreal Match 3
#jira UE-33256
Change 3095094 on 2016/08/19 by Mark.Satterthwaite
Fix black flickering in Metal rendering when using Metal SM5:
- Compute shaders write to a UAV texture so mark a texture as written when bound as a UAV.
#jira UE-34917
Change 3095058 on 2016/08/19 by Mitchell.Wilson
Re-saving all levels in Showdown to resolve vert paint warnings.
#jira UE-34722
Change 3094985 on 2016/08/19 by Benn.Gallagher
Fixed debris firing in infiltrator demo on PS4 after the main character leaves the sewer. Caused by some undefined behavior in a bitfield write due to an optimization.
#jira UE-34832
Change 3094957 on 2016/08/19 by Mitchell.Wilson
Updating spelling errors on multiple levels in Content Examples.
#jira UE-34910 UE-34907 UE-34911
Change 3094924 on 2016/08/19 by Marc.Audy
Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
#jira UE-34951
#author aaron.mcleran
Change 3094644 on 2016/08/19 by Mitchell.Wilson
Re-saving asset to resolve empty engine version warning
#jira UE-34846
Change 3094641 on 2016/08/19 by Mitchell.Wilson
Updated location of Ledge_17
#jira UE-34848
Change 3094606 on 2016/08/19 by Lina.Halper
#ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
- assumed the name is all set by now
#jira : UE-34886
Change 3094500 on 2016/08/19 by Matthew.Griffin
Pass on Initial Properties when reading projects recursively so that we use the desired platform and configuration
Change 3094477 on 2016/08/19 by Gareth.Martin
Fixed crash loading old Landscape levels with tessellation
#jira UE-34877
Change 3094472 on 2016/08/19 by Gareth.Martin
Fixed crash loading old landscape levels with bad collision in standalone uncooked game
#jira UE-34843
Change 3094471 on 2016/08/19 by Graeme.Thornton
Mark PC platforms as not exiting immediately after launching when using UAT
- Causes cook on the fly servers that were spawned when doing launch-on in the editor to close down when the client exits
#jira UE-34788
Change 3094362 on 2016/08/19 by Max.Chen
Sequencer: Fix Export FBX so that when exporting selected nodes, all descendant object binding nodes are exported.
#jira UE-34459
Change 3093997 on 2016/08/18 by Mitchell.Wilson
Added gamepad keybinding for breaking free at the beginning of platformer game.
Updated jump and slide gamepad controls to be left stick up/down
#jira UE-34726
Change 3093979 on 2016/08/18 by Max.Chen
Sequencer: Fixed byte, integer and string properties not being able to be exposed to cinematics on blueprints
#jira UE-32141
Change 3093893 on 2016/08/18 by Max.Chen
Back out changelist 3093883
#jira UE-32141
Change 3093883 on 2016/08/18 by Max.Chen
Sequencer: Fixed byte, integer and string properties not being able to be exposed to cinematics on blueprints
#jira UE-32141
Change 3093699 on 2016/08/18 by Dmitry.Rekman
Linux: fixed crash on converting BSP shapes to mesh (UE-28322).
- Was a particular case of a more generic problem: race condition between accessing the window on render thread (Slate queued it for drawing) and deleting it on game thread (can happen as a result of a chain of delegates called from an event handler, like OnMouseUp).
- The current solution is to defer native window deletion so that it survives for at least one more tick (Slate window will get deleted and won't be drawn anymore).
- Investigation why FlushRenderingCommands() (see FSlateRHIRenderer::OnWindowDestroyed) has not prevented it is tracked as UE-34906.
#jira UE-28322
Change 3093613 on 2016/08/18 by Alan.Willard
Updated trace behavior in HMDLocomotionPawn.uasset to trace to a location near walls, not into walls
#jira UE-34683
Change 3093544 on 2016/08/18 by Mitchell.Wilson
Changed mapping for thrust on controller to Right Stick Up/Down to resolve duplicate mapping error.
