Commit Graph

160 Commits

Author SHA1 Message Date
Matt Kuhlenschmidt
17e9370fac Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4153162 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-06-21 12:59:44 -04:00
Andrew Grant
24a57af222 Merging from //UE4/Release-4.20 - Added ability to suppress warning for blacklisted automation tests
#jira na
#rb na
#lockdown Nick.Penwarden

[CL 4147987 by Andrew Grant in Main branch]
2018-06-19 16:53:59 -04:00
Matt Kuhlenschmidt
e9f2982e4d Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4137243 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-06-19 09:08:53 -04:00
Andrew Grant
7257446392 Merging change from //UE4/Release-Staging-4.20 - only display a warning for blacklisted tests if there is a reason specified
#lockdown Nick.Penwarden
#rb none

[CL 4133971 by Andrew Grant in Main branch]
2018-06-15 18:06:56 -04:00
Andrew Grant
bf668dff59 Merging fix for UE-6025, UE-60260, UE-60280 from //UE4/Release-Staging-4.20
Added GroundTruth for UE-60162

Merged Testblacklist work from Release-4.20

#lockdown Nick.Penwarden
#tests ran locally
#rb none

[CL 4133609 by Andrew Grant in Main branch]
2018-06-15 16:35:24 -04:00
Rex Hill
a84f4a452c Cleanup blueprint callable categories
Landscape Editor -> Landscape|Editor
Landscape Runtime -> Landscape|Runtime
Cloth -> Clothing Simulation
Cinematics -> Cinematic
Utility -> Utilities

#rb none

[CL 4119883 by Rex Hill in Dev-Editor branch]
2018-06-08 11:29:49 -04:00
Marc Audy
d90da4ab1a Merge to Dev-Main for 4.20 @ 4090813
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4091081 by Marc Audy in Main branch]
2018-05-23 21:04:31 -04:00
JeanMichel Dignard
81bc574d4c Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 4059031)
#lockdown Nick.Penwarden
#rb none

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

Change 3974233 by Rex.Hill

	Optimized BuildStaticMeshVertexAndIndexBuffers and TEdgeBuilder

Change 3974234 by Rex.Hill

	Reduced number of calls to SaveRawMesh and LoadRawMesh

Change 3974235 by Rex.Hill

	Optimized SaveRawMesh by pre-allocating buffer

Change 3981370 by Jamie.Dale

	Added support for deprecated (renamed) classes, structs, enums, functions, and properties in Python

	The glue code generation will now use the existing redirects system to build deprecated entries for old names. You can also specify deprecated names to the ScriptName and ScriptMethod meta-data values by adding extra semi-colon separated entries (the first entry is the current name).

	Accessing deprecated objects in Python leads to a deprecation warning when developer mode is enabled.

Change 3983875 by Jamie.Dale

	Exposed some asset registry functions that may be useful in a commandlet environment

Change 3983901 by Jamie.Dale

	Hoisted some AssetData helpers onto the struct in Python

Change 3988367 by Jamie.Dale

	Python now honors EditInstanceOnly and EditDefaultsOnly when setting property values

Change 3988369 by Jamie.Dale

	Exposed generic get_default_object function that takes a type and returns you the CDO

	This is needed for types that aren't natively exposed to Python (such as Blueprint generated types)

Change 3989890 by Jamie.Dale

	Moved BlutilityActor to be Private in EditorScriptingUtils

	This can be removed once it's no longer needed.

Change 3989900 by Jamie.Dale

	Updated EditorScriptingUtilities to use the Public/Private folder structure for source code

Change 3990082 by Anousack.Kitisa

	Added plugin for Shotgun integration in Unreal.

	#jira UEENT-959

Change 3990783 by Anousack.Kitisa

	Changed ShotgunMenuItem to a struct.

Change 3991139 by Jamie.Dale

	Minimized use of GUnrealEd (favoring GEditor) so that this code can be used by commandlets

	Removed redundant usages of GEditor/GUnrealEd from within UEditorEngine itself, and fixed cases where null data was being accessed. Testing that loading, saving, and creating a new blank map will now work in a commandlet without crashing.

Change 3993189 by Jamie.Dale

	Fixed some mismatched return types

Change 3993191 by Jamie.Dale

	Inital support for taking the GIL at key points where external C code calls into Python

Change 3993683 by Patrick.Boutot

	[LTC]
	Add a CustomTimeStep that decode a LinearTimecode from the MediaSource. The MediaPlayer need to support buffering and should not run late since it's used to tick the engine time.
	Update DropTimecode to use the new Timecode structure in TimeManagement.

Change 3994430 by Jamie.Dale

	Adjusted how inline structs work so that types known at compile time can inline allocate without being fully hand-wrapped in Python

	They must now be registered via FPyWrapperTypeRegistry::RegisterInlineStructFactory before we start generating wrapped types

Change 3996083 by Jamie.Dale

	Added a distinct type for generated enum types so that you can query their available enum entries

Change 3998253 by conan.reis

	Remove redundant Perforce error output from the log

Change 4000307 by JeanMichel.Dignard

	Optimized FFbxImporter::ValidateAllMeshesAreReferenceByNodeAttribute()
	- Stored all scene nodes geometry ids in a set instead of looping on all scene nodes for every geometry. O(N) instead of O(N^2).
	- For 38685 scene nodes and 5417 geometry, the time went from 2 min 21.688 s to 0 min 0.098 s.

Change 4000605 by Jamie.Dale

	Added support for constant "hoisting"

	This allows you to tag a helper function that returns a constant with ScriptConstant meta-data (providing a potentially overridden name) to "hoist" that helper function to be a constant of the type it operates on when wrapped for Python (ScriptConstantHost can be used to host the constant on a struct rather than its own object).

Change 4001617 by Jamie.Dale

	Updated ScriptMethod and ScriptConstant to allow hoisting onto other classes as well as structs

	This allows you to have a runtime class be extended via methods in an editor-only module

Change 4005287 by Jamie.Dale

	Added a GIL lock when Slate Tick events call back into Python

Change 4005383 by Andrew.Rodham

	Sequencer: Initial scripting exposure and support

	First pass includes the following:
	  - Find/add/interate master tracks
	  - Find/add/interate bindings (both possessables and spawnables)
	  - Find/add/interate tracks on bindings
	  - Add/interate sections on tracks
	  - Get/Set section ranges

Change 4008609 by Jamie.Dale

	Added some missing native Python types to the documentation

	Native modules now build up a list of types and functions associated with them. This information is then passed through to the document generation to ensure that all exposed native types and functions are documented.

	In addition, any native Python module files are now assimilated into the unreal.py stub file and parsed so that they can be documented too.

Change 4008654 by Jamie.Dale

	Allow math operators to use the base type versions unless overridden

Change 4009740 by Patrick.Boutot

	Add BP function to convert a Timecode into a string.

Change 4009763 by Patrick.Boutot

	Update AudioCapture to retreive the SampleRate. Used by the LinearTimecode. Change the requested format from int16 to float since we converted it into that format later on.

Change 4009768 by Andrew.Rodham

	Removed explicit names from ScriptName methods, expanded sequencer scripting range functionality

Change 4009830 by Jamie.Dale

	Added support for UPARAM(ref) on arguments exposed to Python

	For standard functions, this just produces an input and output for the same argument (we can't mutate the input due to potential coercion).

	For ScriptMethod functions that use it on the 'self' argument, this will mark the function as "inline" and have the function apply the result of the 'self' argument back onto the 'self' instance after calling the function.

Change 4010034 by Jamie.Dale

	Added support for init_unreal.py start-up scripts

	These can be placed in any known sys.path in Python, including the Content/Python folders we automatically add, and the UnrealEngine/Python directory under the users home directory.

Change 4010422 by Jamie.Dale

	Improved errror reporting during Python generation

	It will now ensure if a debugger is attached to draw programmer attention to an error.

Change 4010498 by Patrick.Boutot

	Remove unnecessary loop Timecode.ToFrameNumber()

Change 4011312 by Jamie.Dale

	Duplicate deprecated names will no longer assert during Python glue generation

	They will now log a warning and continue

Change 4012068 by JeanMichel.Dignard

	Allow to render thumbnails for newly created packages.
	- To render a thumbnail, you either need a customer thumbnail renderer or a cached thumbnail. Querying cached thumbnails fails for newly created packages because it calls DoesPackageExist which check on disk. This call is unnecessary since we're relying on FindPackage which only works for packages that are loaded in memory.

Change 4013781 by Jamie.Dale

	FFrame::KismetExecutionMessage (or LogRuntimeError or LogRuntimeWarning) will now produce Python exceptions

	You can use these to emit warnings or errors from UFunctions wrapped for scripting, and when called from Python they will produce a Python exception (for errors), or Python warning (for warnings).

Change 4014337 by Jamie.Dale

	Struct coercion now errors if you provide a sequence with too many elements

	This also makes sure that PyConversion doesn't set an error state if ESetErrorState::No is passed (which could have previously happened from type casting calls).

Change 4015290 by Andrew.Rodham

	Sequencer: Moved runtime functionality from ISequencerChannelInterface to IMovieSceneChannelInterface

	  - Rename IBatchChannelInterface to IMovieSceneChannelInterface
	  - Removed MovieScene::Dilate()
	  - Added TMovieSceneChannelTraits::SupportsDefaults to automatically stub out functions relating to channel defaults

Change 4015664 by Jamie.Dale

	Renamed ScriptMathOp meta-data to ScriptOperator

Change 4016230 by Jamie.Dale

	Fixed incorrect make/break path in Importance Sampling Library (for Importance Texture)

Change 4017326 by Jamie.Dale

	Added make and break support in Python

	Structs that have a native make function will now use this as their constructor. This also adds support for breaking a struct into a tuple, either via a native break function, or via generic property enumeration.

Change 4017551 by Jamie.Dale

	Removed redundant outer parameter from find/load_asset/package

Change 4018594 by Jamie.Dale

	Added ScriptMethodSelfReturn as an alternative to UPARAM(ref)

	These two function signatures produce the same behavior and have the same cost in Python, the only difference is how they appear to Blueprints (and Blueprints seem to favor non-reference functions).

	UFUNCTION(..., meta=(ScriptMethod))
	static void DoThing(UPARAM(ref) FThingType&, int32);

	UFUNCTION(..., meta=(ScriptMethod, ScriptMethodSelfReturn))
	static FThingType DoThing(FThingType, int32);

Change 4020956 by Anousack.Kitisa

	Added Shotgun to the Level Editor/World Outliner and Content Browser context menus when there's a selected actor or asset.

	#jira UEENT-1219

Change 4021986 by Anousack.Kitisa

	Used the Python startup scripts mechanism to launch the Shotgun bootstrap script.

	Related to Jira UE-57896.

Change 4022993 by Jamie.Dale

	Added support for extra operators on Python structs

	You can now expose bool conversion and comparison operators (==, !=, <, <=, >, >=) in addition to the previous set of math operators. As part of this there is now stricter signature validation when generating the Python binding.

Change 4023226 by Jamie.Dale

	Added Make and Break function for FSoftClassPath

Change 4023348 by Jamie.Dale

	Exposed some methods and operators for PrimaryAssetId and PrimaryAssetType

Change 4027911 by Jamie.Dale

	Cross-outer redirects are no longer applied in Python

	#jira UETOOL-1382

Change 4029618 by JeanMichel.Dignard

	Unreal Studio UX
	- Made "Unreal Studio" the default tab in the new project wizard if we're using an installed enterprise build.
	- Create new projects as enterprise projects if we're using an insalled enterprise build.

	#jira UEENT-1231, UEENT-796

Change 4030217 by Jamie.Dale

	Exposed ScopedSlowTask to Python

	#jira UETOOL-1375

Change 4030784 by Matt.Hoffman

	Sequencer curve editor now shows vertical axis labels.

	#jira UE-58160

Change 4030858 by JeanLuc.Corenthin

	Expose LOD creation thru Python:
	- Create one struct to hold onto reduction settings per LOD
	- Create one struct to hold onto an array of reduction settings and a parameter to enable of disable automatic computation of screen size
	- Create new method to apply reduction settings to an array of StaticMeshActors

	#jira UEENT-1232

Change 4032239 by Jamie.Dale

	Cleanup pass over wrapped structs

	- Code dealing with reflected structs now uses UScriptStruct rather than UStruct.
	- The old PyConversion::NativizeStruct and PyConversion::PythonizeStruct have been renamed to PyConversion::NativizeStructInstance and PyConversion::PythonizeStructInstance.
	- New PyConversion::NativizeStruct and PyConversion::PythonizeStruct functions have been added to convert an object (or Python type) to a UScriptStruct (akin to what PyConversion::NativizeClass and PyConversion::PythonizeClass does for UClass).

Change 4032247 by Jamie.Dale

	Cleaned up some Python slow task code

Change 4032251 by Jamie.Dale

	Added functions to get the Python type associated with an Unreal class, struct, or enum

Change 4032258 by Jamie.Dale

	Added Python iterators for Unreal objects, classes, and structs, as well as the Python types wrapped by Unreal classes or structs

	#jira UETOOL-1380

Change 4032320 by Jamie.Dale

	Fixed Python object iterators skipping their first item

Change 4032321 by Jamie.Dale

	Added Python iterators for actors and selected actors

	#jira UETOOL-1380

Change 4033908 by Anousack.Kitisa

	Added Shotgun settings for metadata tags.

	#jira UEENT-1175

Change 4033909 by Anousack.Kitisa

	Added wrapper function to sync Content Browser to assets for scripting.

	#jira UEENT-1218

Change 4034951 by Matt.Hoffman

	Media Tracks now highlight when added to a Sequence/UMG animation.

Change 4034966 by Jamie.Dale

	Added GIL locks around post_init code that can be called from C++

Change 4035019 by Matt.Hoffman

	UMG Render Transforms + Margins now support infinite sections.

Change 4035470 by Andrew.Rodham

	Introduced a common base class for all movie scene channel data, FMovieSceneChannel.
	Removed IMovieSceneChannelInterface.
	Renamed FMovieSceneChannelEditorData to FMovieSceneChannelMetaData.
	Renamed FMovieSceneChannel and TMovieSceneChannel to FMovieSceneChannelData and TMovieSceneChannelData, to make way for common channel base class.
	Renamed instances of 'specialized' channel editor data to 'extended' channel editor data.
	Introduced non-templated FMovieSceneChannelHandle and a templated version. Changed internal implementation to use a lookup rather than a directly resolved weak ptr.
	Various pieces of documentation and cleanup.

Change 4037112 by Max.Chen

	Sequencer: Added some missing RF_Transactional flags to newly created sections.

Change 4037121 by Max.Chen

	Sequence Recorder: Timecode recording

	Introduced an FSourceTimecode which is saved as editor only data to the MovieSceneSection and MovieScene. FSourceTimecode consists of an FFrameNumber delta that correlates the section's initial start time to an FTimecode. The FFrameNumber is adjusted whenever the section is moved.

	One use case for this is through sequence recorder, which captures the timecode at the start of recording and saves an FSourceTimecode per movie scene section it creates. If the section is moved, it can always be returned to its source timecode by the section's right click menu, "Sync to Source Timecode".

	#jira UESEQ-406

Change 4038462 by Jamie.Dale

	Added support for using Python callables with delegates

	All the "x_function" methods on delegates and multicast delegates now have an "x_callable" equivalent that take a Python callable (we attempt basic validation of the signature, but that only allows us to check the input argument count is what we expect).

	Internally the callable is wrapped in a UObject, so certain GC restrictions are present (and is why coercion is disabled for callables). Delegates wrapped in Python (including as a direct property of an object or struct, or inside a container) will be kept alive via the Python reference collection, however once there are no Python references left the proxy object will be allowed to die unless something external has taken a reference to the proxy object.

Change 4039123 by James.McNatton

	Remove dependency on SteamController in VirtualCamera #rb none

Change 4039162 by Jamie.Dale

	Fixed linter warnings about unescaped backslashes in docstrings

Change 4039170 by Jamie.Dale

	No longer expose deprecated functions or properties if they clash with another Python exposed item

Change 4039429 by Max.Chen

	Sequence Recorder: Swap to editor actors on end PIE if the actors to record were set to the PIE actors

Change 4039442 by Max.Chen

	Sequence Recorder: Find the existing object binding and record into it if it exists. When recording to an existing object binding, if the track exists, remove all animation data and reuse the track.

Change 4039477 by Jamie.Dale

	Added warnings for conflicting Python type and field names

Change 4039478 by Jamie.Dale

	Fixed warnings for conflicting Python type and field names

Change 4039511 by Max.Chen

	Sequencer: Remove all animation data for spawn track

Change 4040649 by James.McNatton

	Multiple Virtual Camera bug fixes
	- Removed QAGame mannequin from test map
	- Fixed errors being generated when trying to load preset
	- Presets now properly load and save axis settings
	- Deleted presets should no longer linger in menus
	- Presets now save and load favorite status

Change 4041356 by Max.Chen

	Sequence Recorder: Takes system

	#jira UESP-544

Change 4041589 by Jamie.Dale

	Added C++ source information (plugin, module, and file) to the Python doc string

Change 4041746 by Jamie.Dale

	Made ScriptOperator more relaxed about its signature validation as long as the additional input parameters are defaulted

Change 4041757 by James.McNatton

	Virtual Camera Bug Fixes
	- The Input Source dropdown now accurately reflects user selection
	- Input source changed to EditDefaultsOnly
	- Focus should no longer be set when the settings menu is open

Change 4041823 by Jamie.Dale

	Made ScriptOperator more relaxed about its signature validation for defaulted input parameters

	Existing Blueprint exposed operator functions may both default required arguments, and add additional default arguments. ScriptOperator will now accept both of these as long as there are enough arguments, but not too many non-defaulted arguments.


Change 4042956 by James.McNatton

	VirtualCamera bug fixes related to focus plane visualization
	- Removed extra focus plane that was being displayed
	- Added logic to adjust for nonuniform scaling of objects when settings up tracking focus

Change 4043400 by James.McNatton

	Multiple bug fixes related to saving various values
	- Now saves matte opacity and updates on load
	- Now saves filmback format name and updates on load
	- Now saves desired distance units and updates on load

Change 4043481 by James.McNatton

	Fixed issue in Virtual Camera where joystick movement would not properly apply locks after rotating #rb none

Change 4044358 by Jamie.Dale

	Fixed some cases where empty default values would be lost from UHT

	Eg, empty strings, null objects

Change 4044362 by Jamie.Dale

	Fixed old-style enums being missed by the Python glue generation if they're only referenced by a property of function

Change 4044371 by Jamie.Dale

	Fixed default value application for some struct types that use a custom default value format when exported by UHT

Change 4044417 by Max.Chen

	Sequence Recorder: Better default group names with an underscore separator for letters

Change 4045164 by Jamie.Dale

	Hardened usage of CopyScriptStruct to ensure that the source type is a child of the destination type, and that the destination type is used to copy (to still allow slicing of derived data)

Change 4045195 by Jamie.Dale

	Updated FPropValueOnScope::GetValue to be able to return the value for a particular array index

Change 4045589 by James.McNatton

	Fixed packaging error for VirtualCamera plugin
	- Plugin is now a runtime plugin rather than developer
	- Fixed up associated warnings with saving and loading in editor

Change 4046208 by James.McNatton

	Virtual Camera bug fixes
	- Adjusted how mattes and filmback works together
	- Should now always respond properly to changing filmback settings in UI
	- Should now match the correct view size within the matte under all circumstances

Change 4046372 by Max.Chen

	Sequencer: Fix subsequence binding ids.

	#jira UE-55337

Change 4046694 by Max.Chen

	Sequence Recorder: Compile the template before finding the camera sequence id since the precompiled template is not up to date.

Change 4046801 by Jamie.Dale

	Improved default values and return types used in the unreal.py stub file

	 - Object and Struct types generate an __init__ function with the correct signature.
	 - Struct __init__ functions list the correct default values (including when using make/break functions).
	 - Methods now list the correct default values.
	 - Get/Set getters return a value of the correct type.
	 - Get/Set setters are no longer exported for read-only properties.
	 - Constants resolve to the correct type and value.

	#jira UETOOL-1377

Change 4047023 by Jamie.Dale

	Added missing hook-up for % and %= in Python

Change 4047100 by Jamie.Dale

	Operators are now exposed to unreal.py and generate docs stating which overloads are available

Change 4047105 by Jamie.Dale

	String is now "str" in doc strings to match the Python type

Change 4047714 by Max.Chen

	Sequencer: Resolved merge conflicts with Dev-Sequencer

Change 4048150 by Jamie.Dale

	Fixed single-culture PO import/export failing

	#jira UE-47079

Change 4048653 by Andrew.Rodham

	Sequencer: Automatic re-evaluation is now suppressed for external changes that modified only default values on channels

	  - The issue is that moving an object that is partially-keyed in sequencer, with auto-key off, will set default values for the non-keyed channels. Doing so will dirty the sequence, which causes a re-evaluation, which re-evalutes the keyed channels, which effectively undoes the external change.
	  - This is now fixed by suppressing the automatic re-evaluation for a specific signature of a specific sequence, if that is the only thing that has dirtied the sequence. Any subsequent changes to the sequence will cause a re-evaluation, and the suppression to be wiped.

	#jira UE-57519
	#jira UE-58487

Change 4048814 by Jamie.Dale

	Fixed syntax error if an enum had an unknown value

Change 4048819 by Jamie.Dale

	Fixed struct init functions having the wrong default values

Change 4048856 by JeanLuc.Corenthin

	- Removed LOD & collision functions from UEditorLevelLibrary
	- Created a new class, UEditorMeshLibrary, to hold onto functionalities related to StaticMeshes
	  - Added method to set LODs on a static mesh
	  - Added method to remove LODs from a static mesh
	  - Added method to get number of LODs on a static mesh
	  - Added method to get number of simple collisions onto a static mesh
	  - Added method to get number of convex collisions onto a static mesh
	  - Added method to add convex collision onto a static mesh
	  - Added method to remove all collisions onto a static mesh

	#jira UEENT-1232
	#jira UEENT-1233

Change 4048961 by Jamie.Dale

	Improved formatting of output parameters in doc strings

	#jira UETOOL-1376

Change 4048988 by Jamie.Dale

	Fixed context leakage between the console and files, and import "unreal" by default now in the console

	#jira UETOOL-1379

Change 4049912 by Max.Chen

	Sequence Recorder: Minor recording group name improvements.
	- Initialize newly created actor group with existing actor group's base path.
	- When duplicating, use the current group's name as the base.
	- When typing in a name, if it fits the group format, the name should be allowable if it doesn't conflict with existing group names/assets.

Change 4049934 by Andrew.Rodham

	Sequencer: Minor clean-up of sequencer interfaces and overloads

	  - Replaced remaining instances of void* with FMovieSceneChannel* now that we mandate a common base class
	  - Changed remaining explicit calls to SetDefault to SetChannelDefault overload so it works correctly with the SupportsDefaults trait
	  - Exposed ability to manually implement an ISequencerChannelInterface rather than using the default templated one

Change 4050608 by conan.reis

	Was getting link error about use of FFrameTime in  ULevelSequencePlaybackController::PlayFromBeginning() in the VirtualCamera plugin so added TimeManagement to its dependant modules so it compiles again.

Change 4050899 by Max.Chen

	Sequencer: Allow actor components for synchronization

	#jira UE-58468

Change 4050900 by Max.Chen

	Sequence Recorder: Don't create a spawn section if the object is a possessable

	#jira UE-58272

Change 4050904 by Max.Chen

	Curve Editor: Fix for evaluation a section of time when one key is non-weighted and the other is weighted.  What we do is evaluate them both as being weighted, but we don't have the weight value for the non-weighted tangent. The weight of the non-weighted tangent is implicilty 1/3rd the distance between the two points, so we just calculate that if needed.

	#jira UE-58573

Change 4050905 by Max.Chen

	Curve Editor: When calculating vertical extents find feature points where slopes are zero and check them in addition to the keys if the curve is cubic. Curves now fit correclty vertically.

	Also changed fudge to 5% from 10% to match up old editor. Tighter fits seems better.

	#jira UE-58571

Change 4050972 by James.McNatton

	Added functions to ISequenceRecorder
	- Calling StartRecording with an empty array now triggers recording without clearning queued recordings
	- Added function to queue an actor to be recorded
	- Added function to check the next take number for a given actor when using groups

Change 4050994 by James.McNatton

	Bug fixes for Virtual Camera
	- Preset menu now shows dates in the timestamp
	- Resetting offsets now alerts the system to update UI

Change 4051431 by David.Hibbitts

	Added a component and blueprint library to access LiveLink data in blueprints which also works in editor.
	Deprecated LiveLink Driven component

	#jira UESP-577

Change 4051475 by Patrick.Boutot

	Rename EditorMeshLibrary
	Merge AssetScriptingUtilititesEditor with EditorScriptingUtilities. Add Redirects.

Change 4051558 by Patrick.Boutot

	EngineCustomTimeStep returns true when we also want to perform the default engine code.

Change 4052106 by Andrew.Rodham

	Sequencer: Adding an example that creates a sequence out of the current editor selection

Change 4052205 by Anousack.Kitisa

	Fixed selected asset paths referenced by selected actors when using context Shotgun menu.
	Added function to retrieve the work area directory for Shotgun.

	#jira UEENT-1220

Change 4052951 by James.McNatton

	Virtual Camera Sequence Recorder updates to integrate new take system
	- Takes no longer display unless sequence recorder has a group selected
	- Adjusted fix to packaging error
	- FPS value will no longer appear if sequence recorder isn't available

Change 4053130 by mason.seay

	Updated Game Mode Override

Change 4053273 by James.McNatton

	Virtual Camera cleanup adjustments

Change 4053627 by Max.Chen

	Sequencer: Disable bind sequencer to PIE/simulate while recording.

Change 4053628 by Max.Chen

	Sequence Recorder: Fix target animation not persisting

	#jira UE-58508

Change 4053871 by Max.Chen

	Image Plate: Fix icon path

Change 4054370 by Patrick.Boutot

	Remove LiveLink warning. Create base a class for FLiveLinkFrameRate as suggested in GenericPlatformCompilerPreSetup.h

Change 4054447 by Darren.Pegg

	AJA low level device API
	Blackmagic low level API
	MediaIOCore changes to support AJA/Blackmagic changes
	AJA Module converted to use MediaIOCore
	Blackmagic Module changes for MediaIOCore
	Blackmagic/AJA Binary files

Change 4054769 by Patrick.Boutot

	Packaging error issue introduce with CL 4054370.

	#jira UE-58749

Change 4055443 by Max.Chen

	Sequencer: Fix crash in adding filler shot

	#jira UE-58767

Change 4056577 by JeanMichel.Dignard

	Fixed crash with automation tests.
	We would bind the default UEditorEngine to Automation and on map load, it would call PIE on GEditor but with recent changes, PIE is called on this and the default UEditorEngine is not initialized so it would crash with a null GameViewportClass. Now we'll bind Automation on UEditorEngine InitializeObjectReferences so that we're in a good state and it's only called for GEditor.

	#jira UE-58792

Change 4057238 by Jamie.Dale

	Fixed crash when renaming Python generated classes or structs

Change 4058435 by Jamie.Dale

	Fixed lingering exception state when converting a dict to a struct

Change 4058486 by mason.seay

	Removed remote.host call from map

[CL 4060164 by JeanMichel Dignard in Main branch]
2018-05-09 10:24:50 -04:00
Marcus Wassmer
25eed01c13 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614)
#lockdown Nick.Penwarden

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

Change 3774677 by Arne.Schober

	DR - Deprecated SetLocal from the RHICmdlist
	Fixed some unnecessary PSO collisions.

Change 3809579 by Chris.Bunner

	Back out changelist 3774677.

	#jira UE-53483

Change 3810363 by Mark.Satterthwaite

	More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible.

	This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere.

Change 3810407 by Marcus.Wassmer

	PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster)

Change 3810676 by Guillaume.Abadie

	Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size.

Change 3810696 by Guillaume.Abadie

	Adds support for #include "../MyFile.ush" in the shader compiler.

Change 3810698 by Guillaume.Abadie

	Implements enum class based shader permutation dimension.

Change 3810699 by Guillaume.Abadie

	Implements Diaphragm DOF ground work.

Change 3811536 by Guillaume.Abadie

	Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF.

Change 3811958 by Mark.Satterthwaite

	More fixes for mtlpp.

Change 3811964 by Mark.Satterthwaite

	Only views onto a mtlpp::Buffer should return a valid parent-buffer.

Change 3812604 by Guillaume.Abadie

	Changes Diaphragm DOF's source file layout.

Change 3812827 by Mark.Satterthwaite

	More missing/broken functionality in mtlpp fixed and fixed obvious leaks.

Change 3812920 by Guillaume.Abadie

	Adds support for per mip level UAV in FSceneRenderTarget.

Change 3812926 by Mark.Satterthwaite

	Change the way we handle mtlpp resource construction to avoid leaks.

Change 3812960 by Rolando.Caloca

	DR - vk - Disable DFGI

Change 3812968 by Rolando.Caloca

	DR - Linker fix

Change 3813318 by Mark.Satterthwaite

	Fix linear texture allocation from a buffer sub-view.

Change 3813326 by Mark.Satterthwaite

	Fix another Metal mtlpp sub-buffer allocation failure.

Change 3813328 by Guillaume.Abadie

	Removes global samplers in TAA for GL4, Vulkan and Switch.

Change 3813937 by Rolando.Caloca

	DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on

Change 3813947 by Rolando.Caloca

	DR - noshaderworker should override r.XGEShaderCompile

Change 3817017 by Uriel.Doyon

	Fixed texture editor black screen
	#jira UE-53653

Change 3818568 by Rolando.Caloca

	DR - Fix log when shader jobs crash
	- Move log10 to common
	- Added COMPILER_VULKAN define

Change 3818603 by Uriel.Doyon

	Fix to static analysis warning

Change 3818623 by Rolando.Caloca

	DR - Workaround hlslcc loop unrolling bug

Change 3819070 by Uriel.Doyon

	Fix to stat duplication.

Change 3819105 by Uriel.Doyon

	Refactored volume sample shader to avoid using texture dimension.

Change 3819136 by Rolando.Caloca

	DR - vk - Per platform files (empty)

Change 3819180 by Rolando.Caloca

	DR - vk - Move defines out of config into per platform

Change 3819247 by Rolando.Caloca

	DR - vk - Remove more defines into platform settings

Change 3819318 by Rolando.Caloca

	DR - vk - Fixes for linking

Change 3819868 by Rolando.Caloca

	DR - vk - Linux & Android fixes

Change 3819873 by Guillaume.Abadie

	Adds support for PermutationId on r.DumpShaderDebugInfo=1

Change 3819940 by Rolando.Caloca

	DR - vk - Fix Linux issues

Change 3819956 by Rolando.Caloca

	DR - vk - Invalid check

Change 3819961 by Michael.Lentine

	Hide attributes when plugin is not present

Change 3819980 by Rolando.Caloca

	DR - vk - Standard validation always

Change 3820039 by Rolando.Caloca

	DR - vk - Fix invalid ensure

Change 3820326 by Rolando.Caloca

	DR - vk - Linux compile fix

Change 3820422 by Michael.Lentine

	Add back GBufferAO.

Change 3820433 by Rolando.Caloca

	DR - Fix D3D12 crash on 20 thread (10x2 cores) machines

Change 3821677 by Rolando.Caloca

	DR - vk - Win32 compile fix

Change 3821961 by Rolando.Caloca

	DR - Vulkan uses real UB by default on non-Android

Change 3821968 by Rolando.Caloca

	DR - vk - Update glslang 1.0.65.1

Change 3821969 by Uriel.Doyon

	Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME.

Change 3821983 by Rolando.Caloca

	DR - vk - Change to static array (0.1ms on 10k draw calls)

Change 3824141 by Rolando.Caloca

	DR - vk - Fix static analysis
	- Bumped up some (c) 2017->2018

Change 3824355 by Rolando.Caloca

	DR - vk - Accessor to find out if a cmd buffer has been submitted

Change 3824420 by Rolando.Caloca

	DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs

Change 3824463 by Rolando.Caloca

	DR - Removed dummy ensure for D3D12

Change 3824609 by Rolando.Caloca

	DR - vk - Linux compile fix

Change 3826074 by Mark.Satterthwaite

	Start IMP-caching the various descriptor types in mtlpp.

Change 3826098 by Rolando.Caloca

	DR - vk - Dump layer compile fixes

Change 3826113 by Rolando.Caloca

	DR - vk - Missing dump functions

Change 3826302 by Rolando.Caloca

	DR - vk - Compile fix
	- Change dump handles to %p

Change 3826635 by Mark.Satterthwaite

	Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler.

Change 3827072 by Mark.Satterthwaite

	Switch some more mtlpp descriptors over to IMPTables from objc_msgSend.

Change 3827909 by Guillaume.Abadie

	Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass.

Change 3827952 by Guillaume.Abadie

	Updates copy right to year 2018 on diaphragm DOF's new files.

Change 3828055 by Rolando.Caloca

	DR - vk - Rename in prep for changes

Change 3828229 by Guillaume.Abadie

	Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map.

Change 3828427 by Guillaume.Abadie

	Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation.

Change 3829979 by Guillaume.Abadie

	Fixes a color NaN source in diaphragm DOF's TAA pass.

Change 3830116 by Rolando.Caloca

	DR - vk - Fix GPU queries/frame time on old system
	- New system in place, disabled temporarily

Change 3830169 by Rolando.Caloca

	DR - vk - Fix async pso creation crash

Change 3830193 by Rolando.Caloca

	DR - vk - CPU RHI thread improvement

Change 3830291 by Guillaume.Abadie

	Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller.

Change 3830300 by Rolando.Caloca

	DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h

Change 3830589 by Mark.Satterthwaite

	In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change.

Change 3830793 by Mark.Satterthwaite

	Fix a small number of bugs introduced with the mtlpp descriptor and table caching.

