Commit Graph

16 Commits

Author SHA1 Message Date
thomas sarkanen
9e7c191aca Anim blueprint editor modes now display transform toolbar
Deferred to the active editor modes when determining transform toolbar visibility
Updated existing edit modes to correctly update their available widget modes

#rb Nick.Brett
#preflight 61ba0002590498f205a19fb2

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18467669 via CL 18467672 via CL 18467673 via CL 18468089 via CL 18468141
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18468161 by thomas sarkanen in ue5-release-engine-test branch]
2021-12-15 12:17:40 -05:00
aurel cordonnier
69fe095547 Merge from Release-Engine-Staging @ 17636544 to Release-Engine-Test
This represents UE4/Main @17638339 and Dev-PerfTest @17636504

[CL 17638842 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-27 19:54:25 -04:00
Alexis Matte
73d83c6a38 To protect the skeletalmesh when using async operations like build or re-import we deprecate all public member variables of USkeletalMesh class and create the necessary getter and setter. Those member will stay public but will be move to private in a future release.
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.

#rb danny.couture
#jira UEENT-3936
#rnx

[CL 14812920 by Alexis Matte in ue5-main branch]
2020-11-25 11:17:08 -04:00
michael daum
7c6d7b3ab2 Drastically reduce the number of targets depending on UnrealWidget.h
#rb lauren.barnes

[CL 14266936 by michael daum in ue5-main branch]
2020-09-07 20:36:09 -04:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
Robert Manuszewski
7b6f840f7f Copying //UE4/Dev-Core @ 10708550 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 10708666 by Robert Manuszewski in Main branch]
2019-12-13 11:07:03 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
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
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
Thomas Sarkanen
40cfc29928 Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3537446)
#lockdown Nick.Penwarden

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

Change 3491514 by Jonathan.Poncelet

	Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent

	Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function.

	#jira UE-39757 Torque and angular velocity are inconsistent

	#automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units.

Change 3495025 by Jonathan.Poncelet

	Back out changelist 3491514

	"Added new functions AddTorqueDegrees and AddAngularImpulseDegrees to UPrimitiveComponent

	Provided automated tests ensure that the angular velocity is consistent for each of the new functions by comparing it with an equivalent call to the original function.

	#jira UE-39757 Torque and angular velocity are inconsistent

	#automation Tests verify that AddTorque/AddTorqueDegrees and AddAngularImpulse/AddAngularImpulseDegrees both produce the correct angular velocity, when passed the same value in different units."

Change 3505086 by Danny.Bouimad

	Updating test content in TM-AnimPhys and TM-TangentNormals

Change 3505375 by James.Cobbett

	Automating Settle test map

Change 3505714 by Lina.Halper

	Add more descriptive pin name and node text for constraint node

	#jira: UE-45895
	#rb: Ori.Cohen

Change 3505731 by Lina.Halper

	1. Renamed FTargetReference to FBoneSocketTarget

	 - this allows users to choose either bone or socket as a target.

	2. Two Bone IK refactor to use FBoneSocketTarget

	- Effector Target and Joint Target are converted to use FBoneSocketTarget, so you can use socket or bone

	- Effector Location and Joint Target Location is used as offset from target location, so you can use as a combination of FBoneSocketTarget

	- Editor code now uses runtime node instead of Graph Node, will have more discussion with Tom on this.

	3. FABRIK refactor to use FBoneSocketTarget

	#code review: Laurent.Delayen, Martin.Wilson, Thomas.Sarkanen
	#rb: Laurent.Delayen

Change 3505770 by Lina.Halper

	IK automation test

	#jira: UE-46250

Change 3506369 by Lina.Halper

	Fix initialization order issue

	#rb:none
	#rnx

Change 3506697 by Martin.Wilson

	Fix root motion when using ForceAnimRate's of more than 1

	#jira UE-39021

Change 3506765 by Lina.Halper

	It's confusing to see the same name multiple times. So fixed so that this utility functions show up later, and then added function instead.

	#jira: UE-45871
	#rb: Martin.Wilson

Change 3506787 by Ori.Cohen

	Added single threaded physx tasks stats using "stat PhysXTasks"

Change 3506803 by Ori.Cohen

	Turn off debug code which was submitted by accident

Change 3506840 by Jurre.deBaare

	Fix for automation vertex-color warning

Change 3506917 by Danny.Bouimad

	Checking in Edits made to AnimBP Constraint Content

Change 3507045 by James.Cobbett

	Submitting final Settle test map updates

Change 3509208 by Danny.Bouimad

	Checking in content changes for TM-SuspendCloth

Change 3509235 by James.Cobbett

	Deleting Settle test map from QAGame - now lives in EngineTest

Change 3509935 by Lina.Halper

	One customization tree for supporting Bone and Socket
	 : you can just use FBoneSocketTarget and that will allow displaying sockets also

	#jira: UE-45778
	#rb: Thomas.Sarkanen
	#code review:Thomas.Sarkanen

Change 3511250 by Martin.Wilson

	Fix crash when performing drag operations in the notify track window

	#jira UE-46420

Change 3511397 by Thomas.Sarkanen

	Asset reloading now defers re-opening asset editors until post-GC phase

	This prevents an issue in some asset editors (like Persona) which may reference other assets in their UI.