#jira UE-34419
Change 3093328 on 2016/08/18 by James.Golding
Fix description and tool text of Pose Driver to match new name (no longer Orientation Driver)
#jira UE-34015
Change 3093255 on 2016/08/18 by Matthew.Griffin
Corrected case of output folder so that it's not treated as different folder on Linux
Change 3093236 on 2016/08/18 by Allan.Bentham
Fix android VK crashes.
#jira UE-33593
Change 3093129 on 2016/08/18 by Benn.Gallagher
Fix for possible crash shutting down editor with attached components in active worlds. Skip creating new simulation bodies and weld constraints when we are purging for exit
#jira UE-34739
Change 3092702 on 2016/08/17 by Mark.Satterthwaite
Fix playback of movies on Mac/iOS that have spaces in the filename.
#jira UE-34857
Change 3092565 on 2016/08/17 by Dmitry.Rekman
Fixed incorrect window size in fullscreen (UE-19996).
"True" fullscreen mode on Linux (which involves monitor resolution change) has been disabled long ago due to problems like X11 being messed up if the program crashes, or even drivers being messed up during the resize for no reason. However, the distinction between Fullscreen and WindowedFullscreen modes was preserved and caused bugs because higher level code assumed different window size.
The less invasive fix is to disallow non-windowed fullscreen mode to be set altogether. Proper resolution tracked as UE-34854.
#jira UE-19996
Change 3092550 on 2016/08/17 by Chris.Babcock
Add exception trap for failing to save OBB
#jira UE-34852
#ue4
#android
Change 3092508 on 2016/08/17 by Chris.Babcock
Force OBB to never use Zip64 format
#jira UE-34849
#ue4
#android
Change 3092431 on 2016/08/17 by Chris.Babcock
Correct reading past end of central directory in OBB
#jira UE-34841
#ue4
#android
Change 3092407 on 2016/08/17 by Lauren.Ridge
Adding config for TapJoy
#jira UE-33256
Change 3092346 on 2016/08/17 by Mark.Satterthwaite
Address Mac Metal + Nvidia specific crash on launch-on for BlankProject with StarterContent:
- Disable RHI thread on Nvidia on Mac OS X El Capitan.
- Fix Metal validation error - ForwardLocalLightBuffer in LightGridInjection.usf:LightGridInjectionCS must always be bound even if the number of elements is zero as that's how the Metal spec. works.
#jira UE-34721
Change 3092208 on 2016/08/17 by Richard.TalbotWatkin
When errors in geometry are detected upon loading a level in the editor, a toast notification is now created so the user can choose whether to fix them or not.
Downgraded the output log warning to a regular info log.
Allowed both dynamic and static brushes to be fixed up.
#jira UE-34646 - //UE4/Release-4.13: Cook Orion Win64 completed with warnings: 78 warnings
Change 3092064 on 2016/08/17 by Max.Chen
Sequencer: Fix tangents on import FBX.
#jira UE-34823
Change 3091985 on 2016/08/17 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
(Manual merge from Dev-Platform)
#jira UE-34773
Change 3091962 on 2016/08/17 by Jurre.deBaare
Force View is enabled after Generating Proxy Meshes
#issue due to latest changes the HLOD meshes were forced into view
#fix setting staticmesh component view distances after generating mesh, and restoring the correct forced LOD level afterwards
#misc replaced duplicate code with function call
#jira UE-34807
Change 3091890 on 2016/08/17 by Matt.Kuhlenschmidt
Fix crash with enum properties when there is metadata to define the allowed enum values per property
#jira UE-34804
Change 3091852 on 2016/08/17 by Lina.Halper
Change ensure to Clamp as this isn't any critical warning.
#jira: UE-34776
Change 3091845 on 2016/08/17 by Gareth.Martin
Fixed crash with masked landscape materials
#jira UE-34513
Change 3091816 on 2016/08/17 by Matthew.Griffin
Added Store Released Symbols job, to add symbols to server for a known release.