Change 3831491 by Jian.Ru

	Fix driver version unknown
	#jira UE-53688

Change 3832335 by Rolando.Caloca

	DR - vk - Change include

Change 3832550 by Rolando.Caloca

	DR - vk - Occlusion query rewrite WIP

Change 3832589 by Rolando.Caloca

	DR - vk - Minor refactor to pools in prep for timestamps

Change 3832618 by Rolando.Caloca

	DR - vk - Do not block timestamp queries

Change 3832636 by Rolando.Caloca

	DR - vk - Fix old timestamp queries

Change 3833138 by Rolando.Caloca

	DR - vk - Fix timestamp queries

Change 3833249 by Rolando.Caloca

	DR - vk - Test lock

Change 3833667 by Rolando.Caloca

	DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled)

Change 3833907 by Daniel.Wright

	Fixed NextStartOffset UAV index out of bounds

Change 3833918 by Daniel.Wright

	D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox.  The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.

Change 3834852 by Rolando.Caloca

	DR - vk - Missing file

Change 3834858 by Guillaume.Abadie

	Implements r.DOF.MinimalFullresBlurringRadius

Change 3834979 by Rolando.Caloca

	DR - vk - Fix

Change 3836117 by Rolando.Caloca

	DR - vk - Update to 1.0.65.1

Change 3836122 by Rolando.Caloca

	DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer
	- Added new error codes/messages

Change 3836421 by Mark.Satterthwaite

	For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C.

Change 3836896 by Uriel.Doyon

	Fixed concurrency and exit issues  around d3d12 pipeline states on windows.

Change 3837385 by Rolando.Caloca

	DR - vk - Dump memory on OOM

Change 3837427 by Rolando.Caloca

	DR - vk - Change some arrays to array views

Change 3837800 by Guillaume.Abadie

	Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0.

Change 3838128 by Rolando.Caloca

	DR - vk - Support for non-cached memory types

Change 3838540 by Guillaume.Abadie

	Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability.

Change 3838731 by Rolando.Caloca

	DR - vk - Descriptor pools per command buffer pool (turned off)

Change 3838961 by Rolando.Caloca

	DR - vk - Use ring buffer for per frame uniform buffers
	- Enable descriptor pools per layout recycled per command buffer

Change 3839087 by Rolando.Caloca

	DR - vk - Compile fixes for Android

Change 3839106 by Marcus.Wassmer

	PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema)


Change 3839252 by Mark.Satterthwaite

	Fix mtlpp::Resource move operators.

Change 3839426 by Marcus.Wassmer

	Duplicate 380972
	Make PC GPU Benchmarks more reliable

Change 3840041 by Guillaume.Abadie

	Fixes shader compilation failure in TAA with alpha channel through post processing support.

Change 3840257 by Chris.Bunner

	Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket.

Change 3840308 by Rolando.Caloca

	DR - vk - Support for UB & non-UB on emulation mode

Change 3840586 by Rolando.Caloca

	DR - Copy 3840577
	Fix for CPUs with more than 16 cores

Change 3840671 by Rolando.Caloca

	DR - vk - Copy from 3840663
	Fix for layout ensure on HMD projects on Vulkan

Change 3840980 by Rolando.Caloca

	DR - vk - Android compile fixes

Change 3841989 by Guillaume.Abadie

	Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time.

Change 3842216 by Guillaume.Abadie

	Fixes DDOF's foreground alpha channel.

Change 3842217 by Guillaume.Abadie

	Implements r.DOF.MaximalForegroundBlurringRadius

Change 3842353 by Guillaume.Abadie

	Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0

Change 3842747 by Rolando.Caloca

	DR - vk - Missing use of GPoolSizeVRAMPercentage
	- Support for smaller allocations if page size is not available

Change 3842791 by Rolando.Caloca

	DR - vk - Use 95% of available GPU memory to handle some fragmentation

Change 3843690 by Guillaume.Abadie

	Fixes diaphragm DOF's foreground after all this refactoring.

Change 3844439 by Guillaume.Abadie

	Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation.

Change 3844946 by Mark.Satterthwaite

	rd_route v1.1.1 with attached TPS approval.

	For macOS function interposition which is useful for debugging and the occasional workaround.

Change 3845164 by Mark.Satterthwaite

	Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate.

	We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem.

Change 3845849 by Marcus.Wassmer

	Fix clang and some normal refactor errors

Change 3846026 by Rolando.Caloca

	DR - vk - Descriptor set allocation scheme rewrite
	- Type hash for each pool
	- Desc sets Pool on device

Change 3846169 by Rolando.Caloca

	DR - vk - Remove old code for non-layout descriptor set pools

Change 3846205 by Mark.Satterthwaite

	Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha.

Change 3846346 by Arne.Schober

	DR - Missing Vector instructions

Change 3847037 by Arne.Schober

	DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer.
	Fixed MorphTarget Skincache Offset mixxup

Change 3847275 by Marcus.Wassmer

	Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering)

Change 3847464 by Rolando.Caloca

	DR - vk - Fix static analysis warning

Change 3847707 by Michael.Lentine

	Only use MorphTargetOffset when the shader enables morph targets.

Change 3848533 by Richard.Wallis

	Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs.  SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader.

	#jira UE-51716

Change 3848625 by Richard.Wallis

	Compile Fix

Change 3848725 by Rolando.Caloca

	DR - Remove use of Build/SetLocalGraphicsPipelineState

Change 3848797 by Rolando.Caloca

	DR - Deprecate Build/SetLocalGraphicsPipelineState

Change 3849237 by Arne.Schober

	DR - AddCustom Ver for ModelVertex Serialization

Change 3851247 by Rolando.Caloca

	DR - vk - Util functions

Change 3851523 by Arne.Schober

	DR - Update Reflection Comparission shot from the BuildFarm.

Change 3851859 by Rolando.Caloca

	DR - vk - Skip loader

Change 3851889 by Krzysztof.Narkowicz

	Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case.

	#jira UE-51512

Change 3852181 by Rolando.Caloca

	DR - vk - Linux compile fix

Change 3852547 by Uriel.Doyon

	Fixed Pre-Exposure shader compilation and Temporal AA issue.

	#jira UE-54276

Change 3852637 by Arne.Schober

	DR - Fixing Normal Automated Test Result

Change 3853167 by Richard.Wallis

	AvfPlayer - support for streaming media.  Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid  the memory corruption.

	#jira UE-35637

Change 3853447 by Chris.Bunner

	Fixing typos.

Change 3853645 by Krzysztof.Narkowicz

	Fixed light functions on subsurface materials
	Removed strange code from blending between static and dynamic shadows

	#jira UE-50275

Change 3853660 by Rolando.Caloca

	DR - Fix OpenGL overwriting texture samplers on forward renderer

Change 3853945 by Mark.Satterthwaite

	Duplicate #3831616

	Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error.

	#jira UE-53720

Change 3853966 by Mark.Satterthwaite

	Duplicate #3835852

	Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
	- The control points idnex buffer shouldn't collide with anything else.
	- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.

	#jira UE-53851

Change 3854250 by Uriel.Doyon

	Fix fbx automation tests

Change 3854736 by Uriel.Doyon

	Added a tooltip to the EV100 slider in the exposure menu.
	Using game settings now disables the slider.
	#jira UE-53945

Change 3855047 by Jian.Ru

	Fix DFAO getting NANs when samples out of ViewRect
	#jira UE-54403

Change 3858197 by Krzysztof.Narkowicz

	View frustum shadow caster culling for pointlights/spotlights

	#jira UE-54381

Change 3860081 by Krzysztof.Narkowicz

	Tighter bounding sphere for a spotlight
	Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights
	Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds

	#jira UE-54258

Change 3860324 by Mark.Satterthwaite

	Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings.

Change 3860945 by Arne.Schober

	DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.

	#jira UE-54587

Change 3861129 by Jian.Ru

	Prevent distance culled objects from casting distance field direct shadows
	#jira UE-54533

Change 3861502 by Jian.Ru

	Exclude distance culled objects from DFAO calculation
	#jira UE-54533

Change 3862243 by Krzysztof.Narkowicz

	Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box

Change 3863476 by Krzysztof.Narkowicz

	Added BuildReflections option to ResavePackages commandlet

	#jira UE-54581

Change 3863717 by Rolando.Caloca

	DR - vk - Missed using pipeline cache on compute PSOs

Change 3865332 by Arne.Schober

	DR - Fix UE-52356 Bone Weight

Change 3866220 by Rolando.Caloca

	DR - vk - Fixed GetNativeResource missing on textures
	- Added support for -preferNvidia|AMD|Intel
	- Added VulkanRHIBridge.h
	- Minor fixes

Change 3866222 by Rolando.Caloca

	DR - vk - Missed file

Change 3866951 by Krzysztof.Narkowicz

	Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.

	#jira UE-53640

Change 3867231 by Guillaume.Abadie

	Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry.

Change 3867233 by Guillaume.Abadie

	Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2

Change 3867594 by Daniel.Wright

	Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup
	Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow
	Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors

Change 3870048 by Daniel.Wright

	Cleaned up formatting in TranslucentRendering from merges

Change 3870106 by Krzysztof.Narkowicz

	Fixed some FArchive Tell()/Seek() 64bit->32bit truncations

Change 3870211 by Rolando.Caloca

	DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line

Change 3870225 by Rolando.Caloca

	DR - vk - Some platforms do not use a standard swapchain

Change 3870267 by Arne.Schober

	DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
	Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary

Change 3870647 by Daniel.Wright

	Moved FogRendering.h to Renderer

Change 3872130 by Krzysztof.Narkowicz

	Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI

	Merging GitHub Pull request #4459
	"When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials."

	#jira UE-54616

Change 3872145 by Rolando.Caloca

	DR - vk - Optional SupportsMarkersWithoutExtension

Change 3872404 by Uriel.Doyon

	Added some guards when streaming virtual textures.
	Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice.
	Fixed bad mipmap generation with UCanvasRenderTarget2D.

Change 3872507 by Arne.Schober

	Back out changelist 3870267

Change 3874176 by Ben.Marsh

	IncludeTool: Add an flag to prevent scanning source files for exported symbols.

Change 3874935 by Krzysztof.Narkowicz

	Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized.
	#jira UE-54656

Change 3875710 by Daniel.Wright

	Renamed uniform buffer member macros to be much shorter for readability

Change 3876665 by Guillaume.Abadie

	Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones.

Change 3876666 by Guillaume.Abadie

	Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity.

Change 3876677 by Guillaume.Abadie

	Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass.

Change 3876680 by Guillaume.Abadie

	Cherry-pick 3872357: Oups... fixes build...

Change 3876683 by Guillaume.Abadie

	Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass.

Change 3876687 by Guillaume.Abadie

	Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering.

Change 3876690 by Guillaume.Abadie

	Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance.

Change 3876694 by Guillaume.Abadie

	Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation.

Change 3876695 by Guillaume.Abadie

	Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event.

Change 3876783 by Rolando.Caloca

	DR - Static analysis fix

Change 3876845 by Guillaume.Abadie

	Implements USceneCaptureComponent::ProfilingEventName

Change 3877197 by Rolando.Caloca

	DR - vk - OQ fixes (disabled)

Change 3877428 by Krzysztof.Narkowicz

	Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426):
	-The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls
	-Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature.
	-Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables)
	-The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library.
	-Letterboxing is now removed during multi-part capture, d'oh.
	-Tiled shots are taken at full resolution even if ScreenPercentage < 100
	-SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts
	-Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots.
	#jira UE-54244
	#4426

Change 3879086 by Krzysztof.Narkowicz

	Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world

Change 3879090 by Guillaume.Abadie

	Fixes tones of regressions on diaphragm DOF's recombine passes.

Change 3879198 by Rolando.Caloca

	DR - vk - Support for real uniform buffers on Android platforms

Change 3879993 by Krzysztof.Narkowicz

	-Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData
	-Fixed FSerializationHistory bug, when trying to serialize 0 bytes
	#jira UE-43203

Change 3881462 by Guillaume.Abadie

	Implements full res DOF's setup pass for cheaper full res gathering in recombine pass.

Change 3881524 by Krzysztof.Narkowicz

	Fixed compilation by removing FTickableEditorObject from FPreviewScene

Change 3881724 by Chris.Bunner

	Static analysis fix.

	#jira UE-54762

Change 3881861 by Rolando.Caloca

	DR - vk - Fix layout warning when generating mip chain

Change 3881864 by Rolando.Caloca

	DR - Use render passes on HZB

Change 3882236 by Yuriy.ODonnell

	IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting.

	#jira UE-42534
	#github 3326

Change 3882325 by Guillaume.Abadie

	Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability.

Change 3882340 by Rolando.Caloca

	DR - vk - Fix api dump

Change 3882430 by Rolando.Caloca

	DR - vk - KHR_maintenance2

Change 3882563 by Rolando.Caloca

	DR - Add depth-stencil access mode to PSO initializer

Change 3882929 by Rolando.Caloca

	DR - vk - Proper fix for maintenance extension macros

Change 3883087 by Mark.Satterthwaite

	Allow disabling VSync in windowed mode for macOS 10.13.4+ and above.

Change 3883597 by Guillaume.Abadie

	Collapses full and half res DOF setup passes together.

Change 3883702 by Guillaume.Abadie

	Fixes mac's build.

Change 3884747 by Uriel.Doyon

	Fix for static analysis warning

Change 3884975 by Rolando.Caloca

	DR - vk - Move some platform defines to platform properties

Change 3884988 by Rolando.Caloca

	DR - vk - Make an override per platform

Change 3885832 by Rolando.Caloca

	DR - vk - Cosmetic change to group similar members

Change 3885891 by Rolando.Caloca

	DR - vk - Some _RenderThread functions to avoid stalls

Change 3886044 by Rolando.Caloca

	DR - Added RHI api _RenderThread version of
	RHICreateTextureReference
	RHICreateShaderLibrary
	RHICreateRenderQuery

Change 3886560 by Guillaume.Abadie

	Fixes strong aliasing on TAAU's fast shader permutation.

	This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.

Change 3886749 by Guillaume.Abadie

	Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation.

	Only used in hybrid scattering for now.

Change 3886750 by Guillaume.Abadie

	Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh.

Change 3886752 by Rolando.Caloca

	DR - Fix metal static analysis

Change 3887460 by Uriel.Doyon

	Fixed to more static analysis warning.

Change 3888201 by Rolando.Caloca

	DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass
	- Fixed bad layout on rendering back buffer

Change 3888209 by Rolando.Caloca

	DR - vk - Unity compile fix

Change 3888254 by Rolando.Caloca

	DR - vk - Fix async texture layout

Change 3888893 by Guillaume.Abadie

	Simulates bokeh in DOF's slight out of focus.

Change 3889085 by Guillaume.Abadie

	Fixes DOF's reduce pass sampling outside viewport.

Change 3889924 by Rolando.Caloca

	DR - vk - Skip seemingly bad validation error

Change 3890573 by Daniel.Wright

	Only initialize FDiaphragmDOFGlobalResource in Feature Level 5

Change 3890590 by Arne.Schober

	DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.

	#jira UE-55063

Change 3890638 by Arne.Schober

	DR - Better fix for Paper2d which honors batching

	#jira UE-55063

Change 3891099 by Krzysztof.Narkowicz

	1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request
	#jira UE-54985
	#4485

Change 3891234 by Krzysztof.Narkowicz

	Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request
	#jira UE-55121

Change 3891407 by Rolando.Caloca

	DR - vk - Set vendor id earlier

Change 3891417 by Rolando.Caloca

	DR - vk - Missing layout transitions

Change 3891718 by Arne.Schober

	DR - Do not recreate one Frame Resource for dynamic draws

	#jira UE-55063

Change 3891925 by Yuriy.ODonnell

	Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.

	NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.

	The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.

	The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.

	Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).

	#jira UE-53065

Change 3891987 by Rolando.Caloca

	DR - vk - Support for dedicated allocations

Change 3892339 by Jian.Ru

	Fix a crash when tessellation shaders are used in dx12
	#jira UE-55127

Change 3892528 by Rolando.Caloca

	DR - vk - Update Linux headers

Change 3892867 by Rolando.Caloca

	DR - vk - Don't create swapchain if not needed

Change 3893416 by Guillaume.Abadie

	Implements bokeh simmulation on foreground and background gather.

Change 3893732 by Chris.Bunner

	GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset.

	#jira UE-53404

Change 3893868 by Guillaume.Abadie

	Allocates diaphragm DOF's buffers and structered buffer only on supported platforms.

Change 3893917 by Chris.Bunner

	Potential fix for CIS.

Change 3893933 by Chris.Bunner

	Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now.

Change 3894218 by Rolando.Caloca

	DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator

Change 3894579 by Arne.Schober

	RT - Fix assert not in RenderingThread from Triangle Renderer.
	#jira UE-55247

Change 3894724 by Rolando.Caloca

	DR - vk - New API for batching barriers

Change 3894909 by Arne.Schober

	DR - Fix crash in Speedtree wind where Renderdata is unavailable
	#jira UE-54544

Change 3895414 by Rolando.Caloca

	DR - Add a configurable threshold for SCWs time outs

Change 3896429 by Marcus.Wassmer

	Allow variable frame-latency delay in FrameGrabber frames.  For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU.

Change 3896495 by Marcus.Wassmer

	Set pointer properly
	Fix CIS

Change 3897253 by Guillaume.Abadie

	Fixes CIS warning in diaphragm DOF

Change 3899179 by Guillaume.Abadie

	Implements background hybrid scatter occlusion for diaphragm DOF.

Change 3903654 by Rolando.Caloca

	DR - vk - Rework dump layer to allow other layers

Change 3903766 by Rolando.Caloca

	DR - vk - More wrappers

Change 3904025 by Rolando.Caloca

	DR - vk - More wrappers

Change 3904342 by Rolando.Caloca

	DR - vk - Track image resources & callstacks

Change 3904346 by Rolando.Caloca

	DR - vk - Copy fix from 4.19 for flickering grass

Change 3904510 by Rolando.Caloca

	DR - vk - Compile fix

Change 3904914 by Daniel.Wright

	[Integrate] Fixed PS4 transitions with forward shading

Change 3904916 by Daniel.Wright

	[Integrate] Fixed PS4 transitions with occlusion queries

Change 3905975 by Rolando.Caloca

	DR - vk - Missing wrappers

Change 3905977 by Rolando.Caloca

	DR - vk - Missed file

Change 3907829 by Rolando.Caloca

	DR - Move depth bounds to the PSO

Change 3907832 by Rolando.Caloca

	DR - vk - Prep for delaying transitions

Change 3907834 by Rolando.Caloca

	DR - vk - Fix for depth stencil issues/validation errors

Change 3907967 by Rolando.Caloca

	DR - vk - Linux compile

Change 3908093 by Rolando.Caloca

	DR - vk - Fix depthstencil layout on descriptors

Change 3908393 by Rolando.Caloca

	DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series

Change 3908401 by Rolando.Caloca

	DR - Do transitions outside render pass

Change 3908422 by Rolando.Caloca

	DR - vk - Fix transition state not getting stored

Change 3908735 by Guillaume.Abadie

	Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV.

	#jira UE-55317

Change 3908736 by Guillaume.Abadie

	Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU.

	#jira UE-55019

Change 3908753 by Guillaume.Abadie

	Lets the renderer layout the views in the internal render targets like it prefers.

Change 3909119 by Daniel.Wright

	Fix some static analysis warnings

Change 3911943 by Rolando.Caloca

	DR - vk - Fix for packaging Vulkan projects

Change 3912145 by Rolando.Caloca

	DR - vk - Fix layout on streaming textures

Change 3913029 by Rolando.Caloca

	DR - Fix missing transition

Change 3913048 by Rolando.Caloca

	DR - Fix for hlslcc

Change 3913054 by Rolando.Caloca

	DR - vk - Fix number of layers on barrier

Change 3913171 by Rolando.Caloca

	DR - vk - Fix for decal missing transition

Change 3913211 by Rolando.Caloca

	DR - vk - Add debug name to image tracking

Change 3913449 by Rolando.Caloca

	DR - vk - Restore transition

Change 3913466 by Rolando.Caloca

	DR - Fix Vulkan EngineTest

Change 3913537 by Rolando.Caloca

	DR - vk - Fixes independent samplers & textures (contributed by AMD)

Change 3913548 by Rolando.Caloca

	DR - vk - Warning fix

Change 3913691 by Rolando.Caloca

	DR - vk - Fixes for parallel (wip)

Change 3914656 by Rolando.Caloca

	DR - vk - Fix bug when using separate samplerstates and textures

Change 3914730 by Rolando.Caloca

	DR - vk - Bump version

Change 3914764 by Rolando.Caloca

	DR - vk - Don't crash on exit

Change 3915532 by Rolando.Caloca

	DR - vk - Parallel context fixes

Change 3915589 by Rolando.Caloca

	DR - vk - Hoist and rename transition and layout manager class out of the context

Change 3915592 by Rolando.Caloca

	DR - Fix gpu marker name

Change 3917607 by Rolando.Caloca

	DR - vk - Fix depth bounds on Vulkan

Change 3917609 by Rolando.Caloca

	DR - vk - Fix static analysis

Change 3917616 by Rolando.Caloca

	DR - Fix D3D11 initialization

Change 3920569 by Rolando.Caloca

	DR - vk - Prep for layout mgr refactor

Change 3921023 by Rolando.Caloca

	DR - vk - Dump layer fixes

Change 3921623 by Rolando.Caloca

	DR - vk - Prep refactor for layouts
	- Dump now shows marker tree

Change 3922007 by Rolando.Caloca

	DR - vk - Fix extra allocation per draw call

Change 3922442 by Rolando.Caloca

	DR - vk - Detect potential issues

Change 3922470 by Rolando.Caloca

	DR - vk - Minor optimization

Change 3922482 by Rolando.Caloca

	DR - vk - More minor optimizations

Change 3923158 by Rolando.Caloca

	DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan

Change 3923486 by Rolando.Caloca

	DR - vk - Minor cpu optimizations

Change 3923505 by Rolando.Caloca

	DR - vk - Use bigger allocations for uniform buffers

Change 3923516 by Rolando.Caloca

	DR - vk - Android compile fix

Change 3923557 by Rolando.Caloca

	DR - vk - Cache descriptorset layouts, refactor duplicated code

Change 3923851 by Rolando.Caloca

	DR - vk - Linux compile fix

Change 3924153 by Rolando.Caloca

	DR - vk - Support for dynamic UBs

Change 3924193 by Rolando.Caloca

	DR - vk - Remove old per pso descriptor pools

Change 3924197 by Rolando.Caloca

	DR - vk - Remove unused global uniform buffer pool

Change 3924220 by Rolando.Caloca

	DR - vk - Wrap some unused classes in their define

Change 3924234 by Rolando.Caloca

	DR - vk - Show ring buffer wrapping messages

Change 3924243 by Rolando.Caloca

	DR - vk - Fix bad dynamic buffer

Change 3924902 by Rolando.Caloca

	DR - vk - Fix crash running infiltrator

Change 3925209 by Rolando.Caloca

	DR - vk - Fix bug with dynamic buffers
	- Remove old defines

Change 3925300 by Rolando.Caloca

	DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs)

Change 3925627 by Rolando.Caloca

	DR - vk - Move DynamicOffsets into the pipeline state

Change 3925834 by Rolando.Caloca

	DR - vk - Cache per stage information

Change 3925835 by Daniel.Wright

	Fixed DisplayName for UParticleModuleCollisionGPU

Change 3925897 by Rolando.Caloca

	DR - vk - Split update descriptors loop

Change 3926488 by Rolando.Caloca

	DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile

Change 3928168 by Guillaume.Abadie

	Cherry-pick 3917219: Implements r.DOF.RecombineQuality

Change 3928173 by Guillaume.Abadie

	Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled.

Change 3928216 by Rolando.Caloca

	DR - vk - Fix Android
	- Fix static analysis

Change 3929119 by Rolando.Caloca

	DR - vk - Rename some classes for clarity
	- Fix read-only cvar

Change 3929151 by Rolando.Caloca

	DR - vk - Rename class

Change 3930046 by Rolando.Caloca

	DR - Temp fix Vulkan flickering grass

Change 3930148 by Rolando.Caloca

	DR - vk - Only update dirty descriptors
	- Use dynamic descriptors for packed global uniform buffers

Change 3930998 by Guillaume.Abadie

	Packs shader permutation in different XGE submissions.

Change 3931079 by Rolando.Caloca

	DR - vk - Fixes for Android and non-real ubs platforms

Change 3931942 by Krzysztof.Narkowicz

	Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones

	#jira none

Change 3932819 by Daniel.Wright

	[Integrate] Scene Textures uniform buffer
	* Base Pass Uniform Buffer now contains a Scene Textures uniform buffer.  Previously the translucent base pass had to check ~40 loose scene texture parameters every draw.
	* FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer.  For most passes this is just FSceneTextureUniformParameters.
	* FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created.
	* Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them
	* Separate Mobile Scene Textures uniform buffer to silo the platform complexities

	Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters

	Removed per-frame material uniform expressions.  GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision.
	* Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp.

	Moved forward shading data into the Base Pass Uniform Buffer
	Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw
	Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw

	Fixed padding in nested uniform buffer structs
	Skip SRV members on Feature Level SM4 and below

Change 3932964 by Rolando.Caloca

	DR - vk - Renderdoc on Android

Change 3933095 by Daniel.Wright

	Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer.
	* Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface.  These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it.
	* Opaque materials can no longer use EyeAdaptation.

Change 3933096 by Daniel.Wright

	Better d3d11 assert message when a uniform buffer was not set by the renderer

Change 3933176 by Rolando.Caloca

	DR - vk - Prefer mailbox if available

Change 3933271 by Ryan.Vance

	#jira UE-55936
	Fixed missing referenced uniform bindings on AR pass-through camera shaders.

Change 3934000 by Guillaume.Abadie

	Fixes Win32 build in ShaderCompilerXGE.cpp

Change 3934299 by Guillaume.Abadie

	Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground.

Change 3934699 by Daniel.Wright

	Added bAffectDistanceFieldLighting to landscape

Change 3935190 by Daniel.Wright

	Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing

Change 3935606 by Daniel.Wright

	Removed LightmapPolicy::Set which was needed for vertex lightmaps
	Renamed FVertexFactory::Set to SetStreams to make it findable

Change 3936510 by Rolando.Caloca

	DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders

Change 3936545 by Richard.Wallis

	Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/

	Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture.

Change 3938061 by Daniel.Wright

	Vulkan: Added support for SRV's in Uniform Buffers

Change 3938123 by Daniel.Wright

	Vulkan: Slightly better assert for null resources in uniform buffer

Change 3939197 by Rolando.Caloca

	DR - vk - Disable custom memory mgmt

Change 3939677 by Rolando.Caloca

	DR - vk - Fix static analysis warning

Change 3939809 by Rolando.Caloca

	DR - vk - Fixes for async compute

Change 3939875 by Rolando.Caloca

	DR - vk - Support for -vktrace

Change 3939977 by Rolando.Caloca

	DR - vk - Skip a condition during gather UBs
	- Set up efficient compute async var
	- Fix validation cmd line

Change 3939982 by Rolando.Caloca

	DR - vk - Revert mipchain

Change 3939984 by Rolando.Caloca

	DR - vk - Remove unnecessary asserts

Change 3940082 by Rolando.Caloca

	DR - vk - Custom mem mgr

Change 3940475 by Rolando.Caloca

	DR - vk - Fix DFAO (indirect draw offset)

Change 3940555 by Rolando.Caloca

	DR - vk - Minor fixes

Change 3940675 by Rolando.Caloca

	DR - vk - Fix indirect type mismatch

Change 3941111 by Rolando.Caloca

	DR - Renderpass bGeneratingMips

Change 3941847 by Daniel.Wright

	Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before

Change 3941978 by Rolando.Caloca

	DR - vk - Minor fixes for presenting on compute queue

Change 3942074 by Rolando.Caloca

	DR - vk - Remove some RHI stalls
	- Fixed swap chain stat

Change 3943946 by Daniel.Wright

	Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles.

Change 3944065 by Daniel.Wright

	Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering

Change 3944158 by Daniel.Wright

	Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen

Change 3944865 by Rolando.Caloca

	DR - vk - Prep for render passes

Change 3945196 by Rolando.Caloca

	DR - Move render pass validate to cpp

Change 3945202 by Rolando.Caloca

	DR - vk - Some fixes for using real render passes

Change 3945357 by Rolando.Caloca

	DR - Fix bad condition

Change 3946295 by Yuriy.ODonnell

	Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction().
	This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593

Change 3946407 by Rolando.Caloca

	DR - vk - Prep for refactor

Change 3946648 by Rolando.Caloca

	DR - vk - Fixes for async compute (wip)

Change 3947299 by Rolando.Caloca

	DR - vk - FIx static analysis

Change 3948434 by Rolando.Caloca

	DR - vk - Fix exiting with parallel

Change 3948928 by Rolando.Caloca

	DR - vk - Fix enabling draw markers for tools

Change 3949021 by Rolando.Caloca

	DR - vk - Buffer tracking layer

Change 3949602 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3949757 by Rolando.Caloca

	DR - vk - Remove bogus parameter

Change 3949810 by Rolando.Caloca

	DR - vk - Move waits for cmd buffer

Change 3950270 by Guillaume.Abadie

	Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground.

Change 3950272 by Rolando.Caloca

	DR - vk - Minor refactor for semaphores

Change 3950279 by Guillaume.Abadie

	Oups... fixes build

Change 3950298 by Rolando.Caloca

	DR - vk - Gather wait semaphores in the cmd buffers

Change 3950371 by Rolando.Caloca

	DR - vk - fixes for async compute

Change 3950597 by Rolando.Caloca

	DR - vk - Fix for clip distance (fixes planar reflections)

Change 3951075 by Rolando.Caloca

	DR - vk - Fix for async compute

Change 3952524 by Guillaume.Abadie

	Some DOF enum refactoring.

Change 3955016 by Daniel.Wright

	Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package

Change 3955668 by Guillaume.Abadie

	Fixes a bug where full res coc buffer was computed even if not doing slight out of focus.

Change 3956722 by Guillaume.Abadie

	Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent.

Change 3959212 by Guillaume.Abadie

	Prefixes all DOF's shaders files with DOF keyword.

Change 3959705 by Guillaume.Abadie

	Optimises the DOF setup pass outputing half res and full res with LDS downsample.

Change 3959941 by Guillaume.Abadie

	Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes.

Change 3962273 by Rolando.Caloca

	DR - Fix typos

	#jira UE-56317
	PR #4586

Change 3962615 by Rolando.Caloca

	DR - vk - Compile fix

Change 3962949 by Rolando.Caloca

	DR - Fix DOFDownsample extension

Change 3962993 by Guillaume.Abadie

	Back out changelist 3962949

Change 3963016 by Guillaume.Abadie

	Adds missing DOFDownsample.usf

Change 3963041 by Rolando.Caloca

	DR - vk - Misc changes to help integrate

Change 3964293 by Guillaume.Abadie

	Fixes DOF's setup pass reading outside of the viewport.

Change 3964475 by Guillaume.Abadie

	Collapses DOF's hybrid scatter compilation passes into reduce passes.

Change 3964883 by Daniel.Wright

	Fixed 3d texture in uniform buffer on unsupporting RHI

Change 3964897 by Rolando.Caloca

	DR - Compile fixes

Change 3964914 by Guillaume.Abadie

	Fixes a bug on r.DOF.RecombineQuality=0

Change 3965153 by Guillaume.Abadie

	Fixes compile warning in D3D12Commands.cpp.

Change 3965814 by Rolando.Caloca

	DR - Prep for integration conflict resolve

Change 3965899 by Rolando.Caloca

	DR - Fix odd linkage issue

Change 3966072 by Rolando.Caloca

	DR - More prep for merge

Change 3966163 by Rolando.Caloca

	DR - Merge prep

Change 3966844 by Guillaume.Abadie

	Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can.

Change 3967116 by Rolando.Caloca

	DR - Compile fixes for integration

Change 3967273 by Rolando.Caloca

	DR - Use same path for mip generation

Change 3967277 by Rolando.Caloca

	DR - vk - Fix mips on cubemaps

Change 3967693 by Rolando.Caloca

	DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders

Change 3967851 by Rolando.Caloca

	DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2

Change 3968083 by Rolando.Caloca

	DR - Integration compile fixes

Change 3968240 by Rolando.Caloca

	DR - Shader compile fixes for integration

Change 3968270 by Rolando.Caloca

	DR - Fix for missing hash calculation

Change 3969426 by Rolando.Caloca

	DR - vk - Fix warning

Change 3969869 by Krzysztof.Narkowicz

	Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel.
	#jira none

Change 3969944 by Rolando.Caloca

	DR - Warning fix

Change 3970020 by Rolando.Caloca

	DR - Bump after integration

Change 3970052 by Rolando.Caloca

	DR - Fix for mobile

Change 3970236 by Daniel.Wright

	Causing decal shader to recompile to fix a merge bug

Change 3970270 by Daniel.Wright

	Bump shader version from merge

Change 3970339 by Olaf.Piesche

	Replace series of locks/unlocks with a single one for curve injection

	#tests QAGame

Change 3970390 by Rolando.Caloca

	DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters
	- Remove duplicate method for occlusion queries

Change 3970523 by Rolando.Caloca

	DR - Fix serialization of shaders

Change 3970533 by Arne.Schober

	DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between.

	#jira UE-56322

Change 3971160 by Guillaume.Abadie

	Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU.

Change 3971516 by Guillaume.Abadie

	Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.

	#jira UE-55353

Change 3971594 by Krzysztof.Narkowicz

	Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel.
	#jira UE-56321

Change 3971622 by Krzysztof.Narkowicz

	Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that.
	#jira UE-56171

Change 3974788 by Rolando.Caloca

	DR - Remove GSupportsGenerateMips

Change 3974789 by Rolando.Caloca

	DR - Remove bogus function

Change 3974986 by Rolando.Caloca

	DR - vk - Tracking fixes

Change 3974989 by Rolando.Caloca

	DR - vk - Don't submit dummy barriers

Change 3975075 by Olaf.Piesche

	Update for particle curve injection improvement, fixing ES2 problems

	#tests QAGame tm-shadermodels, various color curve tests in-editor

Change 3975957 by Uriel.Doyon

	Fixed invalid max texture resolution when using the bake material tools.