	#jira UE-46442 - Crash when opening skeletal mesh editor window after reloading asset

Change 3512849 by Aaron.McLeran

	#jira UE-46576 Fixing granulator loading multiple sound waves

Change 3513414 by James.Cobbett

	Fixing destructible test map

Change 3513588 by Benn.Gallagher

	Clothing LOD improvements
	 - Added full pipeline for adding LODs to clothing assets in editor
	 - Added methods for mapping parameters between masks on meshes with differing topology
	 - Fixed a few UI bugs

Change 3513599 by Benn.Gallagher

	Missed files from last checkin

Change 3513920 by Martin.Wilson

	Move Live Link Retarget Asset to live link plugin and remove engine dependency from LiveLinkInterface (fixes maya live link compiling)

Change 3515400 by Aaron.McLeran

	#jira UE-46299 Added a fade in function to audio device so audio can resume after fading out in main audio device.

Change 3515495 by Joe.Conley

	Had reports some AnimationBP deterministic cooking errors were being caused by FBakedAnimationState::bAlwaysResetOnEntry not being initialized in the constructor explicitly.  Changing that to be explicitly initialized to false in the constructor, as well as UAnimStateNode::bAlwaysResetOnEntry.

Change 3515641 by Benn.Gallagher

	CIS fix for game builds

Change 3516817 by Aaron.McLeran

	Moving opus lib to subfolder Windows instead of win32 to fix UGS game sync issues.

Change 3516853 by Aaron.McLeran

	Slight optimization in converting proc audio buffer to 16 bit PCM.

Change 3517525 by Jonathan.Poncelet

	Fix comment for FName operator!=

Change 3517826 by James.Cobbett

	Test files for bug UE-46719

Change 3518049 by James.Cobbett

	Updating Settle automated test map to include settling on convex floors. Also added step to save actor starting location in Ground Truth, and reset actors to that location at the end of the test.

Change 3518185 by Ori.Cohen

	Fix merge error as reported by NVIDIA

Change 3518711 by Ethan.Geller

	Integrating fix for switch crash on load level.

Change 3518720 by Ethan.Geller

	Back out changelist 3518711

Change 3519040 by Aaron.McLeran

	Simple feature to add attack/decay interpolation times for focus feature to avoid fast focus/out-of-focus volume scaling.

Change 3519972 by James.Golding

	Fix constructor order for FSoundAttenuationSettings to fix CIS

Change 3520141 by Martin.Wilson

	Make retarget assets are no longer assets but blueprints instead.
	Add blueprint function for remap asset to allow blueprints to transform bone names

	#jira UEAP-235

Change 3520568 by Martin.Wilson

	CIS fix

Change 3520677 by Benn.Gallagher

	Added ability to rename clothing assets after creation

Change 3520727 by Benn.Gallagher

	Removed unecessary header for asset list

Change 3520791 by Martin.Wilson

	Fix multiple calls to FinalizeBoneTransforms when calling RefreshBoneTransforms outside of tick

Change 3521069 by Jurre.deBaare

	Merging an actor with recompute normal and Overlapping UVs causes the normals generate incorrectly
	#fix old code path was causing normals to be recompute when it wasn't required causing the smooth normals on the issueing asset
	#jira UE-46806

Change 3521070 by Jurre.deBaare

	Ensure occurs when performing a Bake Out Material on Cube
	#fix Make sure that we update the Material data used for texture streaming when adding/changing materials during material baking
	#jira UE-46807

Change 3521142 by Jurre.deBaare

	Bake Material large Texture size crash
	#fix Added clamping to baked out material texture sizes in all occurences (GetMax2DTextureDimension())
	#jira UE-46808

Change 3523294 by Aaron.McLeran

	Resetting available byte count when resetting the procedural sound wave

Change 3523297 by Aaron.McLeran

	Adding thread safe mode for plugin interface shared ptrs.