Change 3091805 on 2016/08/17 by Matthew.Griffin
Also adding source info into UE4Editor and Windows build tools for completeness
Change 3091753 on 2016/08/17 by Mitchell.Wilson
Adjusted the height of some bumps in Vehicle Advanced so the vehicle cannot get stuck.
#jira UE-34667
Change 3091613 on 2016/08/17 by Graeme.Thornton
Generate unique names for FLauncherWorker instances to avoid a thread metadata warning in the log
#jira UE-34785
Change 3091553 on 2016/08/17 by Gareth.Martin
Fixed older levels having default material on landscape when launched in uncooked standalone game
#jira UE-34348
#jira UE-34428
Change 3091519 on 2016/08/17 by Gareth.Martin
Fixed crash cooking landscape for mobile
Also fixes "object in other map" on sub-level save after using mobile preview and move to level tool
Based on Dmitriy.Dyomin's changes
#jira UE-34257
Change 3091354 on 2016/08/16 by Max.Chen
Fbx Export: Fix rich curve tangents on export for level sequence.
- Set tangent mode to user.
- Always bake rotations on cameras.
- Invert values and tangents when converting from unreal coords to fbx.
#jira UE-34459
Change 3091065 on 2016/08/16 by Stephan.Jiang
Duplicate icon changes for asset SoundConcurrency
#jira UE-24350
Change 3091001 on 2016/08/16 by Dmitry.Rekman
Fix for crash during "debug crash" handling (UE-34450).
Compounded problem:
- Debug versions of libc++ were running out of alt stack and smashing static variables next to it, resulting in more mysterious crashes down the road.
- In addition to that, crash malloc sometimes was running out of pools for certain allocation sizes.
Fixes:
- Replaced libc++ with release version.
- Added code to set a guard page on alt stack, so if the issue reoccurs it'll be easier to catch. Increased alt stack size somewhat to account for that.
- Increased crash malloc pools (and thus memory reserved on startup) for Linux.
#codeview Mark.Satterthwaite, Chris.Wood, Steven.Hutton
#jira UE-34450
Change 3090937 on 2016/08/16 by Mitchell.Wilson
Updated multiple template overview BPs so assets are properly highlighted while moving forward and back.
#jira UE-34139
Change 3090646 on 2016/08/16 by Martin.Wilson
Fix for cook warnings in Fortnite
#jira UE-34648
Change 3090645 on 2016/08/16 by James.Golding
Fix face normal on cap faces when slicing proc mesh
#jira UE-33301
Change 3090619 on 2016/08/16 by Richard.TalbotWatkin
Fixed issue where spline components were sometimes not rendered correctly when unselected in the editor. This was due to the render proxy not being updated when the spline is updated.
#jira UE-34758 - SplineComponent debug render is sometimes not in sync with the current spline points
Change 3090520 on 2016/08/16 by Olaf.Piesche
Replicating 3089104 for
#jira UE-34241
Change 3090513 on 2016/08/16 by Jurre.deBaare
LOD's pop in after LOD actors is visible in viewport.
#fix Was actually not baking the materials out, set the LOD selection type for HLOD to default to calculate LOD model and to MergeAllLODs for MeshMerging tool (possible for user to change in this case)
#misc Fix with in WorldSettings post-load hack for Hierarchical LOD settings
#jira UE-34689
Change 3090512 on 2016/08/16 by Jurre.deBaare
Prevent preview scene assets being loaded in game
#fix moved UAssetViewerSettings and SceneProfiels file into UnrealEd and replaced the default cube map with smaller filesize one
#jira UE-34701
Change 3090494 on 2016/08/16 by Keith.Judge
Xbox One - Remove CPU/GPU sync when updating or unlocking textures. This was causing stutters.
#jira UE-34735
Change 3090450 on 2016/08/16 by Richard.TalbotWatkin
Added calls to invalidate the viewport and hit proxy when adding or deleting points from a spline.