Change 3978471 by Daniel.Wright

	New cvar r.SkylightUpdateEveryFrame

Change 3978779 by Rolando.Caloca

	DR - Accessor for texture sizes

Change 3978797 by Rolando.Caloca

	DR - Clean up RHI CopyTexture API

Change 3978832 by Rolando.Caloca

	DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset

Change 3978836 by Rolando.Caloca

	DR - vk - Remove generate mips

Change 3979201 by Rolando.Caloca

	DR - vk - RHI CopyTexture. Uses general layout for generating mips

Change 3979204 by Rolando.Caloca

	DR - Use render passes and CopyTexture to generate mips

Change 3979592 by Rolando.Caloca

	DR - Warning fix

Change 3980855 by Krzysztof.Narkowicz

	Optimize bounding sphere radius after non-uniform scale by using bounding box extent.

	#jira UE-56227

Change 3981065 by Rolando.Caloca

	DR - vk - Fix bad layout

	#jira UE-56238

Change 3981346 by Rolando.Caloca

	DR - Copy from 3707257
	Support for not flushing compute jobs (r.D3D11.UAVFlushNV)

Change 3981347 by Rolando.Caloca

	DR - Copy from 3707257
	Don't flush between morph dispatched

Change 3981932 by Mark.Satterthwaite

	Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on.

Change 3982442 by Rolando.Caloca

	DR - Fix warning

Change 3982652 by Rolando.Caloca

	DR - vk - Signal semaphore cleanup

Change 3983917 by Richard.Wallis

	Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt:

	Fix for black flickering on first paint with weighted material landscape on Mac.  When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations.

	Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action.  Updated to include the other async functions.

Change 3984409 by Guillaume.Abadie

	Attempts to make static analysis happy again.

Change 3984435 by Nick.Bullard

	Checking in Performance Test level provided to us by Tor Frick based on UE-44841.
	This has been utilized for checking issues against Aftermath performance impact.
	The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode

Change 3985087 by Mark.Satterthwaite

	Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo.

Change 3985201 by Rolando.Caloca

	DR - Fix bad CopyTexture

Change 3985258 by Mark.Satterthwaite

	Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running  the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990.

	#jira UE-55756

Change 3986449 by Rolando.Caloca

	DR - vk - Update & consolidate Vulkan headers to 1.1.70.1
	Consolidate SDK into one

Change 3986571 by Guillaume.Abadie

	Makes PVS-Studio happy again in DOF.

Change 3987039 by Yuriy.ODonnell

	Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms.

	Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory.
	Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing).

	`r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical.
	`TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup.

Change 3987074 by Yuriy.ODonnell

	Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts.

Change 3987160 by Yuriy.ODonnell

	Added thread naming and ordering to the tracing profiler output

Change 3987331 by Mark.Satterthwaite

	Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees.

	#jira UE-46604

Change 3987754 by Mark.Satterthwaite

	Fix MetalRHI memory reporting in non-default path.

	PR #4568

Change 3988184 by Arciel.Rekman

	Linux: Fix editor OpenGL performance (UE-55960).

	- GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor.
	- We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits.
	- This change adds dynamically-managed per-thread cache for non-monolithic builds.

	#jira UE-55960

Change 3988394 by Rolando.Caloca

	DR - vk - Improve memory mgmt
	- Use 256MB pages for Device heap (or 1/8th if less).
	- Remove texture allocations not going through resource manager

Change 3988405 by Marcin.Undak

	Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman

Change 3988567 by Rolando.Caloca

	DR - vk - Support for packed global UBs on pci aperture heap

Change 3988668 by Rolando.Caloca

	DR - vk - Remove old comments

Change 3988956 by Marcin.Undak

	RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman

Change 3989161 by Yuriy.ODonnell

	Static analysis error fix

Change 3989196 by Guillaume.Abadie

	Fixes a crash in light shaft's TAA pass.

	#jira UE-57366

Change 3989207 by Yuriy.ODonnell

	Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact.

Change 3989469 by Rolando.Caloca

	DR - vk - Fix for bad index; fix for bad transition

Change 3989772 by Yuriy.ODonnell

	Implemented timestamp calibration on Vulkan

Change 3990040 by Marcus.Wassmer

	Aftermath enabled by default.
	Removed unnecessary warning for other vendors

Change 3990064 by Mark.Satterthwaite

	Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid.

Change 3990080 by Mark.Satterthwaite

	Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer.

Change 3990084 by Mark.Satterthwaite

	Get MetalStatistics compiling again.

Change 3990381 by Arciel.Rekman

	Bring back D3D12 in RecordPerformance.

Change 3991113 by Rolando.Caloca

	DR - Fix crash on RHI thread on mobile preview
	- Check RHI objects are not null in the PSO initializer

Change 3991191 by Ryan.Vance

	#jira UE-55952

	Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up.

Change 3991343 by Rolando.Caloca

	DR - Copy from 3911492
	UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform.

Change 3991375 by Mark.Satterthwaite

	Proper copyright assignment in the mtlpp debugger header.

Change 3993151 by Daniel.Wright

	Fix RTDF resource transition found by Rolando

Change 3993818 by Rolando.Caloca

	DR - Missed file

Change 3993923 by Krzysztof.Narkowicz

	Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread().
	FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left:
	1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates.
	2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr.
	3. This resulted in a StaticMeshComponent with stale RenderData pointer.

	#jira UE-54544

Change 3994033 by Rolando.Caloca

	DR - vk - Reworked layers & extensions, as we were not doing it properly
	- Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore

Change 3994275 by Mark.Satterthwaite

	Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI.

	#jira UE-57507

Change 3994365 by Mark.Satterthwaite

	Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled.

	#jira UE-57513

Change 3994382 by Rolando.Caloca

	DR - vk - Some missing locks during image tracking

Change 3994422 by Rolando.Caloca

	DR - vk - Remove bogus shader format

Change 3995530 by Rolando.Caloca

	DR - vk - Fix for crash when validation is enabled

Change 3995531 by Rolando.Caloca

	DR - vk - Fix static analysis

Change 3995532 by Rolando.Caloca

	DR - vk - Added support for r.Vulkan.SaveValidationCache

Change 3995610 by Uriel.Doyon

	Texture Streaming Changes and Fixes:
	- Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost").
	- Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests)
	- Dynamic components do not need to register to the streaming manager anymore.
	- Optimized dynamic component management by removing duplicate entries in the update list.
	- Added a pregarbage collect pass to the dynamic component management to optimize GC handling.
	- Added a budget reset logic whenever the scene requirements change significantly.
	- PIE worlds now have correct visibility information.
	- Fixed possible invalid memory access when processing the streaming manager slave views.
	- Refactored the incremental level texture data build to prevent new components from being unhandled.
	- Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached()
	- Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated.

	#jira none

Change 3995908 by Arciel.Rekman

	Fix compile errors when using new Vulkan queries.

Change 3995990 by Arciel.Rekman

	More compile fixes to new Vulkan queries.

	- MSVC did not catch this, clang did.

Change 3996101 by Rolando.Caloca

	DR - vk - Win32 compile fix

Change 3996323 by Mark.Satterthwaite

	Use the right include path to export the mtlpp headers.

	#jira UE-57507

Change 3996392 by Arciel.Rekman

	Vulkan: fix crash on start when using new queries.

	- CommandBufferManager was not yet set at that point and the code in queries relied on it.

Change 3996585 by Rolando.Caloca

	DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct.

Change 3998806 by Arciel.Rekman

	Fix Linux build (UE-57602).

	#jira UE-57602

Change 3998866 by Arciel.Rekman

	SubwaySequencer: fix old shader platform name.

Change 3998947 by Mark.Satterthwaite

	Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum.

	#jira UE-57577

Change 3998951 by Mark.Satterthwaite

	Fix last of the deprecation errors that I am aware of for macOS 10.12.

	#jira UE-57581

Change 3998984 by Mark.Satterthwaite

	Build mtlpp for iOS 9.0 not 9.3.

	#jira UE-57586

Change 3999065 by Rolando.Caloca

	DR - vk - Make sure we use version 1.0.0

	#jira UE-57521

Change 3999071 by Arne.Schober

	DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM.

	#jira UE-55433, UE-57361

Change 3999494 by Rolando.Caloca

	DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug
	- Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled

Change 4000197 by Krzysztof.Narkowicz

	Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data).
	#jira UE-54935

Change 4000305 by Yuriy.ODonnell

	Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath

	Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24).

	#jira UE-57579

Change 4000853 by Arciel.Rekman

	Linux: fix not calling CrashReportClient (UE-57678).

	#jira UE-57678

Change 4001504 by Rolando.Caloca

	DR - vk - Fix transition

Change 4002460 by Krzysztof.Narkowicz

	Toggle for contant shadow length in word space
	Exposed contact shadows to Blueprints
	#jira none

Change 4002608 by Rolando.Caloca

	DR - vk - Fix static analysis
	- Fix potential debug image tracking crash
	- Comment out unused methods

Change 4002615 by Rolando.Caloca

	DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini)
	Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set.
	PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set.

Change 4002640 by Rolando.Caloca

	DR - vk - Missing support for CVarDefaultBackBufferPixelFormat

Change 4002919 by Guillaume.Abadie

	Implements DOF's temporal upsampling pass for better dynamic resolution stability.

Change 4002984 by Guillaume.Abadie

	Integrates Sebastian Aaltonen's ALU optimisations for TAAU.

Change 4003112 by Olaf.Piesche

	Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches.

	#tests QAGame PerformanceTest and RenderTest map with various stats on and off

Change 4003159 by Mark.Satterthwaite

	Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released.

	#jira UE-57538

Change 4003287 by zachary.wilson

	Adding reflection capture content to TM-LightingScenarios

Change 4003395 by Arne.Schober

	DR - Fix unitzialised value when clicking Go To in the editor
	#jira UE-57048

Change 4003425 by Rolando.Caloca

	DR - vk - Fix for new occlusion queries

Change 4003530 by Arne.Schober

	DR - Disable GPU Benchmark in headless configurations

	#jira UE-57673

Change 4003717 by Rolando.Caloca

	DR - vk - Fix for depth not store, stencil store

Change 4003719 by Rolando.Caloca

	DR - Minor switch to render pass

Change 4003720 by Mark.Satterthwaite

	Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD.
	Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU.

	#jira UE-57659

Change 4003854 by Mark.Satterthwaite

	Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically.

	#jira UE-57576

Change 4004709 by Rolando.Caloca

	DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers

Change 4005149 by Guillaume.Abadie

	Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass.

Change 4005284 by Uriel.Doyon

	Resaved volume texture assets with proper engine version.

	#jira UE-57534

Change 4005286 by Guillaume.Abadie

	Reduces constant setup in DOF's gather pass.

Change 4005359 by Rolando.Caloca

	DR - vk - Fix annoying warning

Change 4005363 by Rolando.Caloca

	DR - Fix android not finding vulkan shaders

Change 4005457 by Rolando.Caloca

	DR - vk - Fix swapchain crash

Change 4005473 by Patrick.Kelly

	UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level

	Codde by Daniel
	Tested by Patrick

Change 4005474 by Rolando.Caloca

	DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB

Change 4005759 by Krzysztof.Narkowicz

	Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode.
	#jira UE-57743

Change 4005774 by Mark.Satterthwaite

	Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like.

	#jira UE-57750

Change 4005974 by Mark.Satterthwaite

	Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come.

	#jira UE-57083

Change 4006056 by Mark.Satterthwaite

	Remove the use of the PrimitiveType argument from Metal draw calls.

	#jira UE-57822

Change 4006139 by Mark.Satterthwaite

	- Move the render-pass functions into the MetalRHI implementation for later alteration.
	- Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation.

Change 4006215 by Mark.Satterthwaite

	Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation.

Change 4006394 by Mark.Satterthwaite

	In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal.

	#jira UE-57551

Change 4006493 by Mark.Satterthwaite

	MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can.

Change 4006495 by Daniel.Wright

	Integrate from Refactor branch
	* New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial.  Needed when falling back to default material, so that proxy and material resource match.
	* Local vertex factory uniform buffer

Change 4006851 by Brian.Karis

	Fix for joined charts forming an L to inflate both axii.

	Thanks to Jess Kube of The Coalition.

Change 4006852 by Brian.Karis

	Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures

Change 4006918 by Brian.Karis

	New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection.

	Not yet used by checked in code. WIP optimization.

Change 4007246 by Guillaume.Abadie

	Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator.

Change 4007291 by Guillaume.Abadie

	Exposes more DOF scalability settings.

Change 4007328 by Guillaume.Abadie

	Optimises DOF's half res only setup pass using gather4

Change 4007627 by Richard.Wallis

	Fix for when Magic Mouse cannot zoom in World Composition editor.  Missing default SNodePanel::OnMouseMove behaviour.  Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse.

	#jira UE-57030

Change 4007682 by Richard.Wallis

	No video when playing HLS streaming video on Mac.  2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams.  Now cache relevant details and handle zero frame rate.

	Notes:
	- Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment.
	- Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size.
	- Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point.

	#jira UE-56734

Change 4007731 by Rolando.Caloca

	DR - Disable byte buffers on non-hlsl based platforms

	#jira UE-57851

Change 4007741 by Rolando.Caloca

	DR - Disable byte buffers on hlslcc platforms

Change 4007782 by Mark.Satterthwaite

	Force Metal shaders, including the stdlib, to recompile.

Change 4007918 by Rolando.Caloca

	DR - vk - Some static asserts

Change 4008404 by Arciel.Rekman

	Do not crash on incompatible Vulkan drivers (UE-57521).

	#jira UE-57521

Change 4008442 by Daniel.Wright

	Better comments on ERHIFeatureLevel expectations

Change 4008494 by Arne.Schober

	DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor.

	#jira UE-57754

Change 4008730 by Mark.Satterthwaite

	After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer.

	#jira UE-57870

Change 4008949 by Brian.Karis

	Fix compile warning

Change 4008951 by Brian.Karis

	Added LTC LUT textures

Change 4009326 by Guillaume.Abadie

	Compiles out DOF's gathering bokeh simulation on platform other than desktop.

Change 4009380 by Krzysztof.Narkowicz

	Moved area light code before the contact shadows, so contact shadows use representative light's direction.
	Merged all contact shadows shader code.
	Contact shadows keep constant screen space length independent of FoV settings.
	Contact shadows for translucents.
	Contact shadows for eye.

Change 4009555 by Guillaume.Abadie

	Splits DOFCocTile.usf in two.

Change 4009999 by Yuriy.ODonnell

	MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument.

	Previously it was necessary to modify MallocaStomp.h and re-compile the engine.
	Currently supported platforms: Win64, Mac, Linux.

	Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize.

Change 4010288 by Rolando.Caloca

	DR - vk - Fix for vertex streams

Change 4010289 by Krzysztof.Narkowicz

	D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling.

	#jira UE-57510

Change 4010297 by Rolando.Caloca

	DR - vk - Remove some functions for android

Change 4010315 by Rolando.Caloca

	DR - vk - Remove create info macro

Change 4010451 by Rolando.Caloca

	DR - vk - Reuse samplers
	- Infiltrator goes from 5759 to 24 samplers!

Change 4010627 by Rolando.Caloca

	DR - vk - Fix missing values for tracking swapchain validation

Change 4011924 by Guillaume.Abadie

	Implements tile based early return optimisation on DOF's postfiltering method.

Change 4011941 by Guillaume.Abadie

	Shaves some ALU in DOF's accumulator for LowQuality permutation.

Change 4012093 by Yuriy.ODonnell

	Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access.

Change 4012195 by Rolando.Caloca

	DR - vk - Fix for mobile backbuffer layout

Change 4012202 by Rolando.Caloca

	DR - vk - Don't use staging buffers on UMA

Change 4012467 by Rolando.Caloca

	DR - Remove redundant check

Change 4012486 by Rolando.Caloca

	DR - Fix missing transition

Change 4012518 by Guillaume.Abadie

	Implements fast shader permutation for DOF's TAA pass.

Change 4013084 by Arciel.Rekman

	Fix for Linux clock discrepancy.

	- Causing at least one precision issue, possibly more.

	(Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...)

Change 4013266 by Uriel.Doyon

	Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the  SceneContext.

Change 4013626 by Uriel.Doyon

	Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it.
	#jira UE-51672

Change 4013805 by Rolando.Caloca

	DR - Fix more missing transitions

Change 4014128 by Arne.Schober

	DR - Do not create LocalVFUniformBuffer when running without MVF

	#jira UE-57929

Change 4014193 by Uriel.Doyon

	Editing component transforms now invalidate the component's lighting cache.

	#jira UE-48134

Change 4014282 by Rolando.Caloca

	DR - vk - Remove extra validation during dump

Change 4014584 by Uriel.Doyon

	Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass.
	#jira UE-49064

Change 4014604 by Uriel.Doyon

	UStaticMesh  postduplicate now only generates a new GUID if !bDuplicateForPIE.

Change 4015460 by Guillaume.Abadie

	Composes separate translucency within DOF's recombine pass.

Change 4015571 by Guillaume.Abadie

	Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing.

Change 4015984 by Krzysztof.Narkowicz

	Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area.

	#jira UE-58000

Change 4016056 by Mark.Satterthwaite

	Fix Mac Metal shader compilation of texture cube arrays.

Change 4016062 by Richard.Wallis

	Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word.  Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound.

	#jira UE-46999

Change 4016109 by Mark.Satterthwaite

	One unified Metal buffer implementation - will make further changes a heck of a lot easier.

Change 4016221 by Patrick.Kelly

	UE-57617: Ensure changing viewmode to ShaderComplexity while in -game

Change 4016238 by Guillaume.Abadie

	Makes clang happy again in Tonemapper.

Change 4016309 by Mark.Satterthwaite

	More *_RenderThread implementations for MetalRHI.

Change 4016414 by Mark.Satterthwaite

	And MetalRHI version of CreateStructuredBuffer_RenderThread...

Change 4016498 by Mark.Satterthwaite

	Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout.

	#jira UE-57930

Change 4017394 by Juan.Canada

	OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss.
	#jira UE-57691

Change 4017522 by Rolando.Caloca

	DR - vk - Remove unused code path (old mip generation detection)

Change 4017539 by Rolando.Caloca

	DR - vk - Fix for sky lighting mips showing green on AMD

Change 4017542 by Arciel.Rekman

	Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build).

	- Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own.

Change 4017827 by Guillaume.Abadie

	Optimises DOF's scattering cost by a third.

Change 4017835 by Rolando.Caloca

	DR - Only allow a render pass to generate mips for one color render target

Change 4017889 by Mark.Satterthwaite

	Cache all the Metal state objects to avoid hitting the API unnecessarily.

Change 4018251 by Mark.Satterthwaite

	Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(.

	MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term.

Change 4018514 by Guillaume.Abadie

	Implements r.DOF.Scatter.MinCocRadius.

Change 4018553 by Guillaume.Abadie

	Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering

Change 4020369 by Yuriy.ODonnell

	Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro)

	Previously was only disabled for PVS-Studio.

Change 4020620 by Arciel.Rekman

	Fix XboxOne CIS (fallout of appCountTrailingZeros move).

Change 4020949 by Guillaume.Abadie

	Configures DOF in scalability settings.

Change 4021593 by Rolando.Caloca

	DR - vk - Support for Aftermath style api on AMD

Change 4021740 by Rolando.Caloca

	DR - vk - Change log output

Change 4022008 by Uriel.Doyon

	Fixed renderthread stalls when streaming texture mips on low end systems.

Change 4022135 by Rolando.Caloca

	DR - vk - Fix last mip's layout during mip chain creation

Change 4022607 by Jian.Ru

	Speculative fix for a bug where an invalid vertex buffer is deferenced
	#jira UE-56229

Change 4022890 by Rolando.Caloca

	DR - Fix reference count not getting released

Change 4023540 by Mark.Satterthwaite

	Avoid some pointless retain/release calls on Metal Encoders.

Change 4023796 by Marcus.Wassmer

	Tell users they are over the maximum size when allocating very large rendertargets.

Change 4025337 by Yuriy.ODonnell

	Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows.

	MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part.
	Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used.

	Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated.
	This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation.

	This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table.
	Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time.
	Running Infiltrator demo consumes ~700MB of virtual address space per second.

	Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior,
	which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible.

Change 4026047 by Rolando.Caloca

	DR - Fix test/shipping

	#jira UE-58148

Change 4026150 by Krzysztof.Narkowicz

	Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons.
	#jira UE-57992

Change 4026226 by Rolando.Caloca

	DR - Fix static analysis

	#jira UE-58150

Change 4026354 by Jian.Ru

	Debug check trying to catch a crash. Only enabled in editor build
	#jira UE-50111

Change 4026655 by Rolando.Caloca

	DR - Fix for static analysis

	#jira UE-58149

Change 4026763 by Rolando.Caloca

	DR - Remove references to defunct CCT to avoid confusing licensees

Change 4027167 by Uriel.Doyon

	Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter.

	#jira UE-56509

Change 4027850 by Jian.Ru

	Prevent log spam
	#jira UE-50111

Change 4029546 by Rolando.Caloca

	DR - Compile fixes

Change 4029624 by Yuriy.ODonnell

	Addressed static analysis errors in MallocStomp

	- VirtualAlloc return value is now explicitly checked.
	- C6250 is suppressed, as VirtualFree does not release address space by design.

Change 4030225 by Yuriy.ODonnell

	Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB

	The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers.
	If a module includes TBB and then Windows platform headers, static analyzer will report this warning.
	Suppressing it would require wrapping all instances of Windows header includes in third-party macros.

	Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix.

Change 4030440 by Rolando.Caloca

	DR - Fix crash on mobile

	#jira UE-58222

Change 4030570 by Daniel.Wright

	Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders

Change 4030618 by Arne.Schober

	DR - missing tangent/normal sign conversion after integration from main
	#jira UE-58224

Change 4031588 by Rolando.Caloca

	DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD

Change 4032145 by Mark.Satterthwaite

	Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features.

	#jira UE-58268

Change 4032209 by Rolando.Caloca

	DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore

Change 4033178 by Guillaume.Abadie

	Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test.

	#jira UE-58151

Change 4034489 by Daniel.Wright

	Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change.  This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated.  A component should not modify its asset during PostEditUndo.
	 * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration).

Change 4035157 by Uriel.Doyon

	Fixed deadlock in the streaming code when running with -onethread.
	#jira UE-58299

Change 4035198 by Rolando.Caloca

	DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK).

	#jira UE-58267

Change 4035730 by Arne.Schober

	DR - Fix missing Fog parameters during LightScattering Injection

	#jira UE-57608

Change 4035843 by Daniel.Wright

	Reimplemented support for EyeAdaptation node in opaque materials

Change 4036837 by Marcus.Wassmer

	Replace some of the screenshots to match new un-tonemapped buffer visualization

Change 4036980 by Rolando.Caloca

	DR - vk - Fix deadlock contention during mem allocation on Linux

Change 4037225 by Guillaume.Abadie

	Fixes jittering selection outline.

	#jira UE-58350

Change 4038056 by Marcus.Wassmer

	roll back changelist 4026150.  breaks a bunch of automated tests by cutting off half the image.
	Change can go back in later with that part fixed also

Change 4038296 by Jian.Ru

	Static analysis fix
	#jira UE-58377

Change 4038402 by Ben.Marsh

	Suppress IncludeTool warnings caused by CL 3998947.

Change 4038514 by Arne.Schober

	DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0.

	#jira UE-57652

Change 4038747 by Marcus.Wassmer

	Back out changelist 3853645, causing us to lose shadows in the shaderhair test

Change 4040138 by Rolando.Caloca

	DR - Fix compile warning

Change 4041614 by Rolando.Caloca

	DR - vk - Fix for Oculus module

	#jira UE-58267

Change 3810277 by Daniel.Wright

	Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle.  Costs .2ms on PS4.
	The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4.

Change 3817029 by Uriel.Doyon

	Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1.
	Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues).
	Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets.
	Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7.

	#jira UE-32263

Change 3819960 by Michael.Lentine

	Expose UEPhysics Clothing Parameters through UI.

Change 3823401 by Rolando.Caloca

	DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch

Change 3844805 by Arne.Schober

	DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision.
	Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders.

Change 3847283 by Marcus.Wassmer

	Extra fixes from Uriel

Change 3876607 by Rolando.Caloca

	DR - Use render passes when running occlusion queries
	- Removes the RHI(Begin|End)OcclusionQueryBatch API

Change 3903799 by Daniel.Wright

	[Integrate] Pass Uniform Buffers
	* All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw
	* Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer
	* Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture

	Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT()
	* This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct.
	* Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer.
	* Resources can now be located anywhere in the uniform buffer.  Padding is inserted to the cbuffer representation to keep memory layouts matching.  In the future the cbuffer could be compacted.
	* RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs

Change 3917500 by Rolando.Caloca

	DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified

Change 3964907 by Guillaume.Abadie

	Implements RectList topology support in RHI.

Change 3979171 by Mark.Satterthwaite

	Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering):

	Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors.

	Regarding mtlpp:
	- The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems.
	- To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly.
	- Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management.
	- Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding.

	Apple Platform:
	- LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS.

	MetalRHI:
	- All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C.
	- Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same.
	- Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well.
	- The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac.
	- Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order).
	- LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought.
	- What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code.

	Other:
	- Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now.
	- Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere.
	- Consistency of disabling the Manual Vertex Fetch behaviour in shaders.

	#jira UERNDR-354

Change 3979312 by Rolando.Caloca

	DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget

Change 4005122 by Rolando.Caloca

	DR - Support for PS4 Index Buffer UAVs

Change 4016298 by Guillaume.Abadie

	Fixes DOF hybrid scattering on platforms that supports RectList topology.

Change 4018575 by Guillaume.Abadie

	Optimises DOF's reduce pass when doing scattering compilation.

Change 4020317 by Guillaume.Abadie

	Implements WaveBroadcastIntrinsics.ush.

[CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
Ben Marsh
7ce4c05fda Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418)
#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]
2018-04-26 14:11:04 -04:00
Simon Tourangeau
19f8663b5a Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172)
#lockdown Nick.Penwarden
#rb none

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

Change 3821754 by Jamie.Dale

	[Python] Class property conversion now goes through NativizeClass/PythonizeClass

	This allows it to coerce from Python wrapped object types

Change 3833107 by Patrick.Boutot

	Added functions to fill an existing DataTable from an existing CSV/JSON file.

Change 3835044 by Aaron.Carlisle

	Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename.

Change 3835466 by Patrick.Boutot

	Hide function from Python that need special compile command to be executed by the VM.

Change 3839237 by Jamie.Dale

	Added a way to inspect the full chain of properties that are currently being serialized by an archive

	You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct).

Change 3839974 by Jamie.Dale

	Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else

Change 3842311 by Jamie.Dale

	Fixing potential null level assert

Change 3842313 by Jamie.Dale

	Updated settings editor to handle external properties

Change 3842316 by Jamie.Dale

	Allowing a console command to be given to GEditor/GEngine even if there's a player

	CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue.

Change 3842867 by Jamie.Dale

	Added a way to generate diffs from editor transactions

	The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted.

	These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events.

Change 3844428 by Patrick.Boutot

	Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script.

Change 3845966 by Jamie.Dale

	Added support for minimal game RPC worlds

	These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world)

Change 3848844 by Patrick.Boutot

	Expose EComponentMobility to blueprint.

Change 3854616 by Patrick.Boutot

	Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise.

Change 3856650 by Jamie.Dale

	Fixed a bug where transaction finalization could miss changes since the last snapshot

Change 3864951 by Patrick.Boutot

	Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed.

Change 3867158 by JeanMichel.Dignard

	UBT
	- Added the ability for dll programs to export symbols.

	#jira UEENT-541

Change 3872342 by Jamie.Dale

	Merging static analysis fixes from 4.19

Change 3879305 by Jamie.Dale

	Improved the processing of py files from exec commands

	The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments.

Change 3879306 by Jamie.Dale

	Added a minimal commandlet for invoking Python scripts

Change 3881631 by Jamie.Dale

	Added basic RTTI to Python meta-data types

Change 3885384 by Jamie.Dale

	[Python] Prevent glue code using reserved names

Change 3888957 by Patrick.Boutot

	In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject.
	The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing.

Change 3888961 by Patrick.Boutot

	Fix FInterval::IsValid return type.

Change 3888980 by Patrick.Boutot

	Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948.

Change 3889165 by Patrick.Boutot

	Fix build. Missing include for Timespan. Introduce with CL 3888980.

Change 3889261 by Jamie.Dale

	[Python] Fixing some more name conflicts in generated code

Change 3889504 by Darren.Pegg

	Add option to change PreferredPixelFormat

Change 3891193 by Patrick.Boutot

	Fix build. Missing include for Interval. Introduce with CL 3888980.

Change 3897108 by Patrick.Boutot

	TTinterval use it own traits. Create a Interval traits for Timespan.
	#jira UEENT-947

Change 3899669 by Jamie.Dale

	Fixed Functions sometimes being exposed to Python as if they were Structs

Change 3900692 by Jamie.Dale

	Removed some boilerplate associated with wrapping a basic type to Python

	You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example)

Change 3901066 by conan.reis

	UE4 editor script bindings (Cobra) and helper functions for version control
	- exposed SourceControl class with common source control methods and associated SourceControlState structure
	- commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard)
	- commands store any errors in a shared error text object which is optionally printed to the error log
	- renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile()
	- included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages.

Change 3901388 by Jamie.Dale

	Minimal Slate hooks for Python

Change 3901456 by Jamie.Dale

	Added missing file

Change 3901549 by Jamie.Dale

	Removing some more Windows defines that were causing build issues

Change 3904518 by conan.reis

	Source Control
	- ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider

Change 3905612 by Francis.Hurteau

	Optimize RemoveDuplicates somewhat using a TSet
	#jira UEENT-217

Change 3912626 by Jamie.Dale

	Fixed ShouldExcludeDerivedClasses option not working

	RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering.

Change 3917739 by Jamie.Dale

	Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget

Change 3917744 by Jamie.Dale

	Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name

	Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime.

Change 3918832 by Jamie.Dale

	Removed field iteration from Python function calls

	We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields.

Change 3920648 by Patrick.Boutot

	Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen.
	Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization.

Change 3921396 by Jamie.Dale

	Split up the generated type data to correspond to the type being wrapped

	A lot of types can just use the minimal set, but classes and structs have some extra data.

Change 3921619 by conan.reis

	- add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again.
	- also added result info to FSourceControlWindows::PromptForCheckin()

	#jira UE-55255

Change 3921624 by conan.reis

	Removed Source Control common files from pre compiled header
	- main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp
	- remaining files have includes changed to accomodate

Change 3921958 by conan.reis

	Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619

Change 3922740 by conan.reis

	Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion.
	They were previously removed in CL3921624

Change 3923375 by Jamie.Dale

	Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings

Change 3926547 by Jamie.Dale

	Added support for struct method "hoisting"

	This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python.

Change 3927050 by conan.reis

	Source control - ensured that  ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers

	#JIRA UE-55256

Change 3929268 by conan.reis

	- fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected
	- removed Perforce error message about file folders outside of the workspace client mappings
	- clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled()

	#JIRA UE-55254

Change 3931024 by Rex.Hill

	Expose FBX and Texture import to python

Change 3931273 by Rex.Hill

	Hide re-import slate notification pop-up during python automated asset import

Change 3931368 by Jamie.Dale

	Stopped bools coercing to numeric types in Python nativization

Change 3931374 by Jamie.Dale

	Added support for struct math operator "hoisting"

	This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python.

Change 3932586 by Rex.Hill

	Removed file read into unused memory buffer during Fbx import

Change 3934308 by Jamie.Dale

	Added a public interface for the Python plugin

	Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log.

Change 3935088 by conan.reis

	- Added info/warning and error message storage to all the source control operation structures so additional information can be made available.
	- Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion.

	#JIRA UE-55257

Change 3936668 by Rex.Hill

	#jira UE-55985
	Avoid re-allocation of memory buffer holding file bytes during asset import

Change 3940596 by Rex.Hill

	#jira UE-55989 Optimize skeletal mesh import performance scaling

	Overlapping vertex check was O (N^2)
	100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds

Change 3942629 by Rex.Hill

	#jira UE-55995 Read fbx file only once during import

	Fixes a memory leak of FbxScene and reduces wait time during import.

Change 3942884 by Rex.Hill

	Python asset import can now customize destination asset name

Change 3946278 by Jamie.Dale

	Added stricter conversion for math operator arguments

	PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion.

	This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads).

Change 3948455 by Jamie.Dale

	Added generic Tick function to FPythonScriptPlugin

	This can also handle init logic for after the engine is fully initialized

Change 3948888 by Jamie.Dale

	Added settings for the Python plugin

	You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings).

Change 3948982 by Jamie.Dale

	Fixed Python 3 build error caused by CObject being removed in Python 3.2

Change 3949614 by Francis.Hurteau

	Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer
	#jira UEENT-1053

Change 3950829 by Rex.Hill

	Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION

Change 3953452 by Jamie.Dale

	Fixed some dependencies

Change 3953645 by Jamie.Dale

	Fixed Python parameter packing treating bool output paramers as potential return values

	void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool.

Change 3953850 by Jamie.Dale

	Fixed doc string generation for a function with multiple output paramters and no return value

Change 3954279 by Jamie.Dale

	Initial support for exposing deprecated properties and functions to Python

	This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left.

Change 3954922 by Rex.Hill

	Expose UnloadPackages to python

Change 3955209 by Jamie.Dale

	Initial support for exposing deprecated classes to Python

Change 3955248 by Jamie.Dale

	Added a way to load Unreal modules via Python

	unreal.load_module("modulename")

Change 3955561 by Rex.Hill

	Expose asset export to python

Change 3956068 by Rex.Hill

	Linux compile fix.

Change 3960449 by Rex.Hill

	Fix automated test using bCombineMeshes

Change 3960495 by Patrick.Boutot

	Add a temporary menu to show the MetaData of an asset.
	The menu will need to be updated to have a look and feel of the Detail View and support edition at one point.

Change 3961599 by Rex.Hill

	Reduced peak memory during import of meshes related to duplicate vertex tracking

Change 3962104 by Rex.Hill

	Disable import mesh overlapping corners memory optimization to because it can change uv generation

Change 3962507 by Rex.Hill

	Fix uv generation

Change 3965285 by Rex.Hill

	Add support for FBX export as ASCII
	#jira UE-56465

Change 3965287 by Rex.Hill

	Forgotten file, fbx export as ascii

Change 3966772 by Simon.Tourangeau

	Fix MaterialExpressionFunctions for ExternalTexture support

Change 3967014 by Jamie.Dale

	Added a way to get the CDO in Python

	Wrapped objects now have a get_default_object class method

Change 3967151 by Jamie.Dale

	Added stats to track Python generation time

Change 3968006 by Simon.Therriault

	Media Samples

	- Removed Locks and Min/Max SampleTime from queues
	- Added methods to fetch NextSampleTime and SampleCount in queues
	- Added MediaSource base class for players that want to be time synchronized

	#jira UEENT-948

Change 3969119 by Patrick.Boutot

	Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other.

[CL 3972277 by Simon Tourangeau in Main branch]
2018-03-29 13:32:35 -04:00
Marc Audy
d5628cd986 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx

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

Change 3804281 by Fred.Kimberley

	Improve contrast on watches in blueprints.

Change 3804322 by Fred.Kimberley

	First pass at adding a watch window for blueprint debugging.

Change 3804737 by mason.seay

	Added some Descriptions to tests that didn't have any, and fixed some typos

Change 3806103 by mason.seay

	Moved and Renamed Timers test map and content appropriately

Change 3806164 by Fred.Kimberley

	Add missing property types to GetDebugInfoInternal.

	#jira UE-53355

Change 3806617 by Dan.Oconnor

	Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator

	#jira UE-31754, UE-42431, UE-53315, UE-53172

Change 3808541 by Fred.Kimberley

	Add support for redirecting user defined enums.
	This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html

Change 3808565 by mason.seay

	Added a few more struct tests

Change 3809840 by mason.seay

	Renamed CharacterMovement.umap to CharacterCollision.  Fixed up content to reflect this change.

Change 3809847 by mason.seay

	Added Object Timer tests.  Fixed up existing timer test to remove delay dependency

Change 3811704 by Ben.Zeigler

	Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical

Change 3811946 by Ben.Zeigler

	#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations

Change 3812061 by Dan.Oconnor

	Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'

	#jira UE-52854

Change 3812259 by Dan.Oconnor

	Fix asset broken by removal of an unkown enum

	#jira UE-51419

Change 3812904 by Ben.Zeigler

	Make ResolveRedirects on StreamableManager public as it can be used to validate things

Change 3812958 by Ben.Zeigler

	#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts

Change 3812975 by Mieszko.Zielinski

	Added contraptions to catch a rare eidtor-time EQS crash #UE4

	#jira UE-53468

Change 3818530 by Phillip.Kavan

	Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.

	Change summary:
	- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
	- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.

	#jira UE-52167

Change 3819733 by Mieszko.Zielinski

	Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4

	#jira UE-15089

Change 3821776 by Marc.Audy

	Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class

Change 3823851 by mason.seay

	Moved and renamed blueprints used for Object Reference testing

Change 3824165 by Phillip.Kavan

	Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.

	Change summary:
	- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.

	#jira UE-53111

Change 3830309 by mason.seay

	Created Literal Gameplay Tag Container test

Change 3830562 by Phillip.Kavan

	Blueprint nativization bug fixes (reviewed/taken from PR).

	Change summary:
	- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
	- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
	- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
	- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
	- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
	- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
	- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.

	#4202

	#jira UE-52188

Change 3830579 by Fred.Kimberley

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

	#jira UE-53852

Change 3836047 by Zak.Middleton

	#ue4 - Dev test maps for overlaps perf tests.

Change 3836768 by Phillip.Kavan

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

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

	#jira UE-53908

Change 3838085 by mason.seay

	Functional tests around basic blueprint functions

Change 3840489 by Ben.Zeigler

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

Change 3840648 by mason.seay

	Updated Descriptions on tests

Change 3842914 by Ben.Zeigler

	Improve comments around stremable handle cancel/release

Change 3850413 by Ben.Zeigler

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

Change 3850426 by Ben.Zeigler

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

Change 3853449 by Phillip.Kavan

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

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

	#jira UE-53960

Change 3853465 by Phillip.Kavan

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

Change 3857599 by Marc.Audy

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

Change 3863259 by Zak.Middleton

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

	#jira UE-46293

Change 3863491 by Zak.Middleton

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

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

	#jira UE-21264

Change 3865325 by Zak.Middleton

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

	#jira none

Change 3869828 by Ben.Zeigler

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

Change 3869969 by mason.seay

	Character Movement Functional Tests

Change 3870099 by Mason.Seay

	Submitted asset deletes

Change 3870105 by mason.seay

	Removed link to anim blueprint to fix errors

Change 3870238 by mason.seay

	Test map for Async Loading in a Loop

Change 3870479 by Ben.Zeigler

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

Change 3875224 by mason.seay

	Functional tests for Event BeginPlay execution order

Change 3875409 by mason.seay

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

Change 3878947 by Mieszko.Zielinski

	CIS fixes #UE4

Change 3879000 by Mieszko.Zielinski

	More CIS fixes #UE4

Change 3879139 by Mieszko.Zielinski

	Even moar CIS fixes #UE4

Change 3879742 by mason.seay

	Added animation to Nativization Widget asset

Change 3880198 by Zak.Middleton

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

	#jira UE-54875
	github #4479

Change 3880266 by Zak.Middleton

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

	#jira UE-54875

Change 3881546 by Mieszko.Zielinski

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

Change 3881547 by Mieszko.Zielinski

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

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

Change 3881742 by mason.seay

	Additional crouch test to cover UE-54875

Change 3881794 by Mieszko.Zielinski

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

Change 3884503 by Mieszko.Zielinski

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

	#jira UE-55039

Change 3884507 by Mieszko.Zielinski

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

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

	#jira UE-55033

Change 3884594 by Mieszko.Zielinski

	Added a const FNavigationSystem::GetCurrent version #UE4

	lack of it was causing KiteDemo to not compile.

Change 3884602 by Mieszko.Zielinski

	Mac editor compilation fix #UE4

Change 3884615 by Mieszko.Zielinski

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

Change 3885254 by Mieszko.Zielinski

	Guessfix for UE-55030 #UE4

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

	#jira 55030

Change 3885286 by Mieszko.Zielinski

	Changed how NavigationSystem module includes DerivedDataCache module #UE4

	#jira UE-55035

Change 3885492 by mason.seay

	Minor tweaks to animation

Change 3885773 by mason.seay

	Resaving assets to clear out warning

Change 3886433 by Mieszko.Zielinski

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

	#jira UE-55108

Change 3886783 by Mieszko.Zielinski

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

Change 3887019 by Mieszko.Zielinski

	Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4

Change 3891031 by Mieszko.Zielinski

	Fixed missing includes in NavigationSystem.cpp #UE4

Change 3891037 by Mieszko.Zielinski

	ContentEample's navigation fix #UE4

	#jira UE-55109

Change 3891044 by Mieszko.Zielinski

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

	#UE4

Change 3891598 by mason.seay

	Resaving assets to clear out "empty engine version" spam

Change 3891612 by mason.seay

	Fixed deprecated Set Text warnings

Change 3893334 by Mieszko.Zielinski

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

	#jira UE-55041

Change 3893394 by Mieszko.Zielinski

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

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

Change 3893395 by Mieszko.Zielinski

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

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

Change 3895563 by Dan.Oconnor

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

	#jira none

Change 3896930 by Mieszko.Zielinski

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

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

	#jira UE-39275

Change 3897554 by Mieszko.Zielinski

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

Change 3897556 by Mieszko.Zielinski

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

	#jira UE-45261

Change 3898064 by Mieszko.Zielinski

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

	#jira UE-50436

Change 3899004 by Mieszko.Zielinski

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

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

Change 3901733 by Mieszko.Zielinski

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

Change 3901925 by Ben.Zeigler

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

Change 3902166 by Marc.Audy

	Make ULevel::GetWorld final

Change 3902749 by Ben.Zeigler

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

Change 3902763 by Ben.Zeigler

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

Change 3905578 by Phillip.Kavan

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

	#4392

	#jira UE-53779

Change 3905848 by Phillip.Kavan

	First pass of the experimental Blueprint graph bookmarks feature.

	#jira UE-10052

Change 3906025 by Phillip.Kavan

	CIS fix.

Change 3906195 by Phillip.Kavan

	Add missing icon file.

Change 3906356 by Phillip.Kavan

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

Change 3910628 by Ben.Zeigler

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

Change 3912470 by Ben.Zeigler

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

Change 3913045 by Marc.Audy

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

Change 3913398 by Fred.Kimberley

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

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

	#jira UE-54327

Change 3918016 by Fred.Kimberley

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

	#jira UE-52668

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

Change 3924653 by Mieszko.Zielinski

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

	#jira UE-55378

Change 3925614 by Phillip.Kavan

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

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

	#jira UE-34563

Change 3925649 by Marc.Audy

	Fix up issue post merge from Main with navigation system refactor

Change 3926293 by Phillip.Kavan

	Temp fix to unblock CIS.

	#jira UE-34563

Change 3926523 by Marc.Audy

	Ensure that a renamed Actor is in the correct Actors array

	#jira UE-46718

Change 3928732 by Fred.Kimberley

	Unshelved from pending changelist '3793298':

	#jira UE-53136

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

Change 3928780 by Marc.Audy

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

Change 3929730 by Joseph.Wysosky

	Submitting test assets for the new Blueprint Structure test cases

Change 3931919 by Joseph.Wysosky

	Deleting BasicStructure asset to rest MemberVariables back to default settings

Change 3931922 by Joseph.Wysosky

	Adding BasicStructure test asset back with default members

Change 3932083 by Phillip.Kavan

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

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

Change 3932196 by Dan.Oconnor

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

	#jira UE-55909

Change 3932408 by Lukasz.Furman

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

Change 3932808 by Marc.Audy

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

Change 3934101 by Phillip.Kavan

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

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

	#jira UE-34563

Change 3934106 by Phillip.Kavan

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

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

Change 3934116 by Phillip.Kavan

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

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

Change 3934382 by Phillip.Kavan

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

Change 3936387 by Mieszko.Zielinski

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

Change 3936905 by Ben.Marsh

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

Change 3940537 by Marc.Audy

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

Change 3940901 by Marc.Audy

	Properly name CVar global to reflect what it is for

Change 3943043 by Marc.Audy

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

Change 3943075 by Mieszko.Zielinski

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

Change 3943089 by Mieszko.Zielinski

	Fixed how WorldSettings.NavigationSystemConfig gets created #UE4

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

Change 3943225 by Marc.Audy

	Fix spelling of Implements

Change 3950813 by Marc.Audy

	Include owner in attachment mismatch ensure
	#jira UE-56148

Change 3950996 by Marc.Audy

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

	#jira UE-55482

Change 3952086 by Marc.Audy

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

Change 3952720 by Marc.Audy

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

Change 3952804 by Richard.Hinckley

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

Change 3952962 by Marc.Audy

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

Change 3952977 by Phillip.Kavan

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

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

	#jira UE-48233

Change 3953658 by Marc.Audy

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

Change 3954727 by Marc.Audy

	Add friendly name to custom version mismatch message

Change 3954906 by Marc.Audy

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

Change 3954997 by Marc.Audy

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

Change 3955091 by Marc.Audy

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

Change 3955943 by Marc.Audy

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

Change 3956185 by Zak.Middleton

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

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

	#jira none

Change 3958102 by Marc.Audy

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

Change 3958113 by Lukasz.Furman

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

Change 3958361 by Marc.Audy

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

Change 3961148 by Dan.Oconnor

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

Change 3961640 by Marc.Audy

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

Change 3962262 by Marc.Audy

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

Change 3962795 by Phillip.Kavan

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

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

	#jira UE-56316

Change 3962991 by Marc.Audy

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

Change 3963114 by Marc.Audy

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

Change 3963427 by Marc.Audy

	Fix initialization order
	Initialize bUseBackwardsCompatForEmptyAutogeneratedValue

Change 3963781 by Marc.Audy

	Fix without editor compiles

Change 3964576 by Marc.Audy

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

Change 3964782 by Dan.Oconnor

	Mirror 3964772 from Release 4.19

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

	#jira UE-56447

Change 3965156 by Mieszko.Zielinski

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

	#jira UE-56435

Change 3965173 by Marc.Audy

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

Change 3966117 by Marc.Audy

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

Change 3878901 by Mieszko.Zielinski

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

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

Change 3879409 by Mieszko.Zielinski

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

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

Change 3897655 by Ben.Zeigler

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

	Change 3962780 by Marc.Audy

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

[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
Marc Audy
7a0f229e8d Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3876564)
#lockdown Nick.Penwarden
#rnx
#rb none

[CL 3903710 by Marc Audy in Main branch]
2018-02-22 11:25:06 -05:00
Ben Marsh
30f891786a Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none

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

Change 3805828 by Gil.Gribb

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

Change 3806784 by Ben.Marsh

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

Change 3807549 by Graeme.Thornton

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

Change 3807727 by Graeme.Thornton

	Unhide the text asset format experimental editor option

Change 3807746 by Josh.Engebretson

	Remove WER from iOS platform

Change 3807928 by Robert.Manuszewski

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

Change 3808221 by Steve.Robb

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

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

Change 3809233 by Graeme.Thornton

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

Change 3809518 by Ben.Marsh

	Remove the outdated UnrealSync automation script.

Change 3809643 by Steve.Robb

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

	#jira UE-53037

Change 3809862 by Steve.Robb

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

	#jira UE-42593

Change 3811190 by Graeme.Thornton

	Add support for writing specific log channels to their own files

Change 3811197 by Graeme.Thornton

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

Change 3811257 by Robert.Manuszewski

	Cluster creation will now be time-sliced

Change 3811565 by Steve.Robb

	Define out non-monolithic module functions.

Change 3812561 by Steve.Robb

	GitHub #3886 : Enable Brace-Initialization for Declaring Variables

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

	#jira UE-48242

Change 3812864 by Steve.Robb

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

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

	#jira UE-53089

Change 3820358 by Ben.Marsh

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


Change 3822594 by Ben.Marsh

	UAT: Improvements to log file handling.

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

Change 3823695 by Ben.Marsh

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

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

Change 3823845 by Ben.Marsh

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

Change 3824180 by Ben.Marsh

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

	#jira

Change 3825777 by Steve.Robb

	Fix to return value of StringToBytes.

Change 3825810 by Ben.Marsh

	UBT: Reduce length of include paths for MSVC toolchain.

Change 3825822 by Robert.Manuszewski

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

Change 3826734 by Ben.Marsh

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

Change 3827730 by Steve.Robb

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

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

Change 3827745 by Steve.Robb

	Initializer list support for TMap.

Change 3827770 by Steve.Robb

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

	#jira UE-53813

Change 3829189 by Ben.Marsh

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

Change 3830444 by Steve.Robb

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

Change 3830718 by Ben.Marsh

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

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

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

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

	#jira UE-53845

Change 3831064 by Ben.Marsh

	Fix log file contention when spawning UBT recursively.

Change 3832654 by Ben.Marsh

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

Change 3832680 by Ben.Marsh

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

Change 3832695 by Ben.Marsh

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

Change 3833528 by Ben.Marsh

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

Change 3833543 by Ben.Marsh

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

Change 3834354 by Robert.Manuszewski

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

	#jira UE-52035

Change 3834400 by Robert.Manuszewski

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

	#jira UE-52035

Change 3834947 by Steve.Robb

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

Change 3835004 by Ben.Marsh

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

Change 3835340 by Ben.Marsh

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

Change 3835972 by Ben.Marsh

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

Change 3836019 by Ben.Marsh

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

Change 3836269 by Ben.Marsh

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

Change 3836543 by Ben.Marsh

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

Change 3836546 by Ben.Marsh

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


Change 3836805 by Ben.Marsh

	Fix commandlet to compile marketplace plugins.

Change 3836829 by Ben.Marsh

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

Change 3837036 by Ben.Marsh

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

Change 3837037 by Ben.Marsh

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

Change 3837040 by Ben.Marsh

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

Change 3837247 by Ben.Marsh

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

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

Change 3837262 by Ben.Marsh

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

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

Change 3837343 by Ben.Marsh

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

Change 3837356 by Ben.Marsh

	Fix invalid character encodings.

Change 3837727 by Graeme.Thornton

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

Change 3837823 by Ben.Marsh

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

Change 3837831 by Graeme.Thornton

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

Change 3837857 by Robert.Manuszewski

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


Change 3837943 by Robert.Manuszewski

	PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)


Change 3838451 by Ben.Marsh

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

	#jira UE-53996

Change 3839519 by Ben.Marsh

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

Change 3843790 by Graeme.Thornton

	UnrealPak: Log the size of all encrypted data

Change 3844258 by Ben.Marsh

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

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

	#jira UE-54157

Change 3845796 by Ben.Marsh

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

Change 3845823 by Ben.Marsh

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

	#jira UE-54123

Change 3845901 by Arciel.Rekman

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

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

	(Edigrating 3819174 to Dev-Core)

Change 3846439 by Ben.Marsh

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

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

Change 3816608 by Ben.Marsh

	UBT: Use DirectoryReference objects for all include paths.

Change 3816954 by Ben.Marsh

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

Change 3816986 by Ben.Marsh

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

Change 3816991 by Ben.Marsh

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

Change 3823090 by Ben.Marsh

	UAT: Improve logging for child UAT instances.

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

Change 3826082 by Ben.Marsh

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

Change 3827025 by Ben.Marsh

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

Change 3829927 by James.Hopkin

	Made HTTP interface const correct

Change 3833533 by Ben.Marsh

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

Change 3835826 by Ben.Marsh

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

Change 3835969 by Ben.Marsh

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

Change 3837777 by Steve.Robb

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

Change 3838569 by Steve.Robb

	Algo moved up a folder.

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

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Chris Bunner
77adbcb22a Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3809756)
#rb None
#lockdown Nick.Penwarden

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

Change 3629223 by Rolando.Caloca

	DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847

Change 3629708 by Rolando.Caloca

	DR - vk - Redo some changes from DevMobile
	3601439
	3604186
	3606672
	3617383
	3617474
	3617483

Change 3761370 by Arne.Schober

	DR - Added CityHash to use with conatiners and stuff. It provides good performance and high quallity across multiple platforms.

Change 3761437 by Guillaume.Abadie

	Optimises motion blur compute shader for consoles.

Change 3761483 by Guillaume.Abadie

	Fixes D3D11 RHI lying to dynamic resolution heuristic with t.MaxFPS.

Change 3761995 by Mark.Satterthwaite

	Add the Metal compiler path to the local .pch filename to avoid problems when Xcode moves.

Change 3761996 by Mark.Satterthwaite

	Emit more details when a pixel shader is found to have no outputs at all which Metal doesn't permit. More likely this is a bug in the shader compiler not configuring the in-out mask correctly...

	#jira UE-52292

Change 3761999 by Mark.Satterthwaite

	No need to avoid tessellation for FMetalRHICommandContext::RHIEndDrawIndexedPrimitiveUP anymore - that was from back when the tessellation logic was replicated in each RHI*Draw* implementation.

	#jira UE-51937

Change 3762181 by Joe.Graf

	Changed MaxShaderJobBatchSize to 25 on Mac as it reduced shader compile time by 21%

Change 3762607 by Mark.Satterthwaite

	Remove accidentally included changes from 3761995.

Change 3762612 by Mark.Satterthwaite

	Enable the explicit sincos intrinsic for Metal to avoid instances of UE-52477 that can cause shaders to compile incorrectly through hlslcc.
	#jira UE-52477

Change 3762772 by Michael.Lentine

	Move RHI calls to render thread.

Change 3763021 by Richard.Wallis

	Remove shader cache tool project and implementation.
	#jira UE-51613

Change 3763082 by Guillaume.Abadie

	More SceneTexture, SceneColor and SceneDepth automated tests

Change 3763111 by Richard.Wallis

	Clone of CL 3763033 (Release-4.18):
	Fix for crash upon launching packaged game on Mac with Share Material Shader Code enabled.
	#jira UE-52121

Change 3763657 by Michael.Lentine

	Invalidate ddc for skeletal mesh render data so that the duplicated vertex render structures are properly serialized.

Change 3763727 by Jian.Ru

	Fix Player Collision view mode. It is caused by checking an uninitialized vertex buffer so the check always fail.
	#jira UE-52052

Change 3763738 by Guillaume.Abadie

	Implements SSR input post process material location.

Change 3764271 by Mark.Satterthwaite

	Allow ControlPointPatch lists to flow through MetalRHI as it was setup to handle this transparently - the VSHS compute shader will convert them to triangles to draw. Report the same warning as in the pipeline creation stage as this hasn't been formally validated.

	#jira UE-52454

Change 3764316 by Daniel.Wright

	Added AVolumetricLightmapDensityVolume - gives local control over Volumetric Lightmap density.  Dropping the top mip outside of the play area in Monolith saves 20Mb (35Mb original).
	Volumetric Lightmap no longer refines around static translucent geometry - saves 5Mb in Monolith
	Reworked brick culling by error mechanism.  Now compares error to interpolated parent lighting instead of the brick average - prevents dropping constant value bricks which are near a wall and cause leaking due to parent interpolation after being culled.

Change 3764318 by Daniel.Wright

	Missing file

Change 3764321 by Daniel.Wright

	Shader compiling memory optimizations
	* Editor memory: Sharing uniform buffer includes and GeneratedInstancedStereo.ush per FShaderType (was previously duplicated per FShader job)
	* SCW input size: Sharing uniform buffer includes and SharedEnvironment per batch
	* 7.6Gb of shader job inputs in memory -> .5Gb (13x less) when doing a full shader compile of Paragon Editor
	* 13.8Gb written into worker input files -> 2.9Gb (4.7x less).  Global shaders are never batched when sent to SCW so unoptimized by these changes.

Change 3764595 by Daniel.Wright

	Added VolumetricLightmapDensityVolume asset icons

Change 3764701 by Michael.Lentine

	Add duplicated vertices merging for meshmerge.

Change 3766002 by Guillaume.Abadie

	Fixes a crash in translucency.

Change 3766007 by Guillaume.Abadie

	Oups.... Fixes compilation failure.

Change 3766697 by Guillaume.Abadie

	Giant refactor of global shader interface for upcoming native support of permutation.

	CL generated by python script.

Change 3767205 by Chris.Bunner

	Deferring FMaterial::RenderingThreadShaderMap update to render-thread rather than assumption commands have been flushed.

	#jira UE-50652

Change 3767207 by Chris.Bunner

	Clamp fetched texture coordinates to those available on the mesh.

Change 3767209 by Chris.Bunner

	PR #4203: Early-outs in UMaterialInstance parameter setters (Contributed by stefanzimecki)

	#jira UE-52193

Change 3767772 by Mark.Satterthwaite

	MetalShaderFormat will no longer fallback to text shaders when you ask it to compile to bytecode but the bytecode compiler is not available (either locally or remotely) - this ensures that the DDC can't be poisoned by incorrectly configured clients. The Editor is already setup such that if the remote shader compiler is not configured & Xcode is not available locally the shader-compiler will be invoked to generate text shaders.

	#jira UE-52554

Change 3768604 by Guillaume.Abadie

	Polish up with new global shader function signature.

Change 3768993 by Guillaume.Abadie

	Fixes r.Upscale.Panini cvars

Change 3769478 by Mark.Satterthwaite

	Move the ue4_stdlib.metal & PCH into a temporary directory that exists for the lifetime of the SCW on the remote side as well as the local one and add this path as an include directory.
	#jira UE-52587

Change 3769703 by Mark.Satterthwaite

	For all Metal platforms >= Metal v1.2 transform mul(a,b) into fma(a,b,0) to prevent the Apple compiler reordering operations differently between the base & depth passes which results in variance in the position output.
	For iOS disable fast-math when the vertex-shader uses World-Position-Offset because there are additional problems on the iOS shader compiler that result in position variance even with the above fix - WPO performance will suffer but I don't have any alternatives.
	Remove the depth-offset hack from the depth-only vertex shader again.

	#jira UES-5651

Change 3769763 by Mark.Satterthwaite

	Handle swizzle's in the hlslcc fma identification pass so that we reduce the number of instructions and the platform compiler can't break the instructions up.

Change 3769849 by Mark.Satterthwaite

	Fix CIS error.

Change 3770517 by Richard.Wallis

	Fix for crash when creating a new media texture (AppleIntelHD5000GraphicsMTLDriver!SamplerStage::bindSamplerToTexture()).  Missing texture resource for binding.  Old InitDynamicRHI() code has been refactored out into seperate functions which leaves us on Mac with a NULL resource initially after creation which Metal doesn't like.  This fix puts InitDynamicRHI down the default setup/clear path which inits default resources - I don't think we should use a global dummy in this instance as this is a render target.

	#jira UE-51940

Change 3770688 by Uriel.Doyon

	Fixed texture resolution returning 0 when running blueprint construction scripts at cook time.

Change 3771115 by Mark.Satterthwaite

	Report errors from failed attempts to compile global shaders or we can't see why things fail on non-Windows platforms.

Change 3771263 by Mark.Satterthwaite

	Change the way ManualVertexFetch is enabled on Metal platforms so that it is enabled when targeting Metal v1.2 and higher (macOS 10.12+/iOS 10+). This brings iOS in the Desktop Forward renderer back into line with the Mac.

	#jira UERNDR-300

Change 3773472 by Guillaume.Abadie

	Fixes a crash on PIE of SimpleComposure project.

Change 3773475 by Guillaume.Abadie

	Fixes bug in editor viewport caused by SSR input changes.

Change 3774677 by Arne.Schober

	DR - Deprecated SetLocal from the RHICmdlist
	Fixed some unnecessary PSO collisions.

Change 3777037 by Mark.Satterthwaite

	Remove incorrect change that caused a reference to "accurate::sincos" to appear in some Metal shaders rather than "precise::sincos".

Change 3777122 by Mark.Satterthwaite

	Back out changelist 3777037 - I'm blind and wasn't seeing the real problem was a stale shader cache...

Change 3777196 by Mark.Satterthwaite

	Fix text-shader compilation on iOS 10 - maybe iOS 9 too (untested!).

	We need our own make_scalar type-trait template for ue4_stdlib.metal so that we still compile with older iOS runtime compilers and we can't use as_type to directly implement the packHalf2x16/unpackHalf2x16 intrinsics for these older runtime compilers either.

Change 3779098 by Rolando.Caloca

	DR - vk - Fix query index

Change 3779275 by Mark.Satterthwaite

	Silence the Metal runtime compiler warning caused by use of a deprecated enum value when running text shaders compiled for Metal v1.0/1.1 on a Metal v1.2+ OS.

	#jira UE-52554

Change 3779427 by Rolando.Caloca

	DR - vk - Fix for allocator contention

Change 3779608 by Uriel.Doyon

	Fixed invalid access in the resave package commantlet when building texture streaming material data for materials enabling tesselation.

Change 3784496 by Mark.Satterthwaite

	Temporarily disable USE_OBJECT_COMPOSITING_TILE_CULLING  for Metal shader compilation only - other platforms are unaffected - as it isn't working properly for some reason. need to work out what's up but don't want Distance Fields to be completely snookered in the interim.

	#jira UE-52952

Change 3784608 by Rolando.Caloca

	DR - Copy 3784588
	- Fix for drivers returning out of date swapchains during resizes

Change 3784734 by Mark.Satterthwaite

	Real fix for UE-52952 - MetalShaderFormat wasn't propagating the full thread-group value.

	#jira UE-52952

Change 3784741 by Mark.Satterthwaite

	More Metal debugging commandline options "-metalfastmath" & "-metalnofastmath" to force fast-math on or off for all shaders, must be using runtime-compiled shaders (i.e. -metalshaderdebug or r.Shaders.Optimise=0) to take effect.

Change 3787103 by Guillaume.Abadie

	Kills BuiltinSamplers UB

Change 3787207 by Guillaume.Abadie

	Sorry, compile fix that were fine with local changes...

Change 3787396 by Marcus.Wassmer

	PR #4271: UE-52901: Set VIS_Max meta to hidden (Contributed by projectgheist)

Change 3788028 by Peter.Sumanaseni

	Working linear HDR exr output from sequencer

Change 3788536 by Mark.Satterthwaite

	Track whether the Metal shader uses the discard_fragment function as when this is used but without any other outputs we know we need to bind at least one render-target or a depth-stencil surface but we don't know which. This lets us correctly error when we encounter a shader with no outputs at all which Metal doesn't permit.
	#jira UE-52292

Change 3788538 by Mark.Satterthwaite

	Let's try mitigating UE-46604 on Nvidia by retaining resource references in the command-buffer. This shouldn't be necessary and isn't typically on other vendors but we haven't been able to reproduce this reliably enough to get to the bottom of it.

	#jira UE-46604

Change 3789083 by Guillaume.Abadie

	Implements global shader permutations. Example in ScreenSpaceReflections.cpp.

Change 3789090 by Guillaume.Abadie

	Fixes linux build.

Change 3789106 by Guillaume.Abadie

	Fixes compilation failure in niagara plugin.

Change 3789274 by Guillaume.Abadie

	Avoid hit proxies to clobber TAA's hitsory.

	#jira UE-52968

Change 3789380 by Guillaume.Abadie

	Back out changelist 3789083: global shader permutation because compilation failure in clang.

Change 3789648 by Guillaume.Abadie

	Relands global shader permutation, with clang support.

Change 3789712 by Guillaume.Abadie

	Fixes TestImage show flag with TAAU on.

	#jira UE-53061

Change 3791593 by Guillaume.Abadie

	Reinvalidates shaders with shader permutations.

Change 3791884 by Daniel.Wright

	Added BP setter for LowerHemisphereColor

Change 3791886 by Daniel.Wright

	Added LightmapType to PrimitiveComponent
	* ForceVolumetric allows forcing static geometry to use Volumetric Lightmaps, which can be useful on instanced foliage where seams are prevalent.  Lightmass internal caching still requires lightmap UVs and reasonable lightmap resolution.
	* ForceSurface replaces bLightAsIfStatic
	Improvements to Volumetric Lightmap quality needed for static geometry
	* Stationary light shadowing is now dilated inside geometry
	* Now doing two dilation passes since samples near geometry see inside due to ray start bias
	* Refinement around geometry uses an expanded cell bounds when the geometry is going to use Volumetric Lightmaps, since cross-resolution stitching causes leaking
	Lightmass debug primitives are now tied to a swarm task instead of global - allows debugging of Volumetric Lightmap tasks

Change 3792256 by Guillaume.Abadie

	Fixes a bug where permutation was not actually serialised in FShader, so was ending up recompiling shader at every load.

Change 3792884 by Marcus.Wassmer

	Copying //UE4/Partner-AMD to Dev-Rendering (//UE4/Dev-Rendering)

Change 3793200 by Marcus.Wassmer

	Copying //UE4/Partner-IDV-SpeedTree to Dev-Rendering (//UE4/Dev-Rendering)
	Speedtree 8 support

Change 3793206 by Brian.Karis

	Added color grading control BlueCorrection to correct for artifacts with "electric" blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.

	Added color grading control ExpandGamut which expands bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

	ACES changes.

Change 3793344 by Marcus.Wassmer

	Fix editortest compile

Change 3794285 by Guillaume.Abadie

	Serializes PermutationId according to archive rendering version to avoid issues with old material that were serializing a shader map into UObject.

Change 3794307 by Guillaume.Abadie

	Resaves uassets that were modified between 3789648 and 3794285

Change 3794627 by Mark.Satterthwaite

	Implement two components for MTLPP, an IMP cache for Objective-C selector implementations & an interposition framework for those same selectors:

	- imp_SelectorCache & friends provide the IMP caching for each of the Metal protocols which constitute most of the API, so far I've not covered the Metal classes used for the various descriptor/initializer types. Each type has its own IMPTable which caches the selector's implementation pointer and provides the mechanism to hook that implementation. As Objective-C is runtime dynamic this look up must be performed on the actual Class value returned by an object at runtime - you can't do this at compile time. Even things like NSString which appear compile-time static are really not as NSString is an alias for a class-cluster (NSString, NSMutableString, __NSInlineString and more).
	- The interpose directory contains MTI* files which are the framework for interposing all the functions in Metal's runtime API - I deliberately omit the descriptor classes & read-only functions as there's no benefit to interposing them - which I can build off to create a trace tool or a superior validation layer. Right now this is Mac only as there'll be some problems to solve for iOS/tvOS due to difference in linking requirements - not insurmountable.
	- Rebuild MTLPP's implementation of the C++ wrapper classes around the IMPTable's - this means we avoid all the objc_msgSend overhead for all the classes and functions whose implementations are cached. Right now the IMPTable is going to incur a look-up for all non-copy/move constructors which is suboptimal - ideally the Metal IMPTables would be cached in the Device object as they will be consistent within a single Device.
	- Sort out the MTLPP availability logic - it now exports the availability warnings to the caller and internally just blithely assumes it may call the functions, the caller is responsible for ensuring that calls are made only on appropriate devices & OSes. This reduces MTLPP complexity and better fits how MetalRHI works.
	- Fix a number of retain/release bugs that were lying dormant in MTLPP but exposed by the switch to IMPTables.
	- Add tvOS support.

	Next up, put this into MetalRHI and start fixing all the fallout.

Change 3794631 by Mark.Satterthwaite

	Missed updating mtlpp's build.cs for TVOS.

Change 3794651 by Uriel.Doyon

	UPointLightComponent::GetUnitsConversionFactor() now takes the cone angle as parameter. This allows to fix spotlight unit conversion when using lumens.

Change 3794720 by Guillaume.Abadie

	Fixes a bug in Global{Bilinear,Trilinear}ClampedSampler that was actually doing a Point sampling.

Change 3794749 by Mark.Satterthwaite

	Fix mtlpp.build.cs paths.

Change 3794856 by Mark.Satterthwaite

	Fix some shadowing warnings.

Change 3795484 by Daniel.Wright

	Implemented the Spherical Harmonic windowing algorithm from 'Stupid Spherical Harmonics (SH) Tricks'
	New WorldSettings Lightmass property VolumetricLightmapSphericalHarmonicSmoothing controls the global amount of smoothing applied

Change 3795590 by Brian.Karis

	Area light fixes

	Fixed order of operations. This helps mixing of SourceRadius, SourceLength, and SoftSourceRadius.

Change 3796832 by Marcus.Wassmer

	Correct shouldcache condition for new resolve shader

Change 3796884 by Marcus.Wassmer

	Doing it right this time.

Change 3797196 by Mark.Satterthwaite

	More updates to MTLPP to make things simpler and reduce the number of spurious Objective-C warnings that are emitted because of the way we are using the runtime.