#jira UE-34627 - Crash using Camera Rig Rail when deleting a point moving another
Change 3090441 on 2016/08/16 by Frank.Fella
Sequencer - Fix the key struct generatrion and synchronization for vector sections. Prevents a crash and creates the correct UI based on what type of vector you're animating.
#jira UE-34611
Change 3090420 on 2016/08/16 by Matthew.Griffin
Enable Source Indexing for Windows UE4Game targets so that we can add released versions to symbol server
Changed some nodes to rely on just the editor rather than everything produced by that node
Change 3090370 on 2016/08/16 by Mitchell.Wilson
Re-saving levels to resolve vertex color warnings.
Clearing material interface and saving M_Sign_Bloc to resolve warning
#jira UE-34722
Change 3090287 on 2016/08/16 by Keith.Judge
Xbox One - Fix mix up with ESRAM flags/byteusage that was causing some code to think of textures as in ESRAM that weren't and vice versa. Amazingly, this only manifested as a perf drop and some strange bloom along the bottom of the screen with some render settings.
#jira UE-34735
#jira UE-32086
Change 3090258 on 2016/08/16 by Luke.Thatcher
[RELEASE] [!]
Fix crash bug in canvas rendering. It is not valid to pass a null texture.
#jira UE-33077
Change 3090241 on 2016/08/16 by Jurre.deBaare
Adding TPS file for Alembic logo usage
#JIRA UE-123
Change 3090131 on 2016/08/16 by Matthew.Griffin
Added additional cook platforms per platforms listed in Samples List Spreadsheet
Change 3090061 on 2016/08/16 by Joe.Conley
#jira UE-34733 - "Crash when closing the timeline tab inside UMG editor and reopening UMG editor"
Adding a few IsValid() checks to prevent the crash
Change 3089968 on 2016/08/15 by Lina.Halper
Fixed Mac compile error
#jira: UE-30405
Change 3089918 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 Fixing compile warning on ignoring output from CoInitialize
Change 3089914 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 Fixing compile error
Change 3089905 on 2016/08/15 by Peter.Sauerbrei
fix for Samples build failure with Match3
#jira UE-34719
Change 3089867 on 2016/08/15 by Dmitry.Rekman
Fix misspelled case in OrionXpAssembly (OR-27441),
#jira OR-27441
Change 3089859 on 2016/08/15 by Zabir.Hoque
Fix undefined symbol FMMNotificationClient* NotificationClient & static XAUDIO2_DEVICE_DETAILS DeviceDetails; on XB1.
#jira UE-34715
Change 3089790 on 2016/08/15 by John.Billon
Changed integer modulus operations to float modulus operations in media shaders to support ES2.
#Jira UE-34712
Change 3089760 on 2016/08/15 by Lina.Halper
Fix issue with mesh merge crash in packaged build
- reverted that change, and fixed the original issue properly : due to mixed extra vertex influence, not copying data correctly
#jira: UE-30405
Change 3089718 on 2016/08/15 by Mitchell.Wilson
Saving M_TempAATrick_01 to resolve warning.
Saving multiple maps to resolve vertex color warning.
#jira UE-34661 UE-346662 UE-34654
Change 3089710 on 2016/08/15 by Michael.Trepka
Restored code for staging Steam library for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34639
Change 3089706 on 2016/08/15 by Marc.Audy
Avoid crash if PlayerStateClass is null
#jira UE-34702
Change 3089585 on 2016/08/15 by Chris.Babcock
Fix StrategyGame for Android compile
#jira UE-34697
#ue4
#android
Change 3089473 on 2016/08/15 by Chris.Babcock
Added <insertNewline/> command to UnrealPluginLanguage
#jira UE-34699
#ue4
Change 3089429 on 2016/08/15 by John.Billon
Fixed crash with media shaders not being loaded in ES2.