Change 3797200 by Daniel.Wright

	Lightmass now uses the highest density VolumetricLightmapDensityVolume settings that affect any part of a cell

Change 3797221 by Daniel.Wright

	Reduced default SphericalHarmonicSmoothing based on RoboRecall tests.  Now only active with strong direct lighting from static lights by default.

Change 3797411 by Brian.Karis

	Disable ExpandGamut for old tone mapper.

Change 3797462 by Mark.Satterthwaite

	More build warnings silenced after changing to the lowest possible deployment target OS for each library.

Change 3797585 by Mark.Satterthwaite

	Range-based-For support in the NSArray wrapper.

Change 3797836 by Mark.Satterthwaite

	Even more forward-declarations to avoid system headers poking through to the including code from mtlpp.

Change 3798027 by Mark.Satterthwaite

	Fix handling of nil objects, on which no functions may be called, command-buffer retention and IMP declaration.

Change 3798154 by Mark.Satterthwaite

	Fix some egregious memory leaks that rewriting to use mtlpp exposed before we carry on - don't want these slipping into 4.19.

Change 3800990 by Mark.Satterthwaite

	Typedef all the completion-handler callback types in mtlpp to make future me's life easier.

Change 3801400 by Chris.Bunner

	Improving automated test errors on failure to generate report data.

Change 3801726 by Mark.Satterthwaite

	Correct some function availability and the command-buffer error status in mtlpp.

Change 3801808 by Chris.Bunner

	Added DefaultScalability.ini to EngineTest that forces all quality levels to Engine default Epic for now to improve consistency.

Change 3801862 by Marcus.Wassmer

	Update automated tests with color gamut change

Change 3802214 by Chris.Bunner

	When running automated tests in and editor-locked PIE viewport, skip resizing as the editor can't handle this.
	Added bindable delegate called when ScreenshotRequest is processed - Useful to allow screenshots to override and restore settings per capture.

	#jira UE-53188

Change 3802243 by Chris.Bunner

	Added button to automated test screenshot browser to add or replace all outstanding test reports if appropriate.
	DeleteAllReports button is now only enabled whilst there are reports in the list.

Change 3802372 by Chris.Bunner

	Updating more test screenshots.

Change 3803683 by Chris.Bunner

	Adding more logging and multiple attempts to automated test report network save.
	Added small wait on repeated operations that are known to fail.

Change 3803826 by Rolando.Caloca

	DR - vk - Fix merge issue

Change 3804181 by Chris.Bunner

	Tentative fix for CIS test failure.

Change 3804236 by Chris.Bunner

	Additional logging for case where file write silently fails, report platform-specific error.

Change 3804303 by zachary.wilson

	Cleaning up assets in QAGame saved with empty engine versions to resolve warnings seen when launching on

Change 3804410 by Chris.Bunner

	Added additional logging when automated screenshot test fails due to size mismatch.
	Mismatched bounds are colored red in the delta.

Change 3804455 by Mark.Satterthwaite

	Fix a small number of persistent memory leaks on the Mac build that slowly consume more and more memory as you use the Editor - interacting with menu's was particularly egregious as each NSMenu would leak after you move away.

	#jira NA

Change 3804667 by Chris.Bunner

	Speculative CIS fixes.

Change 3806008 by Chris.Bunner

	Partially reimplementing backed-out CL 3804181 to improve consistency of how automated screenshot test settings are applied/restored.

	#tests CIS preflight job 8174412

Change 3806909 by Mark.Satterthwaite

	Use the vertex-shader's in-out mask to ensure that we only validate legitmate vertex-streams in Metal's DrawIndexedPrimitive implementation.

	#jira UE-53046

Change 3807059 by laz.matech

	Checking in QAGame Rendering Map, QA-PhysicalLightingUnits, for testing Physical Light Units.
	Wanted to get this in before copy up.

	#Jira none

Change 3807726 by Chris.Bunner

	Removed a check that we can't fix up. The check hits unbound buffers which it assumes means a failure but is actually due to m.v.fetch. We don't have the information available to know which are which removed from the input without reading from the shader.

	#jira UE-53046

Change 3807800 by Guillaume.Abadie

	Fixes some warning in shader headers.

Change 3807804 by Guillaume.Abadie

	Back out changelist 3807800

Change 3807807 by Guillaume.Abadie

	Relands shader header warnings.

Change 3808046 by Chris.Bunner

	Dropping a new automated test error back to a warning as this may lead to genuine issues being ignored in the short term.

Change 3809579 by Chris.Bunner

	Back out changelist 3774677.

	#jira UE-53483

Change 3809620 by Chris.Bunner

	Updating animated cloth test screenshot.

Change 3803629 by Chris.Bunner

	Rebuilt CornellBox and DistanceField test maps, updated screenshots.

Change 3787045 by Guillaume.Abadie

	Moves some global samplers to Common.ush

Change 3809756 by Chris.Bunner

	Updating animated cloth test screenshot.

[CL 3809764 by Chris Bunner in Main branch]
2017-12-15 12:47:47 -05:00
Simon Tourangeau
614ad8db40 Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3797699)
#lockdown Nick.Penwarden
#rb JeanMichel.Dignard

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

Change 3770717 by Simon.Tourangeau

	Fix Blank Enterprise template project creation

Change 3773186 by Simon.Tourangeau

	Fix asset migration to correctly handle the migration of content from Content Plugins

Change 3773230 by JeanLuc.Corenthin

	Adding new material asset for CAD importer
	Removing old material assets for CAD importer

Change 3774391 by JeanMichel.Dignard

	Added support for IES asymmetrical light profile
	- IES textures are now 2D (256*256) and the shader will use the light tangent to sample the texture.
	- Point light tangent is now the Z axis to match the spot lights. Tube shaped point lights will be automatically rotated to compensate for this change. Dynamically generated point lights with a source length will need to have a 90 degrees pitch added to their orientation.

	#jira UEENT-55

Change 3775668 by JeanMichel.Dignard

	Fixed linux and mac editor builds. Use FVector::DotProduct instead of Dot3 since we're using FVectors.

Change 3781147 by Jamie.Dale

	[Python] Prevent the Xcode version of Python being used by default

Change 3781991 by JeanMichel.Dignard

	Send the IES texture profile to lightmass in a separate TArray to fix warning 6262 about using too much stack during static analysis.

Change 3783479 by Simon.Tourangeau

	Fix NewProjectWizard crash if starter content was enabled

	#jira UEENT-635

Change 3784279 by Jamie.Dale

	[Python] Added ScopedEditorTransaction and an editor specific module

Change 3787566 by JeanLuc.Corenthin

	Fixed issue with display of units which were not reflecting the project settings when enbling unit display.

	Got Jamie Dale to help me find the correct solution to this problem: a lambda function.

	Thanks, Jamie!

Change 3788178 by Martin.Sevigny

	Make sure that FLightPropagationVolume is properly initialized before using it. Can currently trigger a check in  FProjectedShadowInfo::SetupWholeSceneProjection because of an uninitialized BoundingBox if LPVIntensity is saved at 0.

	Solves: https://udn.unrealengine.com/questions/354040/switching-gi-lpvs-at-runtime.html

Change 3788301 by JeanLuc.Corenthin

	On behalf of Anousack:

	UE assets necessary to properly handle Cropped procedural textures.

	#jira UEENT-522

Change 3789146 by Martin.Sevigny

	Bringing back the LPVIntensity test as per MarcusW review.

Change 3789467 by Patrick.Boutot

	Add Analytics to PythonScriptPlugin.

Change 3789473 by Patrick.Boutot

	Add a slow task dialog when executing a Python script.

Change 3790809 by Patrick.Boutot

	Add GIsRunningUnattendedScript. If true, we are running an editor script that should not prompt any dialog modal. The default value of any model will be used. This is used when running a Blutility or script like Python and we don't want an OK dialog to pop while the script is running. Could be set for commandlet with -RUNNINGUNATTENDEDSCRIPT

Change 3790970 by Patrick.Boutot

	Add SavePackages with Dialog version in EditorLoadingAndSavingUtils. Refactor some internal save & checkout function in FileHelpers to prevent dialogs from showing when it was not requested.

Change 3790976 by Patrick.Boutot

	Add RenameAssetsWithDialog to AssetTools. All previous implementation now use the WithDialog version.
	Allow DeleteObject & DuplicatedAsset to be completed without dialog.

Change 3791597 by Simon.Tourangeau

	Fix custom window positions in "windowed mode"

	#jira UE-52873

Change 3791633 by Patrick.Boutot

	Expose to Blueprint the actor' label and folder path.

Change 3791634 by Patrick.Boutot

	Change size of the OutputLog's SuggestionList box.

Change 3791637 by Patrick.Boutot

	Make sure the suggestions panel is closed before executing the command. Some command wants to run dialog and the suggestions panel may prevent it from opening.

Change 3791661 by Jamie.Dale

	[Python] Fixed a bug where we could return an object of the incorrect type from the cache

	This could happen if the same instance pointer actually represented two different things, such as when a struct had a different struct as its first member as both of those have the same address, but reflect two different things.

	We now treat the type as significant in the cache, and only return something if it matches both the instance and the type.

	#jira UEENT-651

Change 3794968 by Patrick.Boutot

	Extend File menu to include Python menu. Save the last 10 scripts executed in the user config.

Change 3795084 by Jamie.Dale

	[Python] Added a way to purge all references to a given UObject (or set of UObjects) from any living Python objects

Change 3795324 by Jamie.Dale

	[Python] Ensure that Python objects referencing the current world/level are purged when the active world/level is changed

	This is needed to avoid a fatal assert about a GC leak

	#jira UEENT-658

Change 3796248 by Jamie.Dale

	FilterAssetDataWithNoTags no longer implicitly removes localized assets


Change 3773185 by Simon.Tourangeau

	Move DatasmithImporter plugin content to a content-only plugin under Engine/Plugins/Enterprise/DatasmithContent

	This makes it possible to load content created with the DatasmithImporter without having access to Enterprise plugins.

	#jira UEENT-544

Change 3790982 by Patrick.Boutot

	Set GIsRunningUnattendedScript to EditorScriptUtilities callable functions.
	Load level without a prompt.

Change 3791539 by Jamie.Dale

	[Python] Added ScriptName and ScriptNoExport meta-data to allow control over how things are exposed to scripts

	ScriptName can be used to override the basic name we use when converting classes, structs, enums, properties, and functions to their Python names. It has been used here to remove all the K2_ and BP_ prefixes, and to remove Kismet and Blueprint from some library names.

	ScriptNoExport can be used to prevent a property or function from exporting to Python. It has been used here to prevent exporting some deprecated functions that had names that would conflict if we stripped off the K2_ prefix of some newer functions (there were only a handful of these cases).

Change 3773163 by Patrick.Boutot

	Improve ConvertActors implementation. Check if the StaticMesh path is valid and do not use dialog in the case we are converting a Brush to a StaticMesh.

Change 3776401 by Patrick.Boutot

	Add function to spawn and destroy an actor in editor mode. Spawn use the Place functionality of the editor, you can spawn from an asset, class, archetype or factory.

Change 3778137 by Patrick.Boutot

	Add 2 functions to EditorAssetLibrary. GetPathNameForLoadedAsset, wrapper for UObject.GetPathName(). FindPackageReferencersForAsset similar to AssetRegistry.FindPackageReferencer. It will load the assets and all the referencers to confirm the reference.
	EditorAssetLibrary now support full path.

Change 3778139 by Patrick.Boutot

	Update example data for EditorScriptingUtilities.

Change 3778768 by Patrick.Boutot

	Update EditorScriptingUtilities py file with the new naming convention.

Change 3779291 by Patrick.Boutot

	Remove const& on TSubLassOf because Blueprint do not show the Pick tool  with it.
	Update py script & blueprint to point to the new paths.

Change 3783246 by Patrick.Boutot

	After review. Tech art prefer to have a filter that check the class and not have the class pass as argument for GetAllLevelActor.
	Fix return type in Blueprint for SpawnActorFromClass.

Change 3789367 by Patrick.Boutot

	Gets all TagValues associated with an asset as strings value.

Change 3789438 by Patrick.Boutot

	Split EditorLevelLibrary into EditorFilterLibrary. All filter function are now in their own modules.

Change 3789489 by Patrick.Boutot

	Update script examples with copyright and with the split from EditorFilterLibrary.

Change 3790980 by Patrick.Boutot

	Prevent all dialog modal from showing up when running a Python script via command line.

Change 3790984 by Patrick.Boutot

	Fix typo in content_browser.py. Delete asset with the loaded version. Fix double values initialized by float.

[CL 3797855 by Simon Tourangeau in Main branch]
2017-12-08 16:18:46 -05:00
Chris Bunner
e76dbd8210 Static analysis fix.
#rb None
#lockdown Nick.Penwarden

[CL 3794152 by Chris Bunner in Main branch]
2017-12-07 09:27:30 -05:00
Chris Bunner
d6e57b4ca3 Copying //UE4/Dev-Automation to //UE4/Dev-Main (Source: //UE4/Dev-Automation @ 3792497)
#rb
#lockdown Nick.Penwarden

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

Change 3776794 by Chris.Bunner

	Fixed inverted check.

Change 3778396 by Chris.Bunner

	By default functional screenshot tests now enable camera cut and a fixed tonemap/exposure.
	Existing tests in PostProcessing have had the FixedTonemapping flag disabled.
	Updated all existing screenshots against the new fixed gamma ground truth.

Change 3778592 by Chris.Bunner

	Updating PostProcess screenshots that managed to collide mid P4 add.

Change 3778793 by Chris.Bunner

	Override the secondary screen percentage (used for high DPI) when taking screenshots. This is necessary for consistent results between machines.

Change 3781715 by Chris.Bunner

	Updating Windows screenshots.

Change 3781717 by Chris.Bunner

	Fixes for eye adaptation and tonemapping override consistency between test types and run modes.

Change 3783199 by Chris.Bunner

	Added separate add/replace screenshot buttons to know if we're working with a matching platform tier or a fallback.

Change 3783228 by Chris.Bunner

	When incoming screenshots are different sizes create a delta of the minimum shared dimensions but still force a failure. The UI is more consistent showing any delta, even if it's almost pure white.

Change 3783712 by Chris.Bunner

	Rebuilt translucency lighting test map and updated screenshot results.

Change 3784010 by Chris.Bunner

	Adding Mac-specific PostProcessing screenshots.

Change 3787456 by Chris.Bunner

	Improving name matching consistency of test blacklist entries.

Change 3787522 by Chris.Bunner

	Updating Mac-specific screenshots.

Change 3787583 by Chris.Bunner

	Updating Mac-Specific screenshots.

Change 3787832 by Chris.Bunner

	Fixing-up NaNs in two saved level's HLOD world settings.

Change 3789147 by Chris.Bunner

	Updating Sequencer sub-levels which still had NaNs in World Settings.

Change 3791454 by Chris.Bunner

	Deleted ancient screenshot re-introduced by Fortnite merge.

Change 3781713 by Chris.Bunner

	Updating platform unique screenshots - Tessellation, fixed vs variable screenshot size, Niagara simulation.

Change 3776756 by Chris.Bunner

	Initial pass at hierarchical screenshot testing.
	Deleted existing platforms automated test screenshots.

Change 3784051 by Chris.Bunner

	Updated CableActor screenshots for new capture defaults.

Change 3787092 by Chris.Bunner

	Added blacklist as "AutomationTestBlacklist" in Engine.ini.
	Formatting fix-up in existing automation test config.
	Removed workaround cvar for physicalized animation tests failing on platforms.

[CL 3792526 by Chris Bunner in Main branch]
2017-12-06 14:51:13 -05:00
Chris Babcock
edb4242cb2 Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565)
#lockdown Nick.Penwarden
#rb none

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

Change 3627858 by Sorin.Gradinaru

	#jira UE-48948 Crash when pressing backspace on empty line

	Fixed:
	UE-48948 Backspace on empty line crashes app (virtual keyboard)
	UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait
	UE-49117 Chinese and Korean virtual keyboards don't allow native characters
	UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard
	UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard
	UE-49124 Cursor in virtual keyboard and UMG don't match
	UE-49128 Virtual Keyboard text field doesn't appear if there is too much text
	UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
	UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear

Change 3630732 by Sorin.Gradinaru

	#jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections.

	#3440
	Cancelled the applied exposure scale for non-hdr mobile

Change 3631436 by Nick.Shin

	HTML5

	recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers

	#jira UE-49059  HTML5 - Unable to launch project onto HTML 5 from editor

Change 3632689 by Sorin.Gradinaru

	#jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard

	Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed

Change 3632769 by Adrian.Chelu

	#jira UEMOB-403 Improvements to "Device Mobile Preview" feature

Change 3633305 by Allan.Bentham

	Print out the callstack when a fatal error occurs.

Change 3633510 by Chris.Babcock

	Remove unneeded logging
	#jira none

Change 3634827 by Adrian.Chelu

	#fixed build editor buildsystem linux

Change 3640610 by Adrian.Chelu

	#fixed Cook Win64 warnings
	#fixed UE4Editor Static Analysis Win64 warnings

Change 3663057 by Sorin.Gradinaru

	UE-49301 Text in UMG controls flickers during update from Virtual Keyboard
	#jira UE-49301
	#ue4
	#android

	On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value)
	The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update)

	The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete.

Change 3663630 by Jack.Porter

	Fix shader compile error on Galaxy S6

Change 3663972 by Allan.Bentham

	add ES3.1 framebuffer fetch.
	#jira UE-46251

Change 3671843 by Nick.Shin

	HTML5 - silence CIS warnings (changed to INFO message type)

	#jira UE-50415  ( Pri:1 - 4.18 )  //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"

Change 3677675 by Sorin.Gradinaru

	Android Experimental Virtual Keyboard 4.18 issues
	#jira UE-49124 Cursor in virtual keyboard and UMG don't match
	#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
	#jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
	#ue4
	#android

	UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp  - OnPaint() don't display the cursor

	Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events.
	Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls)

Change 3681555 by Adrian.Chelu

	UEMOB-403 Improvements to "Device Mobile Preview" feature

Change 3692020 by Sorin.Gradinaru

	#jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android
	#ue4
	#4.19
	#android

Change 3692741 by Sorin.Gradinaru

	Andoid 3D WebBrowser
	#jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android
	#ue4
	#android

Change 3695475 by Chris.Babcock

	Per project Android NDK/SDK API settings
	#jira UEMOB-394
	#ue4
	#android

Change 3701364 by Dmitriy.Dyomin

	Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28"
	#jira UE-50714

Change 3701664 by Jack.Porter

	Fix typo

Change 3702355 by Cosmin.Sulea

	UEMOB-393 - Support "ETC 1.5" packaging
	#jira UEMOB-393

Change 3704950 by Chris.Babcock

	Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly
	#jira UE-50837
	#ue4
	#android

Change 3709817 by Nick.Shin

	HTML5 - silence CIS warnings (changed to INFO message type)

	finally have a repo case to test this proper fix

	#jira UE-50415  ( Pri:1 - 4.18 )  "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"

Change 3717598 by Chris.Babcock

	Fix Android icon paths
	#jira UE-51585
	#ue4
	#android

Change 3718456 by Adrian.Chelu

	#fixed spelling in category localized name

Change 3719643 by Nick.Shin

	nuke PLATFORM_HTML5_WIN32

	more "old" code to remove

	#jira UEMOB-433  Remove Win32 SDL "HTML5 Simulator" code

Change 3720342 by Nick.Shin

	HTML5 redirect logs to console window

	#jira UE-50747  HTML5 log is not easily accessible to users

Change 3720652 by Sorin.Gradinaru

	UE-50382 Xcode Address Sanitizer feature does not work on iOS
	#jira 50382
	#iOS
	#ue4

	Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>)
	For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv.

Change 3720654 by Sorin.Gradinaru

	UE-48499 Android Voice Module has a few issues
	#jira 48499
	#Android
	#ue4

	1.Circular Buffer:  Does the engine already have an implementation? Do we want this into core libraries?
	R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks.
	Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it.

	2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown?
	R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows)

	3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure?
	R: Fixed.

	4. GetVoiceData()
	// Workaround for dealing with noise after stand-by
	while(bytes<InVoiceBufferSize)
	{
		OutVoiceBuffer[bytes++]=0;
	}
	Isn't this just a memzero?
	R: Fixed.

	5. Missing features. Need to implement GetBufferSize and DumpState
	R: Added GetBufferSize. Can be used like in TestVoice.cpp
	DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties.

Change 3722554 by Cosmin.Sulea

	UE-44224 - iOS - Remote Build - rsync error: files not transferred
	#jira UE-44224

Change 3723265 by Allan.Bentham

	Assign a texture format priority for ETC1a.
	prevents launch on from using ETC1a all the time..

Change 3729764 by Dmitriy.Dyomin

	Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes)

Change 3729899 by Dmitriy.Dyomin

	Fixed tiled landcape re-import

Change 3730895 by Bogdan.Vasilache

	UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ]
	#jira UEMOB-442

Change 3733463 by Chris.Babcock

	Return error for external texture if not used in pixel shader
	#jira UE-51763
	#ue4

Change 3736226 by Chris.Babcock

	Change ExposureScale to PreExposure
	#jira UE-52007
	#jira UE-51691
	#ue4
	#android

Change 3740509 by Allan.Bentham

	Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps.
	#jira UE-50551

Change 3740586 by Cosmin.Sulea

	UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
	#jira UE-51747

Change 3741110 by Chris.Babcock

	Fix functional code in checks removed for shipping
	#ue4

Change 3741117 by Chris.Babcock

	Fix checkin error for check -> ensure fix
	#ue4

Change 3741156 by Chris.Babcock

	Swap order of SDK and NDK overrides in menu to match Android SDK settings
	#jira UE-52019
	#ue4
	#android

Change 3741271 by Chris.Babcock

	Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer
	#jira UE-52058
	#ue4
	#android

Change 3741464 by Chris.Babcock

	Add NDK and SDK platform validation (installed) for Android
	#jira UE-52069
	#ue4
	#android

Change 3744602 by Josh.Adams

	From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer

Change 3744603 by Josh.Adams

	From Meerkat: - Fixed a comment about debug view modes on consoles

Change 3744607 by Josh.Adams

	From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window

Change 3754890 by Chris.Babcock

	Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows
	#jira UE-52281
	#ue4

Change 3755147 by Jack.Porter

	Fixed Google Cardboard rendering upside down on iPhone 6S+
	#jira  UE-38555

Change 3755458 by Cosmin.Sulea

	UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space
	#jira UE-47801

Change 3755492 by Jack.Porter

	Fix merge error

Change 3759140 by Bogdan.Vasilache

	UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III
	#jira UE-52396

Change 3760536 by Sorin.Gradinaru

	UE-51262 values for pinch input produce very different results for same area on android device
	#jira 51262
	#iOS
	#Android
	#ue4

	1. When the pinch goes beyond the viewport boundaries (when zooming out),  the touch that goes off-screen is "released" and the zooming effect is over.
	Solved by remembering last pinch event values

	2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger.
	Solved by using the correct values  when the pinch event starts

Change 3761279 by Chris.Babcock

	Flag vertex and fragment shaders belonging to materials with external textures
	#jira UE-52398
	#ue4
	#android

Change 3761494 by Chris.Babcock

	Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard
	#jira UE-52471
	#ue4
	#android

Change 3763146 by Jack.Porter

	Default assets for web browser widget
	#jira UE-51374

Change 3764242 by Chris.Babcock

	Disable Niagara vertex factories for mobile and Switch
	#jira UE-52425
	#ue4
	#mobile
	#switch

Change 3766027 by Allan.Bentham

	Fix crash when no LQ volumetric lightmap data exists
	#jira UE-52508

Change 3766075 by Josh.Adams

	- Updating UDKRemote. Still needs art updated, and some some unneeded assets removed

Change 3766141 by Allan.Bentham

	Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode.

Change 3766163 by Josh.Adams

	- Updated icons and added a generator script when we get a new one

Change 3766560 by Allan.Bentham

	Workaround for broken offsets with automation screenshots.

	#jira UE-52491

Change 3767193 by Peter.Sauerbrei

	remove Oculus shader from being cached
	force a metal shader re-compile

	#jira UE-52587

Change 3767604 by Peter.Sauerbrei

	fix the Oculusshader the right way

	#jira UE-52587

Change 3768543 by Sorin.Gradinaru

	Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored

	#Android
	#UE4
	#4.19
	#jira UE-51374 Web Browser widget is not working on Android
	#jira UE-52399 Android web browser does not accept input


Change 3663915 by Jack.Porter

	Prevent FTcpListener from busy polling while waiting for connections
	#jira UE-50125

Change 3709224 by Allan.Bentham

	Add android target device to gauntlet.
	Automation screenshot uses high res screenshot api for mobile.

	#jira UEMOB-360

Change 3741453 by Chris.Babcock

	Match the 4.18.1 fixes for shipping checks removing code (from CL3741091)
	#ue4

Change 3769301 by Peter.Sauerbrei

	fix for missing ue4_stdmetal.lib, courtesty of MarkS
	#jira UE-52587

Change 3770597 by Sorin.Gradinaru

	Android WebBrowser - remove the WebBrowser plugin reference from the Engine
	Load the default material directly from the resources.

	#Android
	#UE4
	#jira UE-51374 Web Browser widget is not working on Android
	#jira UE-52399 Android web browser does not accept input

[CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
Chris Bunner
337291cb1d Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3760894)
#rb Rendering
#lockdown Nick.Penwarden

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

Change 3658809 by Chris.Bunner

	Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data.

Change 3658842 by Chris.Bunner

	Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults.

Change 3695269 by Arne.Schober

	DR - Make clang happy wreorder

Change 3695418 by Guillaume.Abadie

	Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp.

Change 3695430 by Guillaume.Abadie

	Fixes missing BeginFrame dynamic resolution event in EngineTest.

Change 3695469 by Guillaume.Abadie

	Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters.

Change 3696091 by Guillaume.Abadie

	Fixes Linux compilation failure in DynamicResolution.cpp

Change 3696593 by Chris.Bunner

	Fixed typo in vetex factory enum.

Change 3696596 by Chris.Bunner

	Added material attributes type checking to If material expression.
	Updated If material expression to validate compilation of inputs.

Change 3696597 by Chris.Bunner

	Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.

Change 3696599 by Chris.Bunner

	Fixed material instance parameter visiblity when using nested static switches across functions.

	#jira UE-50878

Change 3696734 by Chris.Bunner

	Return type fix.

Change 3697123 by Guillaume.Abadie

	Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits.

Change 3697125 by Guillaume.Abadie

	Fixes compilation failure in MaterialExpressionIf.h

Change 3697127 by Guillaume.Abadie

	Fixes compilation failure in DynamicResolution.cpp on shipping build.

Change 3697135 by Guillaume.Abadie

	Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest.

Change 3697199 by Guillaume.Abadie

	Fixes TAA upsample's shader compilation failure on Mac.

Change 3697220 by Guillaume.Abadie

	Makes static analysis happy again.

Change 3697280 by Chris.Bunner

	Fixing up invalid casts in material layers validation.

Change 3697366 by Rolando.Caloca

	DR - hlslcc - Fix warning

	#jira UE-43988

Change 3697451 by Rolando.Caloca

	DR - vk - Per pipeline descriptor pools
	Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation
	Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS

Change 3697477 by Rolando.Caloca

	DR - vk - Custom memory allocator
	Remove old/unused stats

Change 3697486 by Rolando.Caloca

	DR - vk - Fix validation issue

Change 3697488 by Richard.Wallis

	Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6.  Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame.

	Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter.

	#jira UE-37553

Change 3697501 by Richard.Wallis

	Move audio processing over to audio bus tap.  Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework.  This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp.

	Original Code Review Description:

	Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer.  This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac.  There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled.

	- Stuttering Audio Performace issue investiagation:  Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one.  Basic investigation seems to point to somewhere in the engine audio handing.  When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue.  I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough.  This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec.

	#jira UEPLAT-1677

Change 3697517 by Richard.Wallis

	XCode 9.0 extra nullability specifiers required.

Change 3697537 by Richard.Wallis

	Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp

Change 3697670 by Rolando.Caloca

	DR - vk - Fix mapstaging surface

Change 3697846 by Uriel.Doyon

	Allow denormalized values when converting float32 to float16.

Change 3697892 by Uriel.Doyon

	Fix for unaligned structure elements

Change 3699335 by Richard.Wallis

	Mac compile fix - turns out I did need these nullability specifiers here.

Change 3699663 by Guillaume.Abadie

	Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries.

Change 3699959 by Rolando.Caloca

	DR - Fix barrier in the middle of render pass

Change 3699969 by Rolando.Caloca

	DR - vk - Change dump layer location so it prints out validation ids

Change 3700356 by Guillaume.Abadie

	Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI.

Change 3701105 by Guillaume.Abadie

	Ignore per view automatic mip bias on texture type other than 2d textures.

	#jira UE-51396

Change 3702297 by Richard.Wallis

	Mac compile fix for nullable specifier.  Looks like Obj class using the C++ class also needs this otherwise it throws.  Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok.

	#jira UE-51386

Change 3702357 by Richard.Wallis

	Mac nullability compile fix - again.  Looks like I fell foul of that xcode compile caching!
	#jira UE-51386

Change 3702424 by Guillaume.Abadie

	Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading.

	#jira UE-51395

Change 3702464 by Guillaume.Abadie

	Fixes wrong viewport to buffer conversion of the distortion.

	#jira UE-51406

Change 3702819 by Guillaume.Abadie

	Fixes planar reflections with secondary screen percentage for HighDPI editor viewports.

Change 3703732 by Guillaume.Abadie

	Removes unecessary check(); when there is more than 2 players with planar reflections.

	#jira UE-51436

Change 3704302 by Guillaume.Abadie

	Removes unecessary Interface suffix on new dynamic resolution related interfaces

Change 3704390 by Chris.Bunner

	Fixed a coincidentally correct define.

Change 3704730 by Rolando.Caloca

	DR - vk - Fix map for depth surfaces

Change 3704739 by Rolando.Caloca

	DR - Debug label on D3D11 UAVs
	- Validate when running -d3debug

Change 3705000 by Chris.Bunner

	Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254.
	Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties.

Change 3706065 by Guillaume.Abadie

	Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView.

Change 3706464 by Chris.Bunner

	Fixed material property translate overrides that were generating code in the wrong entry.
	Fixed conditions  in If material expression GetInputType and IsMA check.

	#jira UE-51368

Change 3706641 by Chris.Bunner

	Missing "break" in switch statement (which unfortunately needs another bump to resolve).

Change 3706642 by Guillaume.Abadie

	Fixes assertion failure when r.TemporalAA.EnableUpscale = 1

Change 3706650 by Gil.Gribb

	UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code.

Change 3706733 by Daniel.Wright

	Print Embree Build time

Change 3706841 by Daniel.Wright

	EmbreeFilterFunc4 now handles masked out intersections properly

Change 3707437 by Rolando.Caloca

	DR - vk - Android compile fix

	#jira UE-51474

Change 3707785 by Guillaume.Abadie

	Fixes viewport issue in bloom setup pass with TAA upsample.

Change 3709623 by Rolando.Caloca

	DR - vk - Missing barrier for reading into cpu

Change 3709633 by Rolando.Caloca

	DR - vk - Compile fix

Change 3710454 by Mark.Satterthwaite

	Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D.
	- Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load.
	- RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders).
	- Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>.
	- Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics.
	- Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore.
	- Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way).
	- STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else.
	- Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes.

Change 3710456 by Mark.Satterthwaite

	Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups.

Change 3710457 by Mark.Satterthwaite

	DX11 texture formats for Mac Metal please!

Change 3710480 by Mark.Satterthwaite

	Permit RHI thread and parallel execution in Mac -game mode again.

Change 3710522 by Mark.Satterthwaite

	MSVC type-mismatch error fixes.

Change 3710580 by Mark.Satterthwaite

	Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10).

Change 3710616 by Mark.Satterthwaite

	Missing file.

Change 3712972 by Guillaume.Abadie

	Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass.

Change 3712979 by Guillaume.Abadie

	Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale.

Change 3713406 by Mark.Satterthwaite

	Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now.

Change 3713494 by Richard.Wallis

	Fix for hitch when PIE unloading sublevel.  PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads.  However they all just need to read the data not change it.  Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention.

	Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too.

	Also tested again repro in linked bug UE-24711.

	#jira UE-40533

Change 3713612 by Mark.Satterthwaite

	Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744

	This should make Light Propagation Volumes potentially viable on non-Microsoft platforms.

Change 3713623 by Mark.Satterthwaite

	Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal.

	Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be.

Change 3713636 by Mark.Satterthwaite

	Enable LPVs for Mac Metal.
	- Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation.
	- MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible.
	- Turn on LPVs for Metal as it works now.

Change 3714049 by Guillaume.Abadie

	Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer.

Change 3714306 by Guillaume.Abadie

	Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries.

Change 3714714 by Mark.Satterthwaite

	Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains.

Change 3716104 by Mark.Satterthwaite

	Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update.

Change 3716120 by Mark.Satterthwaite

	Silence static-analysis.

Change 3716158 by Guillaume.Abadie

	Rewrites editor primitive compositing to support TAA upsample.

	This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives.

Change 3716271 by Daniel.Wright

	Lightmass correctness fixes
	* After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions
	* Photon density trimming intended for direct photons was affecting indirect photons as well.  This caused high noise for point / spot lights with a large attenuation radius.  Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality.
	* Removed legacy fudge factor on point / spot light photon energy
	* Spotlights no longer emit based on indirect photon paths.  Fixes excessive photon energy from spot lights as they were emitting outside of the cone.
	* Fixed photons computing one more bounce than requested.
	* Added an option to use the Radiosity solver for all multibounce, replacing photons.  Useful as a reference but generally too much noise indoors.
	* Fixed visualization of photons without final gather

Change 3716434 by Mark.Satterthwaite

	Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds.

Change 3716491 by Chris.Bunner

	Fixing up an edge-case on a recent optimization.

Change 3716611 by Guillaume.Abadie

	Allows secondary screen percentage >= 100%.

Change 3716977 by Guillaume.Abadie

	Back out changelist 3716158 to unblock QA pass.

	#jira UE-51580

Change 3717111 by Arne.Schober

	Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/
	Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small.
	CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready.

Change 3717127 by Mark.Satterthwaite

	Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice.

Change 3717178 by Mark.Satterthwaite

	Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken.

	#jira UE-51583

Change 3717476 by Marcus.Wassmer

	Fix PS4 compile.  funciton local statics not allowed on PSSL
	Also enabled the new atomics method for LPVs for all platforms

Change 3717502 by Arne.Schober

	DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries)

Change 3717601 by Arne.Schober

	DR - Move cycle counter into more meaningfull locations.

Change 3718054 by Guillaume.Abadie

	Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method.

Change 3718066 by Guillaume.Abadie

	Reland: Rewrites editor primitive compositing to support TAA upsample.

	This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives.

Change 3718589 by Mark.Satterthwaite

	Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled).

Change 3718633 by Guillaume.Abadie

	Fixes temporal instability issue of TAA upsample with secondary screen percentage.

Change 3718658 by Arne.Schober

	DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on.

Change 3718818 by Mark.Satterthwaite

	Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero.

Change 3719004 by Guillaume.Abadie

	Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample.

Change 3719375 by Mark.Satterthwaite

	Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression.

Change 3720099 by Mark.Satterthwaite

	Make the left-hand arguments work in airdiff.

Change 3720413 by Mark.Satterthwaite

	Support standalone compute shaders in the mtlpp compiler test app.

Change 3721232 by Mark.Satterthwaite

	No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available.

Change 3721244 by Mark.Satterthwaite

	Fix incorrect enum handling for Metal features due to overflow.

	#jira UE-51643

Change 3721338 by Mark.Satterthwaite

	MIssing file from 3721232

Change 3721818 by Mark.Satterthwaite

	Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead.

Change 3722139 by Arne.Schober

	DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one

	#jira UE-51602

Change 3722165 by Rolando.Caloca

	DR - Default -opengl to GL4

Change 3722682 by Guillaume.Abadie

	Fixes wrong clear color in SSR important for VR that has a HMD mesh.

Change 3722766 by Rolando.Caloca

	DR - Fix static analysis

Change 3722943 by Mark.Satterthwaite

	Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders.

Change 3723100 by Mark.Satterthwaite

	Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version.

Change 3723121 by Mark.Satterthwaite

	Fix build error.

Change 3723245 by Daniel.Wright

	Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling
	Reflection captures with no data use an array index of 0, instead of -1.  Might avoid reading uninitialized memory on PS4.

Change 3723387 by Arne.Schober

	DR - Metal already applies the instance and vertexoffset in the shader

Change 3723393 by Mark.Satterthwaite

	More fixes to the mtlpp compiler test application.

Change 3725258 by Guillaume.Abadie

	Improves fast TAA upsample shader permutation by 15% on console.

Change 3725555 by Chris.Bunner

	[Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200.

Change 3726845 by Guillaume.Abadie

	Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss.

	#jira UE-51428

Change 3728014 by Guillaume.Abadie

	Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision.

	#jira UE-51428

Change 3728053 by Richard.Wallis

	Duplicate CL 3727958: Crash fix when using shared material libraries.  Initial shader code library offset is not zero'd so all entry offsets were garbage.

Change 3728339 by Guillaume.Abadie

	Adds project setting for TAA upample, and officialises TAA upsampling CVar.

Change 3728549 by Guillaume.Abadie

	CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers.

Change 3728752 by nick.bullard

	Built and re-saved QA-MeshPaint
	#jira UE-50978

Change 3728775 by Guillaume.Abadie

	Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage.

Change 3729224 by Uriel.Doyon

	Hidden levels now keep their last build data when using lighting scenarios.
	Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios.

	#jira UE-40454
	#jira UE-38131

Change 3729243 by Marcus.Wassmer

	Update Ansel to 1.4
	#github 4159
	#jira UE-51545

Change 3729325 by zachary.wilson

	Adding indirect lighting to TM-LightingChannels
	#jira UE-47069

Change 3729485 by zachary.wilson

	Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof.
	#jira UE-50972

Change 3729629 by Uriel.Doyon

	Fixed crash when using debug view modes.
	Fixed d3ddebug error when clearing quad overdraw buffer.

	#jira UE-51836

Change 3730053 by Guillaume.Abadie

	Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera.

Change 3730308 by Guillaume.Abadie

	Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization.

Change 3730355 by Guillaume.Abadie

	Sacrifices consistency for good cvar name for TAA upsample.

Change 3731403 by Daniel.Wright

	Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values.

Change 3731404 by Daniel.Wright

	Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture'

Change 3731407 by Daniel.Wright

	Must opt-in for FDistanceFieldSceneData::VerifyIntegrity

Change 3731517 by Guillaume.Abadie

	Freezes dynamic resolution heuristic when doing pause.

Change 3732168 by Guillaume.Abadie

	Renames TAA upsampling cvar.

Change 3732295 by Guillaume.Abadie

	Lets the scene texture's size and texel size return the correct sizes after TAA upsample.

Change 3732313 by Guillaume.Abadie

	Implements SceneTexture material expressions' automated tests.

Change 3734928 by Guillaume.Abadie

	Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic.

Change 3735966 by Ryan.Vance

	Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac.

Change 3736104 by Guillaume.Abadie

	Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way.

Change 3736346 by Daniel.Wright

	Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results.  Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred.
	Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly

Change 3736348 by Daniel.Wright

	Forward shadowing of directional light for translucency
	 * Static shadowing and CSM supported with minimal filtering (1 PCF)
	 * Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode.  Forward renderer: affects all translucency.

Change 3736650 by Rolando.Caloca

	DR - vk - # of desc pools

Change 3737985 by Guillaume.Abadie

	Fixes pixel inspector with primary and secondary screen percentage.

Change 3738638 by Michael.Lentine

	Compile fix due to unclear operator precendence.

Change 3739417 by Daniel.Wright

	Fixed a few issues with irradiance cache visualization

Change 3739447 by Daniel.Wright

	Skip forward static shadowing in projects with static lighting disabled

Change 3739595 by Daniel.Wright

	ConditionalPostLoad DistanceFieldReplacementMesh.  Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use.

Change 3739598 by Daniel.Wright

	Disable capsules shadows on lowest shadow quality

Change 3739611 by Daniel.Wright

	Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features
	New Lighting Feature show flags for RTDF shadows and Capsule Shadows

Change 3740516 by Guillaume.Abadie

	Fixes VR editor rendering only on eye with TAA upsample.

	#jira UE-52016

Change 3740580 by Guillaume.Abadie

	Fixes chromatic aberration with TAA upsample and multiple view rendering.

	#jira UE-51993

Change 3740588 by Guillaume.Abadie

	Gives to FXAA a more explicit draw event name for easier UDN support.

Change 3740845 by Michael.Lentine

	Fix shipping build.

Change 3740903 by Guillaume.Abadie

	Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor.

Change 3741355 by Daniel.Wright

	Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component

Change 3741357 by Daniel.Wright

	More info on volumetric lightmap import failure

Change 3742535 by Ryan.Vance

	Fix for view rect changes.

Change 3743282 by Guillaume.Abadie

	Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react.

Change 3743559 by Michael.Lentine

	Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated.

Change 3743679 by Guillaume.Abadie

	Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.

	#jira UE-51569

Change 3743906 by Ryan.Brucks

	BlueprintMaterialAndTextureNodes Plugin:  Fix for clamping sampled HDR render target values by setting  ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax

Change 3744096 by Ryan.Brucks

	BlueprintMaterialAndTextureNodes Plugin:  removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading.

Change 3744253 by Guillaume.Abadie

	Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages.

Change 3744953 by Chris.Bunner

	Crash workaround.

Change 3745628 by Marcus.Wassmer

	Temporarily disable recalctangent normal-smoothing

	#jira UE-52166

Change 3745942 by Guillaume.Abadie

	Fixes a todo in FCommonViewportClient

Change 3746005 by Guillaume.Abadie

	Fixes stat UnitGraph on high DPI monitor.

Change 3746029 by Guillaume.Abadie

	Oups.... Fix compilation. :D

Change 3748322 by Guillaume.Abadie

	Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands.

Change 3748346 by Chris.Bunner

	Potential static analysis fix.

Change 3748349 by Chris.Bunner

	Mac feature support flag fix on versions < 10.30.

Change 3749336 by Guillaume.Abadie

	Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel!

Change 3749374 by Guillaume.Abadie

	Adds a black background on the stat unitgraph so timing curves can be seen no matter the content.

Change 3749437 by Guillaume.Abadie

	Final UI polish up for `stat unitgraph`

Change 3749719 by Guillaume.Abadie

	Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage.

Change 3750243 by Chris.Bunner

	Increasing controller's automated test timeout to allow for slower machines to complete the longest tests.

	#jira UE-48494, UE-51907

Change 3750728 by Guillaume.Abadie

	Fixes merge collision in chromatic aberration.

	#jira UE-52282

Change 3750791 by Guillaume.Abadie

	Fixes chromatic baerration R and G channel swap.

Change 3751246 by Guillaume.Abadie

	Bypasses screen percentage apply with mobile LDR rendering.

	#jira UE-52089

Change 3752624 by Guillaume.Abadie

	Simplies dyn res state's event interface to a single virtual method.

Change 3753766 by Chris.Bunner

	Rebuilt volumetric baked lighting test map and updated screenshots.

	#jira UE-52322

Change 3755108 by Guillaume.Abadie

	Fixes a bug where default dynamic resolution state was created at startup of server build.

	#jira UE-52345

Change 3755267 by Mark.Satterthwaite

	Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems.

	#jira UE-52301

Change 3755811 by Chris.Bunner

	Disable some new logging that was causing a stack overflow during EnginePreInit.

	#jira UE-52345

Change 3756983 by Mark.Satterthwaite

	Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities.

	#jira UE-52073

Change 3757156 by Guillaume.Abadie

	Fixes editor compositing with wireframe rendering.

	#jira UE-52017

Change 3757435 by Mark.Satterthwaite

	Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer.
	#jira UE-52327

Change 3757523 by Uriel.Doyon

	Fixed d3ddebug warning with unused inputs

Change 3758318 by Guillaume.Abadie

	Cleaner fix for mobile scene captures.

	#jira UE-52327

Change 3759541 by Mark.Satterthwaite

	Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes.

Change 3695086 by Guillaume.Abadie

	Render thread dynamic resolution & TAA upsample.

	Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/...

	New features breakdown:
	- TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles;
	- Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly;
	- Material texture per view mip bias to produce sharper images with TAA upsample;
	- Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics);
	- Dynamic resolution in PIE and game builds;
	- Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can  exactly associate GPU frame times with screen percentages in its history;
	- Game user settings to enable/disable dynamic resolution;
	- In editor viewport screen percentage config to previsualise and test content at different screen percentage.

	Fixes:
	- Various fixes for algorithms producing different outputs at different screen percentage.
	- Various fixes for algorithms sampling outside view rects.

	Refactors:
	- TAA shader
	- Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing.

	Aknowledgements:
	- VR plugins are broken
	- DFAO still have some artifacts

	Premiliminary review: Marcus.Wassmer
	Review for TAA refactor and TAA upsample shader: Brian.Karis
	Review for dynamic resolution: Brian.Karis

[CL 3761165 by Chris Bunner in Main branch]
2017-11-16 11:36:35 -05:00
Andrew Grant
ca24b4e26d Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main
#lockdown Nick.Penwarden
#rb none


Change 3720210 on 2017/10/25 by Olaf.Piesche

	Fixing dynamic material params for ribbons

	#!codereview scott.kennedy
	#!rb none
	#!tests scott's test ribbon

Change 3720073 on 2017/10/25 by robomerge

	#!ROBOMERGE-AUTHOR: frank.fella
	Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it.

	#!Tests Minion automated tests no longer crash randomly.
	#!rb SimonT

	#!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3719233 on 2017/10/25 by robomerge

	#!ROBOMERGE-AUTHOR: philip.buuck
	[OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead).

	#!rb Matt.Schembari
	#!tests PIE

	[QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death

	#!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3718474 on 2017/10/25 by Yannick.Lange

	Niagara: Only show isolate menu items on track context menu if it is a system.
	Rename "Isolate toggle" to "Isolated".
	#!rb none
	#!codereview Shaun.Kime
	#!tests n/a

Change 3718095 on 2017/10/25 by Yannick.Lange

	Niagara: Fix crash when not having dynamic parameter in material.
	#!rb none
	#!codereview Shaun.Kime
	#!tests n/a

Change 3718069 on 2017/10/25 by Yannick.Lange

	Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression.
	#!rb none
	#!codereview Shaun.Kime
	#!tests n/a

Change 3717545 on 2017/10/24 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Removed read / write locks from PipelineStateCache.

	#!rb Andrew.Grant, Gil.Gribb
	#!test paragon ps4.

	#!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3716928 on 2017/10/24 by Shaun.Kime

	The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks  the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime.

	#!rb olaf.piesche, simon.tovey
	#!fyi olaf.piesche, simon.tovey, frank.fella
	#!tests am now able to run Test_minionWave on PS4

Change 3715712 on 2017/10/24 by Yannick.Lange

	Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf".
	#!rb none
	#!codereview Shaun.Kime
	#!tests n/a

Change 3715430 on 2017/10/23 by Shaun.Kime

	Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it.

	#!rb none
	#!fyi simon.tovey
	#!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime

Change 3715368 on 2017/10/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main)
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3715226 on 2017/10/23 by Shaun.Kime

	Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's.

	#!rb none
	#!fyi simon.tovey, olaf.piesche, frank.fella
	#!tests ran in PIE

Change 3714645 on 2017/10/23 by Yannick.Lange

	Niagara: Add ability to create particle system from this emitter in content browser.
	#!rb Shaun.Kime
	#!tests n/a

Change 3714200 on 2017/10/23 by Olaf.Piesche

	Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target

	#!codereview simon
	#!rb none
	#!tests Orion Niagara assets

Change 3713341 on 2017/10/23 by Yannick.Lange

	Niagara: Fix NiagaraNodeIF output pins cannot be deleted.
	Fix NiagaraNodeIF output pins cannot be renamed.
	#!jira UE-50193
	#!jira UE-50193
	#!rb Shaun.Kime
	#!tests n/a

Change 3713133 on 2017/10/23 by Yannick.Lange

	Niagara: Isolate emitters in sequencer UI.
	- Added being able to extend the sequencer track context menu with a delegate.
	- Added entry in track context menu to toggle the selected emitters isolation state.
	- Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters.
	#!rb Shaun.Kime
	#!tests n/a

Change 3712445 on 2017/10/22 by robomerge

	#!ROBOMERGE-AUTHOR: shaun.kime
	UVScale, UniformAorBFloat, and LinearColorAlongVector added.

	#!rb none
	#!tests new autotest added

	#!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3712420 on 2017/10/21 by robomerge

	#!ROBOMERGE-AUTHOR: shaun.kime
	Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1.

	#!rb none
	[CODEREVIEW] frank.fella
	[FYI] simon.tovey, olaf.piesche, wyeth.johnson
	#!tests created an emitter, disabled Acceleration Force.. still compiled.

	#!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3711602 on 2017/10/20 by robomerge

	#!ROBOMERGE-AUTHOR: shaun.kime
	Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like:

	LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData

	#!jira UE-51511
	#!rb Simon.Tovey
	#!tests n/a

	#!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3711288 on 2017/10/20 by robomerge

	#!ROBOMERGE-AUTHOR: eric.ketchum
	[Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work

	#!rb: None

	#!tests: PIE

	[CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime

	#!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3711197 on 2017/10/20 by Olaf.Piesche

	Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly

	#!rb none
	#!tests minion projectile ribbon trail

Change 3710634 on 2017/10/20 by Mic.Rooney

	Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing.

	#!RB: none
	#!Test: tested/built locally ran preflight Editor/Monolithics build.
	#!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen

Change 3709686 on 2017/10/20 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Added some more timerguards for slow timer manager tick objects.
	Commented out for now.
	#!rb Trivial
	#!test Paragon Cooked ps4.

	#!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3708958 on 2017/10/19 by Shaun.Kime

	Back out changelist 3708456 .. this was an unintentional change
	#!rb none
	#!tests n/a

Change 3708839 on 2017/10/19 by Shaun.Kime

	Merging CL 3708835
	Fixing Scott's common crash with adding an emitter with autocompile off

	#!rb frank.fella
	#!tests n/a

Change 3708784 on 2017/10/19 by Shaun.Kime

	Merging CL 3708782

	//Orion/Main/... to //Orion/DevGeneral/...

	#!rb none
	#!tests n/a

Change 3708600 on 2017/10/19 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion

	#!rb none
	#!test golden path

	#!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3708473 on 2017/10/19 by Shaun.Kime

	Merging Frank's changes for team color support from Main to Dev-General
	#!rb Frank.Fella
	#!tests test_minionwave worked

Change 3708456 on 2017/10/19 by Shaun.Kime

	Particles.Random set to 0.0

	#!rb none
	#!tests n/a

Change 3708455 on 2017/10/19 by Shaun.Kime

	Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
	#!rb none
	#!tests passed minion fx autotest

Change 3707648 on 2017/10/19 by Shaun.Kime

	Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made.
	Defer deletion of dataset to RT.
	Ensure resets don't mess with data inflight RT commands are using.
	Checkin on behalf of Simon Tovey

	#!jira OR-45423
	#!rb Simon.Tovey
	#!tests ran through the LaneMinionFXTests successfully on PC

Change 3707096 on 2017/10/19 by robomerge

	#!ROBOMERGE-AUTHOR: shaun.kime
	CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago.

	#!rb none
	#!tests automated tests pass

	#!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3706726 on 2017/10/19 by Rob.Cannaday

	Merge XMPP resource version to use version 2 instead of version 3
	#!rb trivial
	#!tests compile
	#!ROBOMERGE: Main, 44, Tencent

Change 3706349 on 2017/10/19 by Josh.Markiewicz

	#!UE4 - Cross Voice code review feedback
	- fixed up broken stack vs queue
	- fixed GetRoomId returning int32 instead of uint64
	- fixed switch room logic
	- more/better logging
	- more comments
	#!jira TEN-301
	#!review-3681404 @sam.zamani, @rob.cannaday
	#!rb none
	#!tests local cheat codes

Change 3705453 on 2017/10/18 by robomerge

	#!ROBOMERGE-AUTHOR: arne.schober
	Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array)
	#!RB Daniel.Wright
	#!Tests LaunchOnPs4

	#!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3705399 on 2017/10/18 by robomerge

	#!ROBOMERGE-AUTHOR: scott.kennedy
	Default Niagara emitter changed color property to better default value.
	Updated basic glow emitter
	Added energy bubble base emitter
	put a little more polish into siege minion impact FX.

	#!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3704426 on 2017/10/18 by Shaun.Kime

	Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423

	#!rb simon.tovey
	#!fyi hunter.kent
	#!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure

Change 3703288 on 2017/10/18 by Olaf.Piesche

	Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash

	#!rb olaf.piesche, simon.tovey
	#!tests minion test map PC and PS4

Change 3701373 on 2017/10/17 by robomerge

	#!ROBOMERGE-AUTHOR: shaun.kime
	Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader.

	#!rb Olaf.Piesche
	#!tests test_minionwave runs

	#!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3701108 on 2017/10/17 by Hunter.Kent

	Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily.

	#!RNX
	#!Test PS4
	#!rb @tim.elek
	#!review-3701110 @andrew.grant, @daniel.lamb

Change 3701044 on 2017/10/17 by robomerge

	#!ROBOMERGE-AUTHOR: jon.lietz
	- white space fixes
	- added in more detail to logging
	- fixed dragon GC to not hide when the mesh is hidden

	#!rb none
	#!tests complies and logging is updated
	[FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen

	#!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3700900 on 2017/10/17 by Shaun.Kime

	Integrating possible crash fix from Dev-Niagara to Dev-Gen
	#!rb none
	#!tests n/a
	#!fyi Olaf.Piesche

Change 3700492 on 2017/10/17 by Shaun.Kime

	Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
	#!rb none
	#!tests done in branch

Change 3700217 on 2017/10/17 by Olaf.Piesche

	Fix for potential crash in sprite renderer

	#!rb none
	#!tests minion test map

Change 3700216 on 2017/10/17 by Benn.Gallagher

	Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master.
	#!rb Lina.Halper
	#!jira OR-45226
	#!tests PIE + Standalone games hitting Rampage with Ghosts E

Change 3699660 on 2017/10/17 by Jason.Bestimt

	#!ORION_DG - Fixes to UnrealHitchParser edge cases

	#!RB:none
	#!Tests: Ran on Logs from QA

	#!CodeReview: ben.salem

Change 3699462 on 2017/10/17 by Shaun.Kime

	Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
	#!tests preflight ok
	#!rb none

Change 3699010 on 2017/10/17 by Jeff.Williams

	Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920
	#!rb none
	#!tests none

Change 3698519 on 2017/10/16 by Olaf.Piesche

	Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts

	#!rb none
	#!tests minion wave test map

Change 3698380 on 2017/10/16 by Shaun.Kime

	Updating logic to now support the autoattachment

	#!rb none
	#!tests autotests pass..

Change 3698263 on 2017/10/16 by Olaf.Piesche

	Assume degrees for sprite rotation

	#!rb none
	#!codereview shaun.kime
	#!tests test sprite emitter

Change 3697652 on 2017/10/16 by Olaf.Piesche

	Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion

	#!rb none
	#!tests minion test map

Change 3696906 on 2017/10/15 by Shaun.Kime

	Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers.

	#!rb none
	#!tests now no longer generates invalid errors
	#!fyi frank.fella, olaf.piesche, simon.tovey

Change 3695456 on 2017/10/13 by Olaf.Piesche

	Fix for potential ribbon crash and end-of-ribbon rendering artifacts

	#!rb none
	#!codereview scott.kennedy
	#!tests minion wave test map

Change 3694545 on 2017/10/13 by Andrew.Grant

	Fix for low frequency async loading crash (OR-42535)

	#!rb gil.gribb
	#!tests comppiled

Change 3694176 on 2017/10/13 by Jeff.Williams

	Plugin manifest name changed to DLCFile name
	#!rb none
	#!tests compile, stage

Change 3693582 on 2017/10/12 by Don.Eubanks

	Fixing PS4 Compile warning (constructor init order not matching member define order)

	#!rb none
	#!tests Compile Shipping Client PS4
	#!fyi olaf.piesche

Change 3693516 on 2017/10/12 by Olaf.Piesche

	Niagara: Remove mesh renderer assert, replace with early out

	#!rb none
	#!tests niagara mesh test asset

	Merging

	//Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp

	to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp

Change 3693051 on 2017/10/12 by Ben.Salem

	Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log.
	#!rb Clayton.Langford
	#!tests Parsed a 5mb log with dumphitches down to 23k of hitch data.

Change 3692912 on 2017/10/12 by Olaf.Piesche

	Merging: Niagara ribbon tiling distance

	#!rb none
	#!tests ribbon test asset

Change 3692835 on 2017/10/12 by Shaun.Kime

	Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags.

	#!rb none
	#!fyi scott.kennedy, wyeth.johnson
	#!tests n/a

Change 3692751 on 2017/10/12 by Shaun.Kime

	Removing script that shouldn't have come over.

	#!rb none
	#!tests n/a

Change 3692746 on 2017/10/12 by Shaun.Kime

	Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara

	#!rb none
	#!tests opened test level and created new emitter/system

Change 3692616 on 2017/10/12 by Don.Eubanks

	OR-45131

	Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking.

	#!rb dan.hertzka
	#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
	#!codereview nick.darnell

Change 3691912 on 2017/10/12 by robomerge

	#!ROBOMERGE-AUTHOR: jeff.williams
	Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none
	#!tests compile, editor

	#!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3690944 on 2017/10/11 by Jeff.Williams

	Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC.
	#!rb Daniel.Lamb
	#!tests Compile, build

Change 3688989 on 2017/10/10 by Lina.Halper

	LOD sync of attached/parent
	#!rb: Laurent.Delayen
	#!tests: price with shotgun skin/PIE/editor

Change 3687592 on 2017/10/09 by Ben.Salem

	Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test.
	#!rb clayton.langford
	#!tests Ran sparrow shallow tests.

Change 3686560 on 2017/10/09 by Shaun.Kime

	Flipping the min/max values to be standard
	#!rb none
	#!tests n/a

Change 3686046 on 2017/10/09 by Shaun.Kime

	Merging latest from Dev-Niagara in preparation for Effects team  work on Monday

	#!rb none
	#!tests successful preflight
	#!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek

Change 3685613 on 2017/10/07 by robomerge

	#!ROBOMERGE-AUTHOR: simon.tovey
	Implementing vector field matrix inverse fix from CL3675167 to 43.3.

	#!rb none
	#!tests none
	#!lockdown  andrew.grant

	#!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3685603 on 2017/10/07 by robomerge

	#!ROBOMERGE-AUTHOR: thomas.ross
	RotationalContent Improvements
	- Fixed potential bug where tags could be updated when not intended on RotationalContentManager
	- Fix for PIE assert
	- Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option.
	- Removing config tag from RotationalContentOverrides in OrionGlobals.

	New Halloween Gauntlet Test
	- Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box.

	#!rb none
	#!tests local builds / editor / PIE

	#!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3685408 on 2017/10/07 by ben.salem

	Fixing robomerge error in DevGen

	#!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams

	Unresolved conflicts. ben.salem, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml

	--------------------------------------
	Merging using DevGen->Release43.3
	Repairing mailer for nightly Perf tests, fixing email headers.
	#!tests run in devgen
	#!rb none
	#!lockdown andrew.grant

	#!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3685073 on 2017/10/06 by Andrew.Grant

	Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General)

	#!tests #!rb na

Change 3684717 on 2017/10/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed issue where GT & RT times in profile info were reversed :(

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3684512 on 2017/10/06 by Laurent.Delayen

	Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code.

	#!rb lina.halper
	#!tests minion AnimBP nativization

Change 3684059 on 2017/10/06 by Max.Preussner

	Orion: Fixed ability videos not loading on PS4 and/or not looping

	#!fyi stephan.jiang
	#!jira OR-44682
	#!rb none
	#!rnx
	#!tests none

Change 3683538 on 2017/10/06 by David.Ratti

	batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions.

	-Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players.

	-Fixes case where killing minions with badass was not displaying pops (prediction key issue)

	#!rb none
	#!tests editor, pie
	#!review-3683539 @Matt.Schembari

Change 3683364 on 2017/10/06 by Andrew.Grant

	Changed warning to info

	#!tests #!rb na

Change 3681999 on 2017/10/05 by Bart.Hawthorne

	Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion.

	#!rb cody.haskell
	#!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore
	#!jira OR-44111
	#!tests Golden path, live spectated numerous matches.

Change 3681403 on 2017/10/04 by Josh.Markiewicz

	#!UE4 - base pass for Tencent Cross SDK
	- basic testing done with enter/exit/switch room
	- basic testing of ShowUI
	- checked in disabled
	#!rb duck
	#!tests see above
	#!jira TEN-301
	#!review-3681404 @sam.zamani, @rob.cannaday

Change 3680623 on 2017/10/04 by David.Ratti

	Rework for how max movement speed is calculated.

	The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow.

	Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored.

	Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow.

	GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc).

	Suggested methods for inspection:
	AbilitySystem debug hud (Home/End)
	p.VisualizeMovement (displays final calculated movement speed)
	Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar)

	Technical information:
	1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool.

	2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating.  It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows.

	3. Added a notification for attribute sets when an aggregator is created for one of their attributes.

	4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod)

	5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension.

	#!tests pie
	#!rb FrankG
	#!codereview Fred.Kimberley, Billy.Bramer
	#!fyi colin.fogle
	#!QAReview
	#!RN
	#!designchange

Change 3680580 on 2017/10/04 by Ben.Salem

	Repair email titles for various reports.
	#!rb none
	#!tests Reran tests.

Change 3680438 on 2017/10/04 by Dan.Hertzka

	GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect
	- Fixes the HUD status effect feed not showing sources for a lot of itemization abilities

	Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip

	#!rb Dave.Ratti
	#!tests OrionEntry PIE - equipped Sand Speeder

	#!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on

Change 3680344 on 2017/10/04 by robomerge

	#!ROBOMERGE-AUTHOR: marcus.wassmer
	Speculative disable of defragging on volumetric lightmap textures.
	#!rb andrew.grant
	#!test monolith2 ps4

	#!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3680302 on 2017/10/04 by Shaun.Kime

	Integration from DevNiagara.
	Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array.

	#!rb none
	#!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek
	#!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass.

Change 3679946 on 2017/10/04 by Laurent.Delayen

	Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches.

	#!rb lina.halper
	#!FYI andrew.grant
	#!tests monolith2 old minions

Change 3679938 on 2017/10/04 by Daniel.Lamb

	Allowed foliage cullall option to be modified by scalability options.
	#!rb Trivial
	#!test Compile paragon editor

Change 3679563 on 2017/10/04 by Jon.Lietz

	OR-43599

	- added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it.

	#!rb Dave.Ratti
	#!review-3679564 @John.Nielson
	#!tests added these waits to hot pursuit and they worked as expected

Change 3679006 on 2017/10/03 by Ben.Salem

	Try to fix broken nightly mailer issues for FX tests.
	#!rb none
	#!tests Preflighted a shallow fx pass successfully in EC.

Change 3677845 on 2017/10/03 by Andrew.Grant

	Added an ensure to guard against OR-44826 while further investigations occur

	#!tests compiled
	#!rb none

Change 3677443 on 2017/10/03 by John.Nielson

	Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase.

	Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify).

	#!RB: None
	#!Test: Pie, Uncooked
	#!review-3677445: @David.Ratti

Change 3676748 on 2017/10/02 by Laurent.Delayen

	Minions: split body layer is now done in mesh space, to maintain upper body orientation.

	#!FYI ray.arnett, lina.halper
	#!rb none
	#!test lane minion test map

Change 3675950 on 2017/10/02 by Don.Eubanks

	Added several new supported tags / status effects to the Floating Status Effect Text system.

	Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now.  This paves the way for us to squelch status effects unless they are initiated by the player.

	Added ScaleOverDistance curve support for floating numbers / text.

	Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out.

	#!rb matt.schembari
	#!tests Compile DebugGame Editor Win64 / Shipping Client PS4

Change 3675186 on 2017/10/02 by Mic.Rooney

	Support for other anim curve driving audio types (right now specifically DialogueWave)

	#!RB: none
	#!Test: compiled editor/monolithics/withoutunity and tested locally.
	#!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen

Change 3675167 on 2017/10/02 by Shaun.Kime

	Changed unsafe InverseFast() to an Inverse()

	#!jira OR-44671
	#!rb Simon.Tovey
	#!tests n/a

Change 3674888 on 2017/10/02 by David.Ratti

	GGP V2
	* Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration.


	Item System:
	* Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords.
	* Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup).

	Ability System:
	* SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya  GE)


	#!rb none
	#!tests editor pie cooked
	#!review-3674889 @Jon.Lietz

Change 3674170 on 2017/09/30 by Mieszko.Zielinski

	Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion

	Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load.

	#!rb none
	#!test golden path
	#!OR-44738

Change 3672937 on 2017/09/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files

	#!tests 3compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3672867 on 2017/09/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Restored previous behaviour of integer numbers being formatted as "1" and not "1.00"

	#!tests ran game, checked playlist analytic
	#!rb nikdel

	#!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3672575 on 2017/09/29 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Remove warning that can happens normally with backwards compat replays
	#!rb none
	#!tests compile

	#!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3672548 on 2017/09/29 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned.
	#!rb Andrew.Grant
	#!test Editor building hlods

	#!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3672542 on 2017/09/29 by Andrew.Grant

	Merging

	#!rb #!tests na

Change 3672390 on 2017/09/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed memreport settings for frontend tests

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3672385 on 2017/09/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Reworked and pretty much final PipelineState cache code

	- various comments incorporated
	- namespaced functions
	- removed redundant class and replaced with ref pointer

	#!tests soaked a lot
	[at daniel.lamb,] [at arne.schober] #!rb none

	#!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3672281 on 2017/09/29 by Rob.Cannaday

	Add user ID to OnNetworkCheatDetected
	#!jira TEN-272
	#!jira TEN-273
	#!jira TEN-274
	#!rb rob.cannaday
	#!tests Win64 AI match, simulate cheat detected by cheat command
	#!review-3672282 @ian.fox @sam.zamani

Change 3671688 on 2017/09/29 by Frank.Gigliotti

	Added ability to set developer comment when adding native tags.

	#!RB David.Ratti
	#!Tests None

Change 3670409 on 2017/09/28 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for dump type made while doing cleanup

	#!tests compiled Win64, PS4, ran PS4
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3670399 on 2017/09/28 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed race condition in pipeline state cache

	Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon

	(Couple of extra tweaks planned, but this should be GTG for a v43 release)

	#!rb codereviewed
	#!tests soaked locally, lots

	#!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3669802 on 2017/09/28 by Andrew.Grant

	From Dev-Framework

	#!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed
	#!rb michael.noland
	#!codereview andrew.grant
	#!tests na

Change 3669709 on 2017/09/28 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker
	#!rb none
	#!TESTS none

	#!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3669177 on 2017/09/28 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy] Reflection Captures support Lighting Scenarios without recapturing
	 * Reflection Captures are now part of the Map Build
	 * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
	 * Reflection Capture build data moved to the BuildData package
	 * Building lighting / reflection captures no longer dirties ULevels
	* Sky lights which capture the scene now work correctly with Lighting Scenarios
	* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
	#!rb Marcus.Wassmer
	#!TESTS Paragon editor Monolith02

	#!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3669124 on 2017/09/28 by Daniel.Lamb

	Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush
	to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush

	Fix cook in devgeneral

	Bumped shader version to invalidate stale uniform buffer name.
	#!rb none
	#!TESTS none
	#!fyi Daniel.Wright

Change 3667906 on 2017/09/27 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
	#!rb none
	#!TESTS QAGame

	#!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3667899 on 2017/09/27 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy] Remove unused SM4 reflection capture cubemap
	#!rb none
	#!TESTS none

	#!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3667894 on 2017/09/27 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy from Brian] SM4 fallback for reflection captures.
	#!rb none
	#!TESTS none

	#!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3667859 on 2017/09/27 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy from Brian] Removed old rasterized deferred reflection env path.
	Removed reflection compute shader. Replaced with PS. Small perf gain.
	#!rb none
	#!TESTS none

	#!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3667852 on 2017/09/27 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy] Fixed missing include
	#!rb none
	#!TESTS none

	#!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3667807 on 2017/09/27 by Daniel.Lamb

	Tencent DLC can now remap the plugin content to the game root directory.
	#!rb Ben.Marsh
	#!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test

Change 3667753 on 2017/09/27 by Clayton.Langford

	Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer.