#Jira UE-34514
Change 3089383 on 2016/08/15 by Mitchell.Wilson
Adjusted some values in the PlayerCharacter so physics objects can be grabbed and dropped correctly.
#jira UE-34663
Change 3089375 on 2016/08/15 by Max.Chen
Fbx Export: Convert spaces in level sequence actors to underscores.
#jira UE-34459
Change 3089308 on 2016/08/15 by Max.Chen
Fbx Export: Fix rich curve tangents on export for level sequence.
#jira UE-34459
Change 3089296 on 2016/08/15 by John.Billon
Fixing compile issue with openGL.
#Jira UE-34688
Change 3089290 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 CLONE - Client stops working and crashes if headphones are unplugged on windows 10
Implementing CL 3062338 into 4.13
Change 3089242 on 2016/08/15 by Mitchell.Wilson
Resized text on sample 1.6 in Material_Properties.
#jira UE-34658
Change 3089235 on 2016/08/15 by Daniel.Wright
Copy - Fixed atmospheric fog on translucency
#jira UE-34590
Change 3089230 on 2016/08/15 by Benn.Gallagher
Added warnings and recovery to contact prefilter when given a null px shape. we now ignore the contact and dump some info so we can hopefully track down the broken actor if it happens again.
#jira UE-34622
Change 3089204 on 2016/08/15 by Mitchell.Wilson
Raised displays above nav mesh, rebuilt paths and lighting.
#jira UE-34660
Change 3089054 on 2016/08/15 by Mark.Satterthwaite
On iOS & tvOS when the application is in the background there won't be a valid back-buffer, which means draw calls will be issued with an invalid render-target state. To avoid a crash we must ignore these draw calls by returning early from PrepareToDraw and then also from the draw call. This will prevent issuing invalid commands into the command buffer and the game will resume rendering once it is brought to the front.
#jira UE-32323
Change 3089052 on 2016/08/15 by John.Billon
Fixed OpenGL4 crash by implementing ClearUAV for OpenGL.
#Jira UE-33752
Change 3089043 on 2016/08/15 by Mitchell.Wilson
Rebuilt lighting and resaved landscape level
Resaved landscape layer info
Verified no warnings/errors in landsacpe master material and resaved
Resaved landscape material instance.
#jira UE-34653
Change 3089020 on 2016/08/15 by Ben.Marsh
Remove 'Full Build' option from dashboard in release branches, and include a non-unity compile in nightly builds.
Change 3088985 on 2016/08/15 by Marc.Audy
Mac non-unity fix
#jira UE-34101
Change 3088973 on 2016/08/15 by Matthew.Griffin
Fixed copy paste errors with Mac nodes depending on Win64 ones
Added Build Tools dependencies to all cook nodes
Change 3088960 on 2016/08/15 by Mitchell.Wilson
Moving VR.umap to TestMaps folder
#jira UE-34665
Change 3088886 on 2016/08/15 by Ben.Marsh
Remove dependency to 'Compile UE4Editor Win64' node from code documentation step; we generate headers as part of building code documentation, so it just causes previous build products to be clobbered and the build to fail.
Change 3088676 on 2016/08/15 by Richard.TalbotWatkin
Improved warning output when a BSP poly is discovered with broken normals. Now the specific level which needs resaving is named.
#jira UE-34646 - //UE4/Release-4.13: Cook Orion Win64 completed with warnings: 78 warnings
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
[CL 3112924 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
[CL 3094220 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3079316 on 2016/08/05 by Ben.Marsh
Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header.
Change 3080579 on 2016/08/08 by Ben.Marsh
Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h.
Change 3080587 on 2016/08/08 by Ben.Marsh
StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h.
Change 3080789 on 2016/08/08 by Ben.Marsh
Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them.
Change 3080815 on 2016/08/08 by Ben.Marsh
BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information.
Change 3081374 on 2016/08/08 by Ben.Marsh
UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment.