	#!RB Ben.Salem, Adric.Worley
	#!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat

Change 3667408 on 2017/09/27 by Jordan.Walker

	Optimization to bakedNormal layer blend on Low end material quality
	-uses simple multiply and add normal map blend

Change 3667388 on 2017/09/27 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData.  This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
	#!rb none
	#!TESTS QAGame on console

	#!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3667383 on 2017/09/27 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer.  They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame.
	#!rb none
	#!TESTS QAGame

	#!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3667265 on 2017/09/27 by Daniel.Lamb

	Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned.
	#!rb Uriel.Doyon
	#!test Editor building hlods

Change 3667159 on 2017/09/27 by Mieszko.Zielinski

	Added simple logging to BT loading allowing us to identify missing BB keys #!Orion

	#!test golden path
	#!rb Lukasz.Furman

Change 3665944 on 2017/09/26 by Dan.Hertzka

	Fix PS4 compile

	#!rb none
	#!tests compile PS4

Change 3665590 on 2017/09/26 by Daniel.Lamb

	Fix for DLC cooking everything when it should only cook the DLC.
	#!rb None
	#!test None

Change 3665569 on 2017/09/26 by Dan.Hertzka

	New status effect feed for the new HUD:
	- Now placed in the mid-upper-left side of the HUD
	- Biggest difference from before is that there are now names associated with each effect
	- If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet.

	Cleaning:
	- Deleted all of the old buff widget classes & codepaths
	- Removed redundant properties from StatusEffectDisplayInfo
	- Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData

	Also:
	- Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events
	- Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed)

	@todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.)

	#!rb Don.Eubanks
	#!tests OrionEntry PIE with some cards and hero abilities

	#!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial.

	#!lockdown Billy.Rivers

Change 3665555 on 2017/09/26 by Daniel.Lamb

	AudioStreaming mpsc queue fix up.
	#!rb Andrew.Grant
	#!test Compile paragon client / editor.

Change 3665517 on 2017/09/26 by Daniel.Lamb

	Suspect fix for OR-44619
	#!jira OR-44619
	#!test Paragon editor compile
	#!rb Trivial

Change 3664346 on 2017/09/26 by Jon.Lietz

	- making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out.
	- Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired.
	- Updated all GC's data to use the new decal class
	- removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent

	#!rb Dave.Ratti
	#!reivew Dave.Ratti
	#!tests used characters that had decal comps in the GC and they recylce as expected.
	#!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed.

Change 3664099 on 2017/09/26 by Jon.Lietz

	OR-44510

	- bringing over engine fixes for the Enum Redirector from Dev-Framework

	#!rb none
	#!tests compiles and warnings are gone

Change 3663019 on 2017/09/25 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Gil: fixed race condition in the PipelineStateCache
	#!rb Daniel.Lamb
	#!test paragon ps4 with higher repro modified build
	#!lockdown Andrew.Grant
	#!jira OR-44441

	#!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3663014 on 2017/09/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready.

	#!tests ran locally
	#!rb [at daniel.lamb] [at arne.schober]

	#!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3663004 on 2017/09/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed dev check for extra commandline args from /data to /temp0

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3662999 on 2017/09/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - Fixed DateTime used for folders not being set

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3662255 on 2017/09/25 by Sam.Zamani

	#!tencent
	- fix for link error due to missing define of static OnNetworkCheatDetected delegate

	#!rb none
	#!tests none

Change 3662073 on 2017/09/25 by Sam.Zamani

	#!tencent
	Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server
	Possible options

	#!jira TEN-275 TSS detect and expose punish user callbacks

	KickClient - User should be booted from the current game session via disconnect
	KickMatch - User received info about being punished (eg. ban type etc)
	PunishInfo - User received info about being punished (eg. ban type etc)

	#!rb rob.cannaday
	#!tests none

Change 3659487 on 2017/09/22 by Josh.Markiewicz

	#!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin
	#!review-3659190 john.barrett, ryan.gerleve

Change 3659485 on 2017/09/22 by Josh.Markiewicz

	#!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins
	#!fyi john.barrett, ryan.gerleve

Change 3659184 on 2017/09/22 by Josh.Markiewicz

	#!UE4 - delete EpicSurvey module
	#!fyi justin.sargent, nick.darnell
	#!rb none

Change 3658697 on 2017/09/22 by Ryan.Gerleve

	Fixes for server-side Tencent anti-cheat library integration:
	-Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows
	-Add getter for the TssSdkAntiInterf object
	-Enable server anti-cheat in editor builds

	#!codereview sam.zamani
	#!rb none
	#!tests enabled Tencent OSS, built & ran server

Change 3658200 on 2017/09/22 by Graeme.Thornton

	Manual copy of CL 3587584 from Dev-Core

	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

	#!rb none
	#!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General

Change 3657970 on 2017/09/22 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition.

	We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game,

	[at marcus.wassmer,] [at arne.schober] #!rb none
	#!tests cycled 6-7 levels of Paragon

	#!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657914 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing...

	#!tests stepped through in non-pkg build
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657906 on 2017/09/21 by Andrew.Grant

	Improved some logging

	#!tests used locally
	#!rb none

Change 3657891 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing

	Fixed issue with -dev mode on PS4 not updating symbols

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657867 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Re-locked network CL to 3652780

	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657857 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444

	#!RB:arciel.rekman
	#!Tests:Compiled

	[CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf

	#!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657852 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for case-insensitivity causing title.json not to be staged

	#!rb daniel.lamb, bob.tellez
	#!tests ran packaging script, verified contents match v42

	#!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657831 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors

	We can worry about a more permanent solution after we get this live.

	#!RB:none
	#!Tests: Compiled

	[CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer

	#!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657824 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams

	Unresolved conflicts. andrew.grant, please merge this change by hand.
	//ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe
	//ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb

	--------------------------------------
	Built new UnrealCEFSubprocess client
	Changed OrionBuild.xml to build the shipping version of the above.

	The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this.

	[at justin.sargent,[at benjamin.crocker,[at wes.fudala]]]

	#!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657488 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: anton.migulko
	LIGHTING AND assets update

	#!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3656388 on 2017/09/21 by Laurent.Delayen

	Added default GetAxisVector static function to EAxisOption

	#!rb none
	#!FYI thomas.sarkanen
	#!tests lane minions test map

Change 3656387 on 2017/09/21 by Laurent.Delayen

	Initialize FAnimInstanceProxy with default constructor.

	#!rb none
	#!fyi lina.halper, thomas.sarkanen
	#!tests lane minion test map

Change 3656003 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked net version to 3650578 for patching

	benjamin.crocker
	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3654403 on 2017/09/20 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Merge DevCore -> Orion Release-43 CL 3641450
	UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers.
	#!rb Daniel.Lamb
	#!test Compile
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3654356 on 2017/09/20 by Andrew.Grant

	Merging 3653658 from Dev-Rendering

	#!tests compiled, ran editor
	#!rb marcus.wassmer

Change 3653914 on 2017/09/20 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access).

	#!rb none
	#!tests ran locally

	#!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3652495 on 2017/09/19 by Andrew.Grant

	Editgration of VR fix in 3643776 from Release-4.17

	#!tests #!rb na

Change 3652244 on 2017/09/19 by Sam.Zamani

	#!tencent
	Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher
	Added "-q" to whitelist of command line params for shipping builds
	Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher

	#!rb rob.cannaday
	#!tests none

Change 3651493 on 2017/09/19 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs.
	#!rb none
	#!lockdown Nick.Penwarden
	#!tests none

Change 3651490 on 2017/09/19 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs.
	#!rb none
	#!lockdown Nick.Penwarden
	#!tests none

Change 3651489 on 2017/09/19 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs.
	#!rb none
	#!lockdown Nick.Penwarden
	#!tests none

Change 3651445 on 2017/09/19 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag

	#!RB:none
	#!Tests:none

	[CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant

	#!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3651059 on 2017/09/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed code to archive load-order during tests

	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3651043 on 2017/09/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed error parsing from tests to put cause ahead of file info

	#!tests ran self-test
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3649683 on 2017/09/18 by Andrew.Grant

	Bulk-merge of oustanding changes in Main to DG

	#!tests #!rb na

Change 3649345 on 2017/09/18 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Integrate fix for eidtor crash when switching between low and high scaleability options.
	#!rb Olaf.Piesche
	#!test Paragon editor

	#!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3649335 on 2017/09/18 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - OR-44257 - Fix for hair not working
	It is valuable to use the proper variable when doing Boolean logic :/  Cut-n-paste error from bit-packing conversion.

	#!RB:daniel.lamb
	#!Tests:Re-tested in cooked build

	[CODEREVIEW] daniel.lamb

	#!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3649231 on 2017/09/18 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM

	#!RB:none
	#!Tests:none

	[CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy

	#!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3649211 on 2017/09/18 by robomerge

	#!ROBOMERGE-AUTHOR: marcus.wassmer
	Fix 'lowest' shadow settings (simple forward rendering)
	#!rb arne.schober
	[FYI] Daniel.Wright
	#!tests monolith

	#!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3649141 on 2017/09/18 by Stephan.Jiang

	Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source.

	  -- These are hacks for ability videos to work before we have the new Sequencer updates
	  -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748

	#!fyi Andrew.Grant, Max.Preussner
	#!rb none
	#!test compile

Change 3649087 on 2017/09/18 by Thomas.Ross

	Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General
	#!rb none
	#!tests none
	#!fyi Andrew.Grant,Jeff.Williams,dan.oconnor

Change 3649066 on 2017/09/18 by Max.Preussner

	WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources

	#!rb stephan.jiang
	#!rnx
	#!tests none

Change 3649049 on 2017/09/18 by Max.Preussner

	Media: Changed audio sample rate warning to verbose log

	#!fyi stephan.jiang
	#!rb none
	#!rnx
	#!tests none

Change 3648752 on 2017/09/18 by Max.Preussner

	WmfMedia: Fixed race condition in media sound wave

	#!rb none
	#!rnx
	#!tests none

Change 3648748 on 2017/09/18 by Max.Preussner

	WmfMedia: Hack for preventing flicker between media source switching

	Do not merge to Dev-Main!

	#!rb stephan.jiang
	#!rnx
	#!tests none

Change 3648596 on 2017/09/18 by Bart.Hawthorne

	More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough.

Change 3648575 on 2017/09/18 by Sam.Zamani

	#!tencent
	Fix for missing library calls when initializing TSS anti cheat SDK

	#!rb none
	#!tests compiles win64 server

Change 3648556 on 2017/09/18 by Jeff.Williams

	Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084

	Clearing up robomerge


	#!rb none
	#!tests none

Change 3648533 on 2017/09/18 by clayton.langford

	Unblocking RM.

	#!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams

	Unresolved conflicts. clayton.langford, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj

	--------------------------------------
	Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly.

	#!RB Adric.Worley
	#!tests none

	#!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3648219 on 2017/09/18 by Sam.Zamani

	#!tencent
	fixed Tencent module thirdparty dll runtime dependency paths
	fixed DLLHandle not being set

	#!rb none
	#!tests none

Change 3647998 on 2017/09/18 by Clayton.Langford

	Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763.

	#!tests compiled
	#!rb Adric.Worley

Change 3647817 on 2017/09/18 by James.Golding

	Mirror fix from 4.18 release stream (CL 3647799) to Dev-General
	Fix out-of-bounds access of cloth mapping data during CPU skinning
	#!rb benn.gallagher
	#!jira UE-49628
	#!fyi benn.gallagher
	#!tests convert RiftMage to static mesh

Change 3647749 on 2017/09/18 by Benn.Gallagher

	Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope.

	This caused matrix transposition to fail after the data was copied in using memcpy

	BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
	#!rb none
	#!tests Editor reimport of clothing assets

Change 3646242 on 2017/09/15 by Tyler.Cole

	Revert shared engine LocalMCP scripts.

Change 3646153 on 2017/09/15 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds

	#!RB:daniel.lamb
	#!Tests: Ran cooked Client

	[CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy

	#!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3646125 on 2017/09/15 by robomerge

	#!ROBOMERGE-AUTHOR: arne.schober
	OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews.
	#!RB Marcus.Wassmer
	#!tests automated performance tests

	#!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3645861 on 2017/09/15 by clayton.langford

	#!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams

	Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW.

	Unresolved conflicts. clayton.langford, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj

	--------------------------------------
	Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added.

	To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards

	Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated.

	#!tests ran local client/server, preflighted
	#!rb Ben.Salem
	#!rnx
	[FYI] Sean.Tobin, Hunter.Kent, Edward.King

	#!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3644062 on 2017/09/14 by Aaron.McLeran

	#!jira OR-44171 Some looping sounds are extremely loud
	#!rb Ethan.Geller
	#!tests run paragon, run near water river, don't observe looping sound being very loud

Change 3643901 on 2017/09/14 by Laurent.Delayen

	Integrated CL #!3604725 to fix bug with opening state machines from anim graph.

	#!rb none
	#!tests fixes bug
	#!FYI lina.halper

Change 3643641 on 2017/09/14 by Rob.Cannaday

	Fix unreachable code detected
	#!rb rob.cannaday
	#!tests Win64 compile

Change 3643326 on 2017/09/14 by Sam.Zamani

	#!tencent
	- temp disabled TerSafe.dll loading until staging issues can be resolved

	#!rb none
	#!tests none

Change 3643039 on 2017/09/14 by Sam.Zamani

	#!tencent
	- temp disabled TSS on servers due to linux build issues

	#!rb none
	#!tests none

Change 3642438 on 2017/09/13 by Rob.Cannaday

	Handle new analytics param types (number, string, etc)
	Stub implementation of FAnalyticsProviderETTencent DefaultAttrs
	#!rb rob.cannaday
	#!tests Win64 vs AI match

Change 3641655 on 2017/09/13 by Sam.Zamani

	#!tencent
	WIP added tss_sdk.dll (server) and TerSafe.dll (client)

	JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client
	JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers

	#!rb none
	#!tests PC run with RegionCN.pak enabling tencent mode

Change 3641559 on 2017/09/13 by Bart.Hawthorne

	Fix up oodle dictionary generation scripts

	#!rb none
	#!jira none

Change 3641550 on 2017/09/13 by robomerge

	#!ROBOMERGE-AUTHOR: john.nielson
	Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43

	#!rb: none
	#!test: Pie

	#!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3641393 on 2017/09/13 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev.

	Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled

	- Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false)
	- Added PGOInput option to TargetRules and passed through to compile environment
	- Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for
	- Updated PS4 toolchain to use both LTO and PGO depending on what was set

	#!tests soaked locally, preflighted
	#!rb codereviewed

	FWIW here are before/after results for LTCG.

	Orion Performance report from 3 games and 1441.51 seconds
	MVP:    2.83 (Min: 2.05, Max: 3.22)
	HPM:    4.29 (Min: 4.24, Max: 4.37)
	AvgH:   2.77ms (Min: 2.08ms, Max: 4.16ms)
	GT:     12.88ms (Min: 12.68ms, Max: 13.25ms)
	RT:     13.71ms (Min: 13.48ms, Max: 14.08ms)
	GPU:    14.39ms (Min: 14.21ms, Max: 14.50ms)

	Orion Performance report from 3 games and 1440.49 seconds
	MVP:    1.42 (Min: 1.02, Max: 1.94)
	HPM:    3.25 (Min: 2.75, Max: 3.62)
	AvgH:   2.08ms (Min: 2.08ms, Max: 2.08ms)
	GT:     11.93ms (Min: 11.64ms, Max: 12.47ms)
	RT:     12.80ms (Min: 12.54ms, Max: 13.24ms)
	GPU:    14.10ms (Min: 13.91ms, Max: 14.27ms)

	#!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3640885 on 2017/09/13 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Limited warning to once every 10 secs.

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3640875 on 2017/09/13 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed shipping config issue

	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3640870 on 2017/09/13 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Fixing CIS builds #!Orion

	The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors.

	[CODEREVIEW] John.Nielson
	#!rb none
	#!test compilation

	#!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3640783 on 2017/09/13 by robomerge

	#!ROBOMERGE-AUTHOR: john.nielson
	More temporary logging for finding the missing FX issue.

	#!rb: none
	#!Test: Pie

	#!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3639910 on 2017/09/12 by Rob.Cannaday

	Build fix for AnalyticsETTencent
	#!rb rob.cannaday
	#!tests compile Win64 DebugGame Editor

Change 3639565 on 2017/09/12 by Laurent.Delayen

	SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0.

	#!rb lina.halper
	#!FYI lina.halper
	#!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime.

Change 3639228 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Tools - Added ability to postmortem a PS4 devkit for last crash

	#!rb run locally
	#!tests none

	#!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3639075 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: jeff.williams
	Specifically requesting 'all' configuration, to avoid missing manifest in jar.

	#!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3639022 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Remove dependency on the editor style set in the WidgetReflector
	- Fixes a crash when trying to use the reflector in a client cooked build
	- Also updated Focusable column name to shared var

	#!rb none
	#!tests Widget Reflected in a cooked build

	#!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3638984 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: john.nielson
	Added some more temp logging to get to the bottom of the missing FX issue.  OR-43600 : Master Bug: Some hero ability FXs are missing in v43

	#!rb: none
	#!test: Pie

	#!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3638696 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Swapped problematic ensure to LogError, made draft obey notimeouts.

	#!tests compiled
	#!rb none
	[at daniel.lamb]

	#!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3638644 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Third time's the charm

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3638628 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed ensure in a PS4 friendly way

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3638583 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed ensure to get a cook

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3638545 on 2017/09/12 by Bart.Hawthorne

	Add analytics for oodle compression percentages

	#!rb ryan.gerleve, wes.hunt
	#!tests ran a 2 person game with dedicated server and verified analytics were reported
	#!jira OR-26386

Change 3638172 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: marcus.wassmer
	Duplicate 3620803
	Partial Fix for Dither Opacity Mask
	#!rb none
	#!tests PC monolith

	#!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3637643 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: jeff.williams
	Fixing version stream to Main

	#!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3637524 on 2017/09/11 by Andrew.Grant

	Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating

	#!tests build Win64 editor, ran tests locally
	#!rb none

Change 3637402 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet -  Restored logging of runoptions when not verbose

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3637357 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made 'none' test specify Attended

	#!rb Daniel.Lamb
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3637305 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: john.nielson
	Added temporary debug logging cmd line option for finding Jira OrionOR-43600

	#!RB: none
	#!Test: Pie
	[at David.Ratti]

	#!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3636549 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues

	#!RB:none
	#!Tests:none

	[CODEREVIEW] uriel.doyon

	#!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3636507 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	[OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG.

	Also:
	- Added distance formatting type for simple ability description values (will automatically append u to the value)
	- SimpleAbility description values can now go up to two decimal places

	Engine:
	- Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName

	#!rb Matt.Schembari
	#!tests PIE OrionEntry & FrontEndScene - various bug repros

	#!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3636372 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Implement fast particle pool memory.
	Default is 2mb, automatically cleans up oldest used pool slots.
	Estimated 1/4 time for STAT_PARTALLOC.
	#!rb Jason.Bestimt
	#!test paragon ps4 cooked

	#!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3636319 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed issue with fatal error message not being shown in reports.

	Fixed issue where some cancelled tests reported as succeeded

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3636264 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - Integrating CL 3609090  && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance

	#!RB:none
	#!Tests: Ran client cooked build

	[CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon
	[QAREVIEW]

	#!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3635288 on 2017/09/10 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices
	Fixed missing - in SoloSmoke args that were causing trailing params to be lost

	#!tests preflighted, ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3635145 on 2017/09/09 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Bumped script version to pick up SDK change for patch packages
	#!rb none
	#!tests none

	#!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3635097 on 2017/09/09 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added cleardevices option to Gauntlet that removes all devices after running.

	Added to Orion build scripts

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3634985 on 2017/09/09 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Cleaned up some logging around device failures

	Attempt to handle "Too Many Connections" error at a lower level

	Added removeall command to PS4DevkitUtil (not yet used)

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3634897 on 2017/09/09 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Checking in change to timeouts to test theory

	#!tests ran test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3634765 on 2017/09/08 by robomerge

	#!ROBOMERGE-AUTHOR: marcus.wassmer
	Scrape another .05ms out of GPU particle simulation.

	#!rb none
	#!tests ps4 monolith

	#!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3634422 on 2017/09/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for Gauntlet shutdown issue on builders
	Fix for BP editing crash from Dev-Framework

	#!tests ran locally
	#!rb none!

	#!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3634139 on 2017/09/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running

	#!tests ran locally with single and file-based devices
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3633799 on 2017/09/08 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only.

	#!rb none
	#!tests monolith02 turrets
	[CODEREVIEW] lina.halper

	#!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3633647 on 2017/09/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Possible fix for OR-43926 from Arne

	#!tests ran locally, observed no ensures or negative side-effects in UI or HUD
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3633637 on 2017/09/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Upped timeout for editorbased tests
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3632565 on 2017/09/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed some test code...
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3632385 on 2017/09/07 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	More improvements to device handling.
	Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems.

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3632177 on 2017/09/07 by robomerge

	#!ROBOMERGE-AUTHOR: thomas.ross
	Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43
	#!rb none
	#!test local commandlet

	#!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3632131 on 2017/09/07 by robomerge

	#!ROBOMERGE-AUTHOR: marcus.wassmer
	Fix a bug with new local vector-field only project setting
	#!rb none
	#!tests ps4 monolith

	#!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3632034 on 2017/09/07 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed issue where problem devices were reset each attempt

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3631812 on 2017/09/07 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	More improvements to device management in Gauntlet

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3631787 on 2017/09/07 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes.

	#!rb none
	[CODEREVIEW] martin.wilson
	#!test bot game

	#!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3631251 on 2017/09/07 by Andrew.Grant

	Additional device selection improvements

	#!tests #!rb na

Change 3630861 on 2017/09/07 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3630620 on 2017/09/07 by Laurent.Delayen

	RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions.

	#!rb Ori.Cohen
	#!codereview benn.gallagher
	#!tests lane minions test map

Change 3629990 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Fix for gpu hang on ps4.
	#!rb Marcus.Wassmer
	#!test Paragon cooked ps4
	#!jira OR-43835

	#!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629980 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Moved some missed code to FDebug::HasAsserted()

	#!tests na
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629975 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: marcus.wassmer
	Project optimization to only support local vector fields.
	separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost.
	#!rb olaf.piesche
	#!tests monolith ps4/pc

	#!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629917 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: marcus.wassmer
	Fix for sizebyspeed on ps4
	#!rb Simon.Tovey
	#!tests pc

	#!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629620 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629554 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Restored screenshot support to gauntlet (now driven externally)

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629495 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: don.eubanks
	Stat panel will only show stat changes or improvements that come from Item sources (cards / gems)

	#!rb dan.hertzka
	#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
	[RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel.  No more giant HP/MP regen numbers when standing in base!

	#!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629468 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring()

	Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread.

	#!tests ran locally
	#!rb none
	[at marcus.wassmer]

	#!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629410 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams

	Unresolved conflicts. andrew.grant, please merge this change by hand.
	//ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs

	--------------------------------------
	Fix for generating project files
	#!tests GPF
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629369 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests)

	#!rb none
	#!tests verified signing is disabled and game gets to main menu with -fileopenlog
	[at graeme.thornton]

	#!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629254 on 2017/09/06 by Laurent.Delayen

	URO: ensure we don't skip more frames than desired when switching LODs.

	#!rb lina.halper
	#!codereview martin.wilson, benn.gallagher
	#!test lane minions test map

Change 3629191 on 2017/09/06 by Laurent.Delayen

	Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions.

	#!rb lina.halper
	#!codereview martin.wilson
	#!test lane minions test map

Change 3629130 on 2017/09/06 by Laurent.Delayen

	AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug.

	#!rb none
	#!tests lane minion test map

Change 3628300 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed exception that could occur during tests if all devices were in use
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3627915 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Undoing Oodle check for the time being

	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3627875 on 2017/09/06 by Jason.Bestimt

	#!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables)

	#!RB:none
	#!Tests:none

	#!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker
	#!ROBOMERGE: MAIN, 43

Change 3627694 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Improved warnings

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3627642 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	More logging for OR-43892 and OR-43779
	#!rb none
	#!tests compile

	#!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3627247 on 2017/09/05 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed check that turns out to be bogus

	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3627240 on 2017/09/05 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures

	#!tests compiled OrionClient
	[at daniel.lamb] #!rb none

	#!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3627211 on 2017/09/05 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added ensure for OR-43777

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3626839 on 2017/09/05 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added wait to PS4DevkitUtil before trying to postmortem crashdump

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3626755 on 2017/09/05 by Rob.Cannaday

	Merge //Orion/Release-Tencent to //Orion/Dev-General
	Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT
	TODO:  Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded
	#!rb sam.zamani
	#!lockdown andrew.grant
	#!tests Win64 vs AI match, QA smoke test
	#!fyi sam.zamani

Change 3626285 on 2017/09/05 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed BaseDir argument not being correctly applied in tests

	Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3626221 on 2017/09/05 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame.

	Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement

	#!rb none
	#!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz

	[at Laurent.Delayen] [FYI] [at Andrew.Grant]

	#!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3625925 on 2017/09/05 by Laurent.Delayen

	If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want.

	#!rb benn.gallagher
	#!codereview martin.wilson, lina.halper
	#!tests lane minion map

Change 3624051 on 2017/09/02 by Andrew.Grant

	Fixed issue with test params not being set.

	Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability.

	#!tests preflighted
	#!rb none
	#!review-3624052 @ben.salem

Change 3623907 on 2017/09/02 by Andrew.Grant

	Fixed usesyncedbuild option being broken in Gauntlet

	#!codereview @daniel.lamb
	#!tests compiled
	#!rb none

Change 3623906 on 2017/09/02 by David.Ratti

	Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides

	#!rb none
	#!test future wukong pie

Change 3623766 on 2017/09/01 by Daniel.Wright

	[Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box
	#!rb none
	#!Tests PC QAGame

Change 3623518 on 2017/09/01 by Don.Eubanks

	Fix for Shipping Client PS4

	#!rb none
	#!tests Compile Shipping Client PS4
	#!fyi daniel.lamb andrew.grant

Change 3623515 on 2017/09/01 by Daniel.Wright

	[Copy] Volume materials applied to static meshes operate on the object's bounding sphere
	#!rb none
	#!TESTS QAGame PC

Change 3623503 on 2017/09/01 by Daniel.Wright

	[Copy] Fixed ObjectRadius in Volume domain materials
	#!rb none
	#!TESTS none

Change 3623102 on 2017/09/01 by Marcus.Wassmer

	Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand
	#!rb none
	#!tests monolith on PS4
	#!fyi olaf.piesche,tim.elek

Change 3623096 on 2017/09/01 by Marcus.Wassmer

	checkslow -> check to find issues with ILC
	#!rb none
	#!tests ran monolith on ps4

Change 3622744 on 2017/09/01 by Laurent.Delayen

	RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now).
	Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies.
	Take gravity from movement component if present, to inherit custom gravity scaling.
	Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used.
	If LOD enables new bodies, they are now initialized during simulation.
	Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default.
	Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change.
	Added AnimStats for PreUpdate, Update and Eval.

	#!rb ori.cohen
	#!codereview ori.cohen, lina.halper, benn.ghallager
	#!tests lane minion test map

Change 3622743 on 2017/09/01 by Laurent.Delayen

	Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes.

	#!rb lina.halper
	#!tests lane minion test map

Change 3622742 on 2017/09/01 by Laurent.Delayen

	'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings.
	Renamed DisplayDebugCustom to DisplayDebugInstance.

	#!rb lina.halper
	#!tests lane minion test map

Change 3622738 on 2017/09/01 by Laurent.Delayen

	Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams

	#!rb lina.halper
	#!tests lane minion test map

Change 3622666 on 2017/09/01 by Jian.Ru

	Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements
	#!jira UE-48972, OR-43455
	#!rb Chris.Bunner
	#!tests editor

Change 3622579 on 2017/09/01 by Andrew.Grant

	Fixed shutdown issues with some tests being detected as errors

	Simplied and cleanup some things in state management of tests.

	#!tests ShortSOloGame test locally
	#!rb none

Change 3622322 on 2017/09/01 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for OR-40366 from v43

	#!tests compiled
	#!rb Aaron.McLeran

	#!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3621054 on 2017/08/31 by Andrew.Grant

	Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating

	#!tests preflighted
	#!rb none

Change 3620755 on 2017/08/31 by Daniel.Lamb

	Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin.  Doesn't add a lot of memory over head.  Cleans out every few allocations.
	#!rb Jason.Bestimt
	#!test Cooked paragon ps4

Change 3620541 on 2017/08/31 by Ben.Salem

	Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting.
	#!rb none
	#!tests compiled.

Change 3620443 on 2017/08/31 by Mieszko.Zielinski

	Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4

	#!rb none
	#!test golden path

Change 3620428 on 2017/08/31 by Aaron.McLeran

	#!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General

	#!rb Ethan.Geller
	#!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports.

Change 3620411 on 2017/08/31 by Mieszko.Zielinski

	Fix to removal of simuli sources from the AISense_Sight #!UE4

	Made sure given source gets removed from ObservedTargets.

	#!rb none
	#!test golden path

Change 3620343 on 2017/08/31 by Ben.Salem

	Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on.
	#!rb clayton.langford
	#!tests ran shallow and normal FX tests, generated hitches to display.

Change 3620050 on 2017/08/31 by Luke.Thatcher

	[ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/...
	 - USE_DEFRAG_ALLOCATOR was not always defined in all cases.

	#!rb Daniel.Lamb
	#!tests none

Change 3619836 on 2017/08/31 by Andrew.Grant

	Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team)

	#!tests preflighted, ran locally
	#!rb none

Change 3618597 on 2017/08/30 by Dan.Hertzka

	Fixed Additive UI materials not being affected by the widget opacity
	- We needed to multiply the sampled color by the alpha of the vertex color

	Also added fade in anim for scoreboard when showing after the endgame cinematic

	#!rb Nick.Darnell
	#!tests Widget alpha affects additive materials

Change 3618441 on 2017/08/30 by Laurent.Delayen

	Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display.

	#!rb lina.halper
	#!tests lane minions

Change 3618404 on 2017/08/30 by Paul.Moore

	- Update to new MMS client API from Fortnite.
	- Add MMS API plugin.
	#!rb none
	#!tests matchmaking, v2 MMS matchmaking, draft lobby.
	#!lockdown andrew.grant

Change 3618167 on 2017/08/30 by Marcus.Wassmer

	Fix fog on PS4, also volume texture clears.
	#!rb luke.thatcher
	#!fyi Jordan.Walker
	#!tests ran monolith on ps4

Change 3617911 on 2017/08/30 by Andrew.Grant

	Fix for OR-43401, lighting remaining unbuilt

	#!tests ran cook, verified that lighting for bp components is now correctly found.
	#!rb marc.audy

Change 3617765 on 2017/08/30 by Andrew.Grant

	Fix for lighting always being unbuilt on some blueprints

	#!tests cooked data and verified BP components have the correct transform and receive cached lighting data
	#!rb marc.audy, bp-team

Change 3617757 on 2017/08/30 by Laurent.Delayen

	clang fix

	#!rb none
	#!tests none

Change 3617700 on 2017/08/30 by Laurent.Delayen

	Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated.

	#!rb lina.halper
	#!tests lane minions map

Change 3617695 on 2017/08/30 by Laurent.Delayen

	Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays.

	#!rb lina.halper
	#!tests test lane minions map

Change 3616757 on 2017/08/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for OR-43459 from Laurent

	#!tests na
	#!rb Lina.Halper, Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3616745 on 2017/08/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked net version to 3609966 in anticipation of patch

	#!rb #!tests na

	#!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3616551 on 2017/08/29 by Daniel.Lamb

	Fix memory leak in paragon.
	#!rb Andrew.Grant
	#!test Paragon ps4

Change 3613700 on 2017/08/28 by Andrew.Grant

	Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion

	Renabled r.Cache.UpdatePrimsTaskEnabled

	#!tests ran locally
	#!rb none

Change 3613694 on 2017/08/28 by Andrew.Grant

	Added -teamsize argument to Orion none test.

	#!tests ran None test :)
	#!rb none

Change 3613638 on 2017/08/28 by Ben.Salem

	Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created.
	#!rb clayton.langford
	#!tests Ran shallow and deep test for multiple characters.

Change 3612731 on 2017/08/28 by Chris.Bunner

	[DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook.
	#!rb
	#!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb
	#!tests Cooking/running simple scene with grass foliage
	#!jira UE-48698, OR-42612

Change 3612695 on 2017/08/28 by Andrew.Grant

	Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading

	Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things.

	#!tests ran NoneTest with -nomcp
	#!rb none

Change 3612002 on 2017/08/27 by Andrew.Grant

	Fix for crash seen during nightly tests

	#!tests baseline perf didn't crast 3/3
	#!rb none

Change 3611980 on 2017/08/27 by Andrew.Grant

	PS4DevkitUtil post-mortem improvements to logging
	#!tests run ShortSoloGame
	#!rb none

Change 3611758 on 2017/08/26 by Andrew.Grant

	Fix for warning

	#!tests #!rb na

Change 3611737 on 2017/08/26 by Andrew.Grant

	Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering

	3517039 -

	GitHub #!2655: Optimization for shadow map resolution selection for spot lights

	* Use the radius of the inscribed sphere at the cone end as the spot light's screen radius

	Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly

	3545241 -

	Fixed spotlight whole scene shadows using a radius 2x too long

	3545347 -

	Fixed shadow occlusion culling broken by shadowmap caching change.  FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame.
	#!rb none
	#!tests compiled

Change 3611718 on 2017/08/26 by andrew.grant

	#!CodeReview: andrew.grant, jason.bestimt, jeff.williams

	Unresolved conflicts. andrew.grant, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs

	--------------------------------------
	Improved parsing of callstacks and errors in test logs
	Added unit test for error parsing

	#!tests ran locally, unit tests
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3611704 on 2017/08/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Test fixes - addresses issue with memory report failing

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3611683 on 2017/08/26 by Andrew.Grant

	Upgraded PS4 SDK to 4.508.111

	#!tests SoloGames locally
	#!rb none

Change 3611466 on 2017/08/25 by Andrew.Grant

	Changed none test to use monolith02 by default

	#!tests compiled
	#!rb none

Change 3611167 on 2017/08/25 by Laurent.Delayen

	Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated.