Change 3083152 on 2016/08/09 by Ben.Marsh
PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous)
Change 3084039 on 2016/08/10 by Ben.Marsh
BuildGraph: Add additional markup for parameter attributes. Also improve some documation.
Change 3084240 on 2016/08/10 by Ben.Marsh
Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times.
Change 3084337 on 2016/08/10 by Ben.Marsh
UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense.
Change 3085594 on 2016/08/11 by Ben.Marsh
Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now.
Change 3085999 on 2016/08/11 by Ben.Marsh
Add some missing #pragma once directives.
Change 3086146 on 2016/08/11 by Ben.Marsh
Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file.
Change 3086172 on 2016/08/11 by Ben.Marsh
Fixup some C-style header guards to use #pragma once instead.
Change 3087289 on 2016/08/12 by Ben.Marsh
Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files)
Change 3087310 on 2016/08/12 by Ben.Marsh
Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module.
Change 3087341 on 2016/08/12 by Ben.Marsh
UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included.
Change 3087457 on 2016/08/12 by Ben.Marsh
Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h).
Change 3088407 on 2016/08/13 by Ben.Marsh
Replace use of Windows SIZE_T define with the regular C++ size_t.
Change 3088416 on 2016/08/13 by Ben.Marsh
Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything.
Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH.
Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included.
Change 3088544 on 2016/08/14 by Ben.Marsh
Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it.
Change 3088552 on 2016/08/14 by Ben.Marsh
Fix compile errors for some modules that don't already include CoreUObject.h.
Change 3088925 on 2016/08/15 by Ben.Marsh
Remove circular include dependencies from VulkanRHI.
Change 3088926 on 2016/08/15 by Ben.Marsh
Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead.
Change 3088930 on 2016/08/15 by Ben.Marsh
Remove circular include dependency from PhysX.
Change 3088935 on 2016/08/15 by Ben.Marsh
OnlineSubsystemUtils: Move CPP files out of public header directory.
Change 3088965 on 2016/08/15 by Ben.Marsh
Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules.
Change 3088966 on 2016/08/15 by Ben.Marsh
Engine: Move CPP files out of public header directories.
Change 3089520 on 2016/08/15 by Ben.Marsh
BuildGraph: Change documentation command to output markdown.
Change 3090299 on 2016/08/16 by Ben.Marsh
D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation.
Change 3090303 on 2016/08/16 by Ben.Marsh
Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue.
Change 3091861 on 2016/08/17 by Ben.Marsh
Remove circular header dependencies, and fix ambiguous include paths in OSVR.
Change 3092068 on 2016/08/17 by Ben.Marsh
Moving VulkanDynamicRHI into its own header.
Change 3093133 on 2016/08/18 by Ben.Marsh
EC: Include additional context lines for Clang errors.
Change 3093147 on 2016/08/18 by Ben.Marsh
UBT: Add an error message when attempting to do a single-file compile with the wrong target selected.
Change 3093228 on 2016/08/18 by Ben.Marsh
Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config.
[CL 3093264 by Ben Marsh in Main branch]
Check whether referenced pdbs marked as copy local exist in the output dir instead of where they originally were - avoids adding files that don't exist when using enumerate only option
#lockdown Nick.Penwarden
#rb Ben.Marsh
#codereview Ben.Marsh
[CL 3057599 by Matthew Griffin in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3021930 on 2016/06/21 by Ben.Marsh
BuildGraph: Better diagnostic message if the source directory for copies does not exist.
Change 3022391 on 2016/06/21 by Ben.Marsh
Rework copy task slightly so that all code paths result in files being tagged.
Change 3026592 on 2016/06/24 by Ben.Marsh
BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml.
Change 3028708 on 2016/06/27 by Matthew.Griffin
Converting Engine build process to BuildGraph script
Added Tag Receipts task to retrieve list of build products/dependencies from *.target files.
Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list.
Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies.
Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph
Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms
Included .exe.config and exe.mdb files to build products of CsCompile task if they exist
Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging
Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run
Added missing Runtime Dependency for ICU on Mac
Change 3030209 on 2016/06/28 by Matthew.Griffin
Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear.
Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted.
Added myself to list of notifiers for failures in the UE4 Binary build.
Change 3034068 on 2016/06/30 by Ben.Marsh
BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope.
Change 3034070 on 2016/06/30 by Ben.Marsh
BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>).
Change 3034110 on 2016/06/30 by Matthew.Griffin
Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used
Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies
Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc.
Tagged Generated Includes from each target so that they can be included in Installed Build
Added additional Android architectures to Shipping build
Changed SwarmCoordinator to build for Any CPU
Removed Local HostPlatform property from DDC nodes
Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once
Reordered stripping and signing process so that we use the Exception check in less places
Change 3035499 on 2016/07/01 by Ben.Marsh
BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one.
Change 3035520 on 2016/07/01 by Ben.Marsh
BuildGraph: Add support for <, <=, >, >= operators in condition expressions.
Change 3035666 on 2016/07/01 by Matthew.Griffin
Added more parameters to Chunk and Label Build tasks
Updated all remaining uses of Local to Property in Installed Build script
Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element
Change 3037020 on 2016/07/04 by Matthew.Griffin
Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows
Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac
Change 3037052 on 2016/07/04 by Ben.Marsh
Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it).
Change 3037283 on 2016/07/05 by Matthew.Griffin
Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files)
Change 3037547 on 2016/07/05 by Ben.Marsh
UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing.
Change 3037552 on 2016/07/05 by Ben.Marsh
BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory.
Change 3039109 on 2016/07/06 by Matthew.Griffin
Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them
Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes
Changed BuildPatchTool to be built in shipping mode
Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise
Added all files referenced by C# projects to avoid having to filter them manually
Changed filters to get files included for Linux closer to the old pattern
Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ;
Changed UE4Game to use shipping PhysX libs for Shipping builds
Added glut32.dll as a Runtime Dependency for PhysX
Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux
Change 3039676 on 2016/07/06 by Ben.Marsh
Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other.
Change 3039681 on 2016/07/06 by Ben.Marsh
Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included.
Change 3039735 on 2016/07/06 by Ben.Marsh
Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately.
Change 3039878 on 2016/07/06 by Ben.Marsh
Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated.
Change 3040156 on 2016/07/06 by Ben.Marsh
Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it.
Change 3041009 on 2016/07/07 by Matthew.Griffin
Changed UE4Game to only use shipping PhysX libraries on Windows
Change 3041015 on 2016/07/07 by Leigh.Swift
UBT: Support creating C# programs that will be included in the UE4.sln Programs list.
To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file.
Change 3041234 on 2016/07/07 by Matthew.Griffin
Added building of Launcher Samples to BuildGraph system
Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP
Change 3041244 on 2016/07/07 by Ben.Marsh
Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile.
Change 3042518 on 2016/07/08 by Matthew.Griffin
Added content modifiers to those notified about Sample failures
Throw exception if RocketPromoteBuild tries to promote all samples
Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name.
Change 3042545 on 2016/07/08 by Ben.Marsh
Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h.
Change 3042546 on 2016/07/08 by Ben.Marsh
Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed)
Change 3042548 on 2016/07/08 by Ben.Marsh
Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality.
Change 3044424 on 2016/07/11 by Ben.Marsh
Merge fixes for QFE installer (CL 3044412) from 4.11 branch.
Change 3044584 on 2016/07/11 by Ben.Marsh
Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for)
Change 3044603 on 2016/07/11 by Matthew.Griffin
Added PS4 and XboxOne to installed build as options that will always be disabled by default
Standardised some of the agent names
Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward
Change 3044608 on 2016/07/11 by Ben.Marsh
Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility.
Change 3044638 on 2016/07/11 by Matthew.Griffin
Added internal build jobs for all games with compile, cook and package nodes.
Added Documentation, Localization and NonUnity steps.
Change 3045959 on 2016/07/12 by Matthew.Griffin
Removed Aggregates from Installed Build script as they weren't used/necessary.
Change 3045961 on 2016/07/12 by Matthew.Griffin
Fixed various issues with Full Build
Switch to build non-client/server configurations for some games
Included PS4 and Xbox game targets in our internal monolithics aggregate
Added Requirements for steps that need UHT, SCW etc.
Added list of Packaged Game Nodes that we can build up as they're defined
Added targets that were previously in the Internal Tools nodes
Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it
Removed -clean from the NonUnity targets as that doesn't actually build anything
Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too
Change 3047068 on 2016/07/12 by Ben.Marsh
BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does.
Change 3047298 on 2016/07/12 by Ben.Marsh
EC: Add a workspace setting specifying that it should be synced incrementally.
Change 3047626 on 2016/07/13 by Matthew.Griffin
Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir
Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly
Change 3047762 on 2016/07/13 by Matthew.Griffin
Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced
Added plugin intermediates to list of files excluded from installed build
[CL 3047809 by Ben Marsh in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2986511 on 2016/05/23 by Ben.Marsh
UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in.
Change 2993274 on 2016/05/27 by Ben.Marsh
Fix UGS enumerating deleted .target.cs files when trying to detect editor target name.
Change 2994265 on 2016/05/31 by Ben.Marsh
Add info about setting up CIS integration and zipped editor builds in UGS.
Change 2994275 on 2016/05/31 by Ben.Marsh
PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans)
Change 2994287 on 2016/05/31 by Ben.Marsh
UnrealGameSync: Add information about how UGS self-patches and updates.
Change 2996928 on 2016/06/01 by Ben.Marsh
UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet.
Change 2997619 on 2016/06/02 by Ben.Marsh
UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file.
Change 2999769 on 2016/06/03 by Ben.Marsh
UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not.
Change 3004879 on 2016/06/07 by Ben.Marsh
Remove copy of AWSSDK in NotForLicensees folder.
Change 3004902 on 2016/06/07 by Ben.Marsh
UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder.
Change 3005892 on 2016/06/08 by Ben.Marsh
Add the GitHub promotion to the UE4 binary release build.
Change 3016241 on 2016/06/16 by Ben.Marsh
UGS: Always sync version files at the same changelist as everything else (rather than head revision)
Change 3016446 on 2016/06/16 by Ben.Marsh
PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist)
Change 3016472 on 2016/06/16 by Ben.Marsh
PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot)
Change 3017694 on 2016/06/17 by Ben.Marsh
EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments.
Change 3017695 on 2016/06/17 by Ben.Marsh
UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders.
#jira UE-24271
Change 3017698 on 2016/06/17 by Ben.Marsh
Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types).
#jira UEB-664
Change 3017701 on 2016/06/17 by Ben.Marsh
BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node.
Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read.
All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency.
Change 3017714 on 2016/06/17 by Ben.Marsh
BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task).
Change 3018007 on 2016/06/17 by Ben.Marsh
UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt.
#jira UE-28761
Change 3018322 on 2016/06/17 by Ben.Marsh
PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti)
Change 3018365 on 2016/06/17 by Ben.Marsh
Misc: Fixes for warnings compiling ShaderCompileWorker on Clang
Change 3018397 on 2016/06/17 by Ben.Marsh
UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT
Change 3019421 on 2016/06/20 by Ben.Marsh
Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead.
Change 3019423 on 2016/06/20 by Ben.Marsh
PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti)
Change 3020377 on 2016/06/20 by Ben.Marsh
UBT: Fix strings not being escaped before writing to JSON files.
Change 3020378 on 2016/06/20 by Ben.Marsh
UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list.
Change 3020966 on 2016/06/21 by Ben.Marsh
EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main.
#rb none
#lockdown Nick.Penwarden
[CL 3020980 by Ben Marsh in Main branch]