	#!rb none
	#!tests lane minions
	#!codereview martin.wilson

Change 3610850 on 2017/08/25 by dan.hertzka

	Unclog Robomerge

	#!rb none
	#!tests none

Change 3610325 on 2017/08/25 by Andrew.Grant

	Compile fix for PS4

	#!tests compiled
	#!rb none

Change 3610018 on 2017/08/25 by Laurent.Delayen

	UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later.

	#!rb lina.halper
	#!tests venus ult on minion lane test map

Change 3609967 on 2017/08/25 by Daniel.Lamb

	Merging using //Fortnite/Main/->//Orion/Dev-General/
	Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4.

	CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping.
	 - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out.
	 - Added an extra flag to reset mip bias values when texture memory budget is increased.
	#!rb Uriel.Doyon
	#!jira FORT-45385
	#!jira FORT-47739

	CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4.
	 - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled.
	 - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted.
	 - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps.
	#!jira FORT-45229
	#!rb Ben.Woodhouse


	CL 3564368
	LLM Changes

	Summary:
	LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead.
	Changes where LLM hooks into the various allocation functions and pools.
	Added more LLM tracking scopes.
	Changed the way LLM gets its internal memory.
	Writing stats out to csv
	Fixed a few bugs with the tracker code

	Details:
	* re-enabled LLM by default in Dev builds for XB1 and PS4
	* Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update)
	* track allocations made from the defrag pool (PS4)
	* track non-drfrag pool garlic allocations (PS4)
	* track allocations made from PS4 malloc
	* combined the RHI and Malloc trackers into the Default tracker
	* changed stat groups to LLM, LLMPlatform and LLMOverhead
	* OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set
	* XMemAlloc now uses AllocationType if no LLM scope has been set
	* renamed VirtualMap to LLMMap
	* added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled.
	* support for tracking allocations that move in memory (for the PS4 defrag allocator)
	* support for tracking explicit memory without pausing the tracker
	* LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg
	* fixed check in FNameToTag. It was checking the wrong value when verifying the name index
	* show a warning on screen if LLM has been enabled without debug memory enabled (on consoles)
	* fixed program size tracking
	* fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope.
	* optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times)
	* fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them.
	* fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled
	* changed default alloc size for LLMMap to 16K
	* Added lots more LLM scopes renamed some of the existing ones
	* made FMemBlock::Allocators private and added accessor functions, which include LLM tracking.
	* fixed LLM alignment tracking in CustomVirtualAlloc
	* implemented LLM on XB1 so that it properly tracks D3D12Allocations
	* added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator
	* tracking of render targets
	* fixed LLM pool total column value.

	#!rb luke.thatcher

	CL 3565905
	[ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/...

	3458941 - Initial submission of new PS4 memory allocator.
	3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible.
	3498440 - Flexible and framebuffer memory fallbacks
	3515704 - Add stats to new PS4 memory system.

	UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly.

	#!rb Ben.Woodhouse

	CL 3580934
	[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
	 - Neo has 512 MB more direct memory than a base kit.
	 - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.

	#!rb Marcus.Wassmer
	#!jira FORT-50206

	CL 3590180
	[FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted.
	 - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB.
	 - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool.
	 - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails.

	#!jira FORT-49700
	#!rb Aaron.McLeran

	CL 3593920
	[FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system.
	 - Incorrect bitmask usage was truncating the available memory value to 32 bits.

	 - Also includes some minor refactoring to make parts more readable.
	 - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile.

	#!rb Jonathan.Fitzpatrick
	#!jira FORT-50918

	CL 3597577
	[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
	 - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
	 - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.

	#!rb Stewart.Lynch
	#!jira FORT-50825
	#!jira FORT-49688
	#!jira FORT-49695
	#!jira FORT-50054

	CL 3601951
	[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
	 - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
	 - Added garlic, onion and defrag stats to the platform memory stats struct.
	 - Added fixed pool sizes to platform memory stats.
	 - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.

	#!rb Stewart.Lynch
	#!jira FORT-52910


	#!test preflight with baseline performance memory report tests, local tests on neo
	#!rb Luke.Thatcher

Change 3608480 on 2017/08/24 by Uriel.Doyon

	Instanced static mesh lightmaps are now updated correctly after lighting scenario changes
	#!jira UE-48522
	#!tests Build lighting, loaded maps
	#!rb michel.dupuis

Change 3608407 on 2017/08/24 by Andrew.Grant

	Reintegrated ROlando's cloth optimizations

	#!tests #!rb none

Change 3608349 on 2017/08/24 by Rolando.Caloca

	O - Cloth vertex buffers no longer generate dummy vertices
	#!rb Lina.Halper
	#!fyi James.Golding
	#!tests Check obj list memory with multiple characters, tested animations

Change 3607815 on 2017/08/24 by Laurent.Delayen

	Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha.
	https://jira.it.epicgames.net/browse/OR-43186

	#!rb none
	#!tests Price hand two bone IK
	#!codereview lina.halper, thomas.sarkanen

Change 3607770 on 2017/08/24 by Andrew.Grant

	Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong

	#!tests ran locally, updated parser test
	#!rb none

Change 3607546 on 2017/08/24 by Jian.Ru

	Add more control to chromatic aberration effect
	#!jira UE-47138
	#!rb Brian.Karis
	#!tests editor

Change 3607270 on 2017/08/24 by Andrew.Grant

	Mirroring 3605735  from FN to address bug with MIC deduplication

	#!tests compiled
	#!rb none

Change 3607082 on 2017/08/24 by Laurent.Delayen

	Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands.
	List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph).
	Current debug Target is highlighted in a green bounding box.
	Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player.
	Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors.
	Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation.

	#!rb dave.ratti
	#!tests lane minion test map, debugging individual minions
	#!codereview jon.lietz

Change 3606772 on 2017/08/24 by David.Ratti

	Spot edigrate CL 3606417 for accurate CurveTable memory tracking
	#!rb none
	#!tests none

[CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
Matt Kuhlenschmidt
c72e1e1e70 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none

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

Change 3358367 by tim.gautier

	Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters

Change 3624848 by Jamie.Dale

	Added a composite font for the editor (and Slate core)

	This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.

	This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.

	This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.


Change 3654993 by Jamie.Dale

	'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer

	This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer

	Breaking changes:
	 - Native has been renamed to FNativeFuncPtr.
	 - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
	 - Use P_THIS if you were previously using the 'this' pointer in your native function.

Change 3699591 by Jamie.Dale

	Added support for displaying and editing numbers in a culture correct way

	Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).

	#jira UE-4028


Change 3719568 by Jamie.Dale

	Allow platforms to override the default ICU timezone calculation


Change 3622366 by Bradut.Palas

	#jira UE-46677

	Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
	Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.

Change 3622378 by Bradut.Palas

	#jira UE-46590

	we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
	The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
	Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.

Change 3622552 by Jamie.Dale

	Added support for per-culture sub-fonts within a composite font

	This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).

Change 3623170 by Jamie.Dale

	Fixing warning

Change 3624846 by Jamie.Dale

	Composite font cache optimizations

	- Converted a typically small sized map to a sorted array + binary search.
	- Converted the already sorted range array to use binary search.
	- Contiguous ranges using the same typeface are now merged in the cache.

Change 3625576 by Cody.Albert

	We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.

	#jira UE-47971

Change 3626057 by Matt.Kuhlenschmidt

	Expose EUmgSequencePlayMode to blueprints

	#jira UE-49255

Change 3626556 by Matt.Kuhlenschmidt

	Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is.  Causes flickering and incorrect window positioning.

	#jira UE-48922, UE-48957

Change 3627692 by Matt.Kuhlenschmidt

	PR #3977: Source control submenu menu customization (Contributed by Kryofenix)


Change 3628600 by Arciel.Rekman

	Added AutoCheckout to FAssetRenameManager for commandlet usage.

Change 3630561 by Richard.Hinckley

	Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.

Change 3630656 by Richard.Hinckley

	Compile fix.

Change 3630964 by Arciel.Rekman

	Fix CrashReporterClient headless build.

Change 3631050 by Matt.Kuhlenschmidt

	Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp

	Causes major problems with resizing splitters in editor

Change 3631140 by Arciel.Rekman

	OpenAL: update Linux version to 1.18.1 (UETOOL-1253)

	- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
	- Bulk of the change from Cengiz.Terzibas

	#jira UETOOL-1253

Change 3632924 by Jamie.Dale

	Added support for a catch-all fallback font within composite fonts

	This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.

Change 3633055 by Jamie.Dale

	Fixed some refresh issues in the font editor

Change 3633062 by Jamie.Dale

	Fixed localization commands being reported as unknown

Change 3633906 by Nick.Darnell

	UMG - You can now store refrences to widgets in the same UserWidget.  If you need to create links between widgets this is valuable.  Will likely introduce new ways to utilize this in the future, for now just getting it working.

Change 3634070 by Arciel.Rekman

	Display actually used values of material overrides.

Change 3634254 by Arciel.Rekman

	Fix ResavePackages working poorly with projects on other drives (UE-49465).

	#jira UE-49465

Change 3635985 by Matt.Kuhlenschmidt

	Fixed typo in function name used by maps

	PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)


Change 3636012 by Matt.Kuhlenschmidt

	PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)


Change 3636706 by Lauren.Ridge

	Epic Friday: Save parameters to child or sibling  instance functionality

Change 3638706 by Jamie.Dale

	Added an improved Japanese font to the editor

	This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).

	#jira UE-33268

Change 3639438 by Arciel.Rekman

	Linux: Repaired ARM server build (UE-49635).

	- Made Steam* plugins compile.
	- Disabled OpenEXR as the libs aren't compiled (need to be done separately).

	(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)

Change 3640625 by Matt.Kuhlenschmidt

	PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)


Change 3640626 by Matt.Kuhlenschmidt

	PR #4011: Remove space from filename (Contributed by projectgheist)


Change 3640697 by Matt.Kuhlenschmidt

	PR #4010: PNG alpha fix (Contributed by mmdanggg2)


Change 3641137 by Jamie.Dale

	Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch

	It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.

Change 3641351 by Jamie.Dale

	Fixing incorrect weights on the Japanese sub-font

Change 3641356 by Jamie.Dale

	Fixing inconsistent font sizes between CoreStyle and EditorStyle

Change 3641710 by Jamie.Dale

	Fixed pure-virtual function call on UMulticastDelegateProperty

Change 3641941 by Lauren.Ridge

	Adding a Parameter Details tab to the Material Editor so users can change default parameter details

Change 3644141 by Jamie.Dale

	Added an improved Korean font to the editor

	This is only used when displaying Korean text when the editor is set to Korean

Change 3644213 by Arciel.Rekman

	Fix the side effects of a fix for UE-49465.

	- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
	  and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.

	#jira UE-49465

Change 3644777 by Jamie.Dale

	Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished

Change 3644879 by tim.gautier

	QAGame: Optimized assets for Procedural Foliage testing
	- Added camera bookmarks to Stations in QA-Foliage
	- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
	- Fixed up redirectors

Change 3645109 by Matt.Kuhlenschmidt

	PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)


Change 3645114 by Matt.Kuhlenschmidt

	PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)


Change 3645116 by Matt.Kuhlenschmidt

	PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)


Change 3645118 by Matt.Kuhlenschmidt

	PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)


Change 3645876 by Arciel.Rekman

	Linux: fix submenus of context menu not working (UE-47639).

	- Change by icculus (Ryan Gordon).
	- QA-ClickHUD seems to be not affected by this change (it is already broken alas).

	#jira UE-47639

Change 3648088 by Jamie.Dale

	Fixed some case-sensitivity issues with FText format argument names/pins

	These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.

	#jira UE-47122

Change 3648097 by Jamie.Dale

	Moved common macOS/iOS localization implementation into FApplePlatformMisc

	#jira UE-49940

Change 3650858 by Arciel.Rekman

	UBT: improve CodeLite project generator (UE-49400).

	- PR #3987 submitted by yaakuro (Cengiz Terzibas).

	#jira UE-49400

Change 3651231 by Arciel.Rekman

	Linux: default to SM5 for Vulkan.

	- Change by Timothee.Bessett.

Change 3653627 by Matt.Kuhlenschmidt

	PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)


Change 3653628 by Matt.Kuhlenschmidt

	PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)


Change 3653984 by Jamie.Dale

	Fixed some redundant string construction

Change 3658528 by Joe.Graf

	UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files

Change 3658594 by Jamie.Dale

	Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues

	#jira UE-27263

Change 3659643 by Michael.Trepka

	Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior

	#jira UETOOL-1238

Change 3661908 by Matt.Kuhlenschmidt

	USD asset importing improvements

Change 3664100 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3664107 by Matt.Kuhlenschmidt

	PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)


Change 3664125 by Matt.Kuhlenschmidt

	PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)


Change 3664340 by Jamie.Dale

	PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)


Change 3664403 by Jamie.Dale

	PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)


Change 3664539 by Jamie.Dale

	PR #3280: Added EditableText functionality (Contributed by projectgheist)


Change 3665433 by Alexis.Matte

	When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
	#jira UE-50231

Change 3666747 by Cody.Albert



Change 3669280 by Jamie.Dale

	PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)


Change 3669718 by Jamie.Dale

	PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)


Change 3670838 by Alexis.Matte

	Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
	#jira UE-50387

Change 3671559 by Matt.Kuhlenschmidt

	Update SimpleUI automation test ground truth

	#jira UE-50325

Change 3671587 by Alexis.Matte

	Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
	#jira UE-50147

Change 3671730 by Jamie.Dale

	Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances

Change 3672104 by Michael.Dupuis

	#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings

Change 3674906 by Alexis.Matte

	Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
	#jira UE-50248

Change 3674942 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3675401 by Alexis.Matte

	-fix export animation, do not truncate the last frame anymore
	-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.

	#jira UE-48231

Change 3675990 by Alexis.Matte

	Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
	This is to avoid driving random vertex with old morph target.
	#jira UE-50391

Change 3676169 by Alexis.Matte

	When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.

Change 3676396 by Alexis.Matte

	Make all LOD 0 name consistent in staticmesh editor
	#jira UE-49461

Change 3677730 by Cody.Albert

	Enable locking of Persistent Level in Levels tab

	#jira UE-50686

Change 3677838 by Jamie.Dale

	Replaced broken version of Roboto Light

Change 3679619 by Alexis.Matte

	Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
	#jira UE-50001

Change 3680093 by Alexis.Matte

	Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.

Change 3680931 by Arciel.Rekman

	SlateDialogs: show image icon for *.tga (UE-25106).

	- Also reworked the logic somewhat.

	#jira UE-25106

Change 3681966 by Yannick.Lange

	MaterialEditor post-process preview.
	#jira UE-45307

Change 3682407 by Lauren.Ridge

	Fixes for material editor compile errors

Change 3682628 by Lauren.Ridge

	Content browser filters for Material Layers, Blends, and their instances

Change 3682725 by Lauren.Ridge

	Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default

Change 3682921 by Lauren.Ridge

	Fix for instance layers not initializing fully

Change 3682954 by Lauren.Ridge

	Creating Material Layer Test Assets

Change 3683582 by Alexis.Matte

	Fix static analysis build

Change 3683614 by Matt.Kuhlenschmidt

	PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)


Change 3684130 by Lauren.Ridge

	Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.

Change 3686289 by Arciel.Rekman

	Remove the pessimization (UE-23791).

Change 3686455 by Lauren.Ridge

	Fixes for adding/removing a layer parameter from the parent not updating the child

Change 3686829 by Jamie.Dale

	No longer include trailing whitespace in the justification calculation for soft-wrapped lines

	#jira UE-50266

Change 3686970 by Lauren.Ridge

	Making material parameter preview work for functions as well

Change 3687077 by Jamie.Dale

	Fixed crash using FActorDetails with the struct details panel

Change 3687152 by Jamie.Dale

	Fixed the row structure tag not appearing in the Content Browser for Data Table assets

	The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.

	#jira UE-48691

Change 3687174 by Lauren.Ridge

	Fix for material layer sub-parameters showing up in the default material parameters panel

Change 3688100 by Lauren.Ridge

	Fixing static analysis error

Change 3688317 by Jamie.Dale

	Fixed crash using the widget reflector in a cooked game

	Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.

Change 3689054 by Jamie.Dale

	Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes

	#jira UE-45751

Change 3689513 by Jamie.Dale

	Fixed justification bug with RTL text caused by CL# 3686829

	Also implemented the same alignment fix for visually left-aligned RTL text.

	#jira UE-50266

Change 3690231 by Lauren.Ridge

	Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor

Change 3690234 by Lauren.Ridge

	Adding Material Layers Function Parameter to Static Parameter Compare

Change 3690750 by Chris.Bunner

	Potential nullptr crash.

Change 3690751 by Chris.Bunner

	Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.

Change 3691010 by Jamie.Dale

	Fixed some clipping issues that could occur with right-aligned text

	FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)

	#jira UE-46760

Change 3691091 by Jamie.Dale

	Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type

Change 3691134 by Alexis.Matte

	Make sure we instance also the collision mesh when exporting a level to fbx file.
	#jira UE-51066

Change 3691157 by Lauren.Ridge

	Fix for reset to default not refreshing sub-parameters

Change 3691192 by Jamie.Dale

	Fixed Content Browser selection resetting when changing certain view settings

	#jira UE-49611

Change 3691204 by Alexis.Matte

	Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
	#jira UE-51023

Change 3692335 by Lauren.Ridge

	Setting displayed asset to equal filter asset if no instance has been selected

Change 3692479 by Jamie.Dale

	Fixed whitespace

Change 3692508 by Alexis.Matte

	Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
	We also prevent the export dialog to show
	#jira UE-50973

Change 3692639 by Jamie.Dale

	Translation Editor now shows stale translations as "Untranslated"

Change 3692743 by Lauren.Ridge

	Smaller blend icons, added icon size override to FObjectEntryBox

Change 3692830 by Alexis.Matte

	Fix linux build

Change 3692894 by Lauren.Ridge

	Tooltip on "Parent" in material layers

Change 3693141 by Jamie.Dale

	Removed dead code

	FastDecimalFormat made this redundant

Change 3693580 by Jamie.Dale

	Added AlwaysSign number formatting option

	#jira UE-10310

Change 3693784 by Jamie.Dale

	Fixed assert extracting the number formatting rules for Arabic

	It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.

	#jira UE-10310

Change 3694428 by Arciel.Rekman

	Linux: make directory watch request a warning so they don't block cooking.

	- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html

Change 3694458 by Matt.Kuhlenschmidt

	Made duplicate keybinding warning non-fatal

Change 3694496 by Alexis.Matte

	fix static analysis build

Change 3694515 by Jamie.Dale

	Added support for culture correct parsing of decimal numbers

	#jira UE-4028

Change 3694621 by Jamie.Dale

	Added a variant of FastDecimalFormat::StringToNumber that takes a string length

	This can be useful if you want to convert a number from within a non-null terminated string

	#jira UE-4028

Change 3694958 by Jamie.Dale

	Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing

	You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.

	#jira UE-4028

Change 3695083 by Alexis.Matte

	Optimisation of the morph target import
	- We now compute only the normal for the shape the tangent are not necessary
	- The async tasks are create when there is some available cpu thread to avoid filling the memory
	- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
	#jira UE-50945

Change 3695122 by Jamie.Dale

	GetCultureAgnosticFormattingRules no longer returns a copy

Change 3695835 by Arciel.Rekman

	TestPAL: greatly expanded malloc test.

Change 3695918 by Arciel.Rekman

	TestPAL: Added thread priority test.

Change 3696589 by Arciel.Rekman

	TestPAL: tweak thread priorities test (better readability).

Change 3697345 by Alexis.Matte

	Fix reorder of material when importing a LOD with new material
	#jira UE-51135

Change 3699590 by Jamie.Dale

	Updated SGraphPinNum to use a numeric editor

	#jira UE-4028

Change 3699698 by Matt.Kuhlenschmidt

	Fix crash opening the level viewport context menu if the actor-component selection is out of sync

	#jira UE-48444

Change 3700158 by Arciel.Rekman

	Enable packaging for Android Vulkan on Linux (UETOOL-1232).

	- Change by Cengiz Terzibas

Change 3700224 by Arciel.Rekman

	TestPAL: fixed a memory leak.

Change 3700775 by Cody.Albert

	Don't need to initialize EnvironmentCubeMap twice.

Change 3700866 by Michael.Trepka

	PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)


	#jira UE-41643

Change 3701132 by Michael.Trepka

	Copy of CL 3671538

	Fixed issues with editor's game mode in high DPI on Mac.

	#jira UE-49947, UE-51063

Change 3701421 by Michael.Trepka

	Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression

Change 3701495 by Alexis.Matte

	Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
	#jira UE-UE-51359

Change 3702982 by Jamie.Dale

	Cleaned up some localization setting names

	These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.

Change 3703517 by Arciel.Rekman

	TestPAL: improved thread test.

	- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).

Change 3704378 by Michael.Trepka

	Disable Zoom button on Mac if project requests a resizeable window without it.

	#jira UE-51335

Change 3706316 by Jamie.Dale

	Fixed the asset search suggestions list closing if you clicked on its scrollbar

	#jira UE-28885

Change 3706855 by Alexis.Matte

	Support importing animation that has some keys with negative time
	#jira UE-51305

Change 3709634 by Matt.Kuhlenschmidt

	PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)


Change 3711085 by Michael.Trepka

	Reenabled UBT makefiles on Mac

Change 3713049 by Josh.Engebretson

	The ConfigPropertyEditor now generates a unique runtime UClass.  It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone).  I also removed some static qualifiers for Section and Property names which were incorrect.

	#jira UE-51319

Change 3713144 by Lauren.Ridge

	Fixing automated test error

	#jira UE-50982

Change 3713395 by Alexis.Matte

	Fix auto import mountpoint
	#jira UE-51524

Change 3713881 by Michael.Trepka

	Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.

	#jira UE-31093

Change 3714197 by Michael.Trepka

	Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.

	#jira UE-47915

Change 3714911 by Joe.Graf

	Merge of cmake changes from Dev-Rendering

Change 3715973 by Michael.Trepka

	Disable OS close button on Windows if project settings request that

	#jira UE-45522

Change 3716390 by Lauren.Ridge

	The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.

	#jira UE-50916

Change 3716529 by Josh.Engebretson

	Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1

	#jira UE-51341

Change 3716885 by Josh.Engebretson

	Tracking transactions such as a duplication operation can modify a selection which differs from the initial one.  Added package state tracking to restore unmodified state when necessary.

	#jira UE-48572

Change 3716929 by Josh.Engebretson

	Unshelved from pending changelist '3364093':

	PR #3420: Exe's icons and properties (Contributed by projectgheist)


Change 3716937 by Josh.Engebretson

	Unshelved from pending changelist '3647428':

	PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)


Change 3717002 by Josh.Engebretson

	Fix FileReference/string conversion

Change 3717355 by Joe.Graf

	Fixed CMake file generation on Windows including Engine/Source/ThirdParty source

Change 3718256 by Arciel.Rekman

	TestPAL: slight mod to the malloc test.

	- Touch the allocated memory to check actual resident usage.

Change 3718290 by Arciel.Rekman

	BAFO: place descriptor after the allocation to save some VIRT memory.

	- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.

Change 3718508 by Michael.Trepka

	Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)

	#jira UE-46148

Change 3718855 by Lauren.Ridge

	Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.

Change 3718932 by Cody.Albert

	Update ActorSequence plugin loading phase to PreDefault

	#jira UE-51612

Change 3719378 by tim.gautier

	QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
	Added additional Text Widgets for testing

Change 3719413 by Lauren.Ridge

	Resubmit of content browser favorites

Change 3719803 by Yannick.Lange

	VREditor: Fix crash with null GEditor
	#jira UE-50103

Change 3721127 by tim.gautier

	QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
	- Added M_ParamDefaults and MF_ParamDefaults
	- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
	- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions

Change 3721255 by Alexis.Matte

	Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
	#jira UE-51363

Change 3721594 by Lauren.Ridge

	Material Blends now have plane mesh previews in their icons.

Change 3722072 by tim.gautier

	QAGame: Updated MF_ParamDefaults - using red channel as roughness
	Updated M_ParamDefaults - tweaked Scalar values

Change 3722180 by Michael.Trepka

	Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.

	#jira UE-25941

Change 3722220 by Michael.Trepka

	Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly

	#jira UE-40246

Change 3722806 by Lauren.Ridge

	Fixing non-editor compiles

Change 3722914 by Alexis.Matte

	Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.

	#jira UE-51665

Change 3723446 by Michael.Trepka

	Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME

	Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.

	#jira UE-48257

Change 3723505 by Matt.Kuhlenschmidt

	Fix duplicate actors being created for USD primitives that specify a custom actor class

Change 3723555 by Matt.Kuhlenschmidt

	Fix crash loading the gameplayabilities module

	#jira UE-51693

Change 3723557 by Matt.Kuhlenschmidt

	Fixed tooltip on viewport dpi scaling option

Change 3723870 by Lauren.Ridge

	Fixing incorrect reset to default visibility, adding clear behavior to fields

Change 3723917 by Arciel.Rekman

	Linux: fix compilation with glibc 2.26+ (UE-51699).

	- Fixes compilation on Ubuntu 17.10 among others.

	(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)

Change 3723918 by Arciel.Rekman

	Linux: do not test for popcnt presence unnecessarily (UE-51677).

	(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)

Change 3724229 by Arciel.Rekman

	Fix FOutputDeviceStdOutput to use printf() on Unix platforms.

Change 3724261 by Arciel.Rekman

	TestPAL: fix thread priority test (zero the counter).

Change 3724978 by Arciel.Rekman

	Linux: fix priority calculation.

	- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.

Change 3725382 by Matt.Kuhlenschmidt

	Guard against crashes and add more logging when actor creation fails.
	Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed

	#jira UE-47464

Change 3725559 by Matt.Kuhlenschmidt

	Added a setting to enable/disable high dpi support in editor.   This currently only functions in Windows.
	Moved some files around for better consistency

Change 3725640 by Arciel.Rekman

	Fix Linux thread/process priorities.

	- Should also speed up SCW on Linux by deprioritizing them less.

Change 3726101 by Matt.Kuhlenschmidt

	Fix logic bug in USD child "kind" type resolving

Change 3726244 by Joe.Graf

	Added an option to generate a minimal set of targets for cmake files
	Added shader and config files to cmake file generation for searching within IDEs

Change 3726506 by Arciel.Rekman

	Fix compile issue after DPI change.

Change 3726549 by Matt.Kuhlenschmidt

	Remove unnecessary indirection to cached widgets in the hit test grid

Change 3726660 by Arciel.Rekman

	Enable DPI switch on Linux.

Change 3726763 by Arciel.Rekman

	Fix mismatching "noperspective" qualifier (UE-50807).

	- Pull request #4080 by TTimo.

Change 3727080 by Michael.Trepka

	Added support for editor's EnableHighDPIAwareness setting on Mac

Change 3727658 by Matt.Kuhlenschmidt

	Fix shutdown crash if level editor is still referenced after the object system has been gc'd

	#jira UE-51630

Change 3728270 by Matt.Kuhlenschmidt

	Remove propertyeditor dependency from editorstyle

Change 3728291 by Arciel.Rekman

	Linux: fix for a crash on a headless system (UE-51714).

	- Preliminary change before merging to 4.18.

Change 3728293 by Arciel.Rekman

	Linux: remove unneeded dependency on CEF.

	- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.

Change 3728524 by Michael.Trepka

	Copy of CL 3725570

	Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)

	#jira UE-51709

Change 3728875 by Michael.Trepka

	Fixed compile error in Mac SlateOpenGLContext.cpp

Change 3728880 by Matt.Kuhlenschmidt

	Guard against invalid worlds in thumbnail renderers

Change 3728924 by Michael.Trepka

	Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.

	#jira UE-51711

Change 3729288 by Joe.Graf

	Added the .idea/misc.xml file generation to speed up CLion indexing

Change 3729935 by Michael.Dupuis

	#jira UE-51722: Hide from UI invalid enum values

Change 3730234 by Matt.Kuhlenschmidt

	Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.

	#jira UE-51801

Change 3730349 by Michael.Dupuis

	#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item

Change 3730438 by Lauren.Ridge

	Cleaning up material layering UI functions

Change 3730723 by Jamie.Dale

	Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers

	#jira UE-51799

Change 3731008 by Lauren.Ridge

	Changing Layers and Blends from proxy assets to real assets

Change 3731026 by Arciel.Rekman

	libelf: make elf_end() visible (UE-51843).

	- This repairs compilation for a case when CUDA is being used.
	- Also added some missing files for ARM 32-bit.

Change 3731081 by Lauren.Ridge

	New material layer test assets

Change 3731186 by Josh.Engebretson

	Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets

	#jira UE-50104

Change 3731188 by Mike.Erwin

	Improve responsiveness of Open Asset dialog.

	On large projects, there's a noticeable delay when opening and searching/filtering assets.

	Stopwatch measurements on my machine (seconds for ~122,000 assets):
		before	with this CL
	ctrl-P	1.4	0.45
	search	1.8	0.55

	CollectionManagerModule was the main culprit for search/filter slowness.

	Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.

Change 3731682 by Arciel.Rekman

	UnrealEd: Allow unattended commandlets to rename/save packages.

Change 3732305 by Michael.Dupuis

	#jira UE-48434 : Only register if the foliage type still has a valid mesh

Change 3732361 by Matt.Kuhlenschmidt

	Fix two settings objects being created in the transient package with the same name

	#jira UE-51891

Change 3732895 by Josh.Engebretson

	https://jira.it.epicgames.net/browse/UE-51706

	If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
	Adds DDC notification events for check/put and query for whether a shared DDC is in use.

	#jira UE-51706

Change 3733025 by Arciel.Rekman

	UBT: make sure new clang versions are invoked.

Change 3733311 by Mike.Erwin

	Fix Linux compile warning from CL 3731188

	It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.

Change 3733658 by Josh.Engebretson

	Add a missing #undef LOCTEXT_NAMESPACE

Change 3734003 by Arciel.Rekman

	Fix Windows attempting to use printf %ls and crashing at that (UE-51934).

Change 3734039 by Michael.Trepka

	Fixed a couple of merge issues in Mac ApplicationCore

Change 3734052 by Michael.Trepka

	One more Mac ApplicationCore fix

Change 3734244 by Lauren.Ridge

	Fix for accessing Slate window on render thread

Change 3734950 by Josh.Engebretson

	Fixing clang warning

Change 3734978 by Jamie.Dale

	Relaxed enum property importing to allow valid numeric values to be imported too

	This was previously made more strict which caused a regression in Data Table importing

	#jira UE-51848

Change 3734999 by Arciel.Rekman

	Linux: add LTO support and more.

	- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
	- Supports using llvm-ar and lld instead of ar/ranlib and ld.
	- More build information printed (and in a better organized way).
	- Native scripts updated to install packages with the appropriate tools on supported systems
	- AutoSDKs updated to require a new toolchain (already checked in).
	- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089

Change 3735268 by Matt.Kuhlenschmidt

	Added support for canvas based DPI scaling.

	-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
	-The debug canvas for stats is always dpi scaled in editor and pie.
	-Eliminated text scaling workaround now that the entire canvas is properly scaled
	-Enabled canvas scaling in cascade UI

Change 3735329 by Matt.Kuhlenschmidt

	Fix potential crash if an asset editor has an object deleted out from under it

	#jira UE-51941



Change 3735502 by Arciel.Rekman

	Fix compile issue (bShouldUpdateScreenPercentage).

Change 3735878 by Jamie.Dale

	Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string

	This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.

Change 3735881 by Jamie.Dale

	JsonValue no longer stringifies whole numbers as floats

Change 3735884 by Jamie.Dale

	Only allow enums to import integral values

Change 3735912 by Josh.Engebretson

	Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications

	#jira UE-48131

Change 3736280 by Matt.Kuhlenschmidt

	Fix 0 dpi scale for canvases

	#jira UE-51995

Change 3736298 by Matt.Kuhlenschmidt

	Force focus of game viewports in vr mode

Change 3736374 by Jamie.Dale

	Fixed some places where input chords were being used without testing that they had a valid key set

	#jira UE-51799

Change 3738543 by Matt.Kuhlenschmidt

	Better fix for edit condition crashes

	#jira UE-51886

Change 3738603 by Lauren.Ridge

	Copy over of drag and drop non-array onto array fix

Change 3739701 by Chris.Babcock

	Fix crashlytics merge error
	#jira UE-52064
	#ue4
	#android

[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
Chris Bunner
d0e023967f Copying //UE4/Dev-Automation to //UE4/Dev-Main (Source: //UE4/Dev-Automation @ 3723189)
#lockdown Nick.Penwarden
#rb

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

Change 3716887 by Chris.Bunner

	[Duplicate] Added "show delta" checkbox to automated screenshot comparison viewer.

Change 3720970 by Chris.Bunner

	Added more time for UDP serialization test.

Change 3722873 by Chris.Bunner

	Updated screenshot comparison to handle new folder layout, can no longer assume the root folder. Was deleting pending AddNew/Replace comparison results when any were updated.

Change 3720019 by Chris.Bunner

	Swapping automation screenshot test data from "Map_Test/Platform_RHI" to "Map/Test/Platform/RHI" as this allows platform folders and platform-specific tests to obey privacy rules.

Change 3720989 by Chris.Bunner

	[Duplicate] Allow platforms to override the default ICU timezone calculation

[CL 3723196 by Chris Bunner in Main branch]
2017-10-27 12:34:12 -04:00
Chris Bunner
3aa7c4dc94 Updated physicalized animation and physics stability tests to be more relaxed on console.
Added cvar for adjusting tolerance on less precise autopamted tests, AutomationTestUseRelaxedPhysicsStabilityThresholds.
Added GetConsoleVariableFloat/Int global blueprint functions.
#rb Marcus.Wassmer
#fyi James.Golding
#jira UE-48317
#lockdown Nick.Penwarden

[CL 3699491 by Chris Bunner in Main branch]
2017-10-17 09:03:58 -04:00