Change 3524153 by Jurre.deBaare

	Issue where new blend space samples list in detailsview would not regenerate blendspace sampling
	#fix Unified what happens when you change the grid sample value (this issue also caused undo/redo not to work with these numeric boxes)

Change 3524154 by Jurre.deBaare

	Advanced preview tool tip in BlendSpace editor has different behaviour when grid doesn't have focus, and broke the sample dragging functionality.
	#fix Undid some added state cleanup code which actually was invalid to do, and made sure the CTRL down isn't a toggle but a constant state

Change 3524282 by Thomas.Sarkanen

	Fixed OculusAudio in line with new API

	Post-Main merge fixup

Change 3524348 by Thomas.Sarkanen

	Merging using Dev-Physics-Upgrade_PhysX3_To_Dev-AnimPhys_PhysX

	Original CL 3521358:

	[From trunk] 22410436 [Px-1090]PCm sphere convex jittering in UE4 [Reviewer: Kier]

	p4rmerge of Change 22415420 by sschirm
	from e:\P4\dev1\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4\Mirror_scripts\patch/cl-22415420.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4/Mirror/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX3/

	#jira UE-46668 - PCM still has stability issues

Change 3524541 by Jurre.deBaare

	Disabled material baking automated tests for now
	#jira UE-46510

Change 3524684 by Jurre.deBaare

	If you paste a invalid name into Bones to Remove and hit apply the editor will crash
	#fix did not check for INDEX_NONE or NAME_NONE bones when retrieving bone indices
	#jira UE-46830

Change 3525244 by Ori.Cohen

	Added the ability to verify the DDC content is not stale. Systems have to opt in (-VerifyDDC)

Change 3525248 by Ori.Cohen

	Physx DDC will now run with verify ddc. Also fixed bad key which was missing the complexity type of body setup

Change 3525263 by Ori.Cohen

	Fix typo with printf

Change 3525279 by Ori.Cohen

	Fix CIS

Change 3525478 by Ethan.Geller

	Adding memory aligned audio buffer support

Change 3525688 by Aaron.McLeran

	Removing unnecessary code

Change 3526391 by Benn.Gallagher

	Clothing optimization pass, mainly removing allocations and precaching some skin information. 10% Overall non-gamethread time reduction, gamethread sync completion task time halved.
	#jira UEAP-197

Change 3526454 by Benn.Gallagher

	CIS fix

Change 3526919 by Chad.Garyet

	adding verifyddc flag to automated tests

Change 3527006 by Lina.Halper

	Fix crash with blendspace sample value change

	- Matt also fixed undo transaction, queuing every move vs only final value
	- Matt fixed property changed to send interactive or not paramger, so that it doens't call object changed for every single move

	#jira: UE-46929
	#rb: Matt.Kuhlenschmidt
	#code review: Jurre.DeBaare, Matt.Kuhlenschmidt

Change 3528684 by Benn.Gallagher

	Static analysis fix, excessive statement left to signal reasons clothing assets would invalidate their caches triggered SA fail.

Change 3528687 by Benn.Gallagher

	CIS Fix, method definition outside of declaration #if block.

Change 3528890 by Ori.Cohen

	Fix false negative with PIE and verify DDC

Change 3528899 by Martin.Wilson

	Smart name refactor part 1 - Changed FindUID api to return UID rather than pointer to UID, fix code in Orion that was caching a pointer to internal TMap allocated memory.

	#jira UEAP-264

Change 3530148 by Aaron.McLeran

	Making check for Supporting multiple audio devices only happen in editor builds.

Change 3530519 by Jonathan.Poncelet

	Deprecated original angular physics functions in preference of a consistent API, using degrees vs. radians

	Functions are now suffixed "InDegrees" or "InRadians", to make it obvious which are used.
	The deprecated functions now call whichever degrees or radians counterpart is needed.
	FBodyInstance now works entirely in radians, to avoid unnecessary conversions.
	Automated tests have been added to verify behaviour.

	#jira UE-39757 Torque and angular velocity are inconsistent

Change 3530943 by Benn.Gallagher

	Fixed clothing shader model automation test.

	#jira UE-47052

Change 3530993 by Thomas.Sarkanen

	Merging using Dev-Rendering_To_Dev-AnimPhys from CL 3512333. Converting integrates to edits.

	Oiriginal CL desc:

	Texture source data is not released anymore in WillNeverCacheCookedPlatformDataAgain().
	This prevents an issue where texture referenced through CompositeTexture have no source data available.
	This doesn't affect peak memory so much as texture loaded with AllowAsyncLoading already release their temporary load data.

	#jira UE-47083 - Cook Odin fails with LogTexture: Error: Unable to get texture source mips because its bulk data was released.

Change 3536312 by Chad.Garyet

	adding verifyddc into the automatedtestbuild xml

Change 3537375 by James.Golding

	Merge Ocean GC crash fix (OCN-7666) from CL 3512485
	#jira UE-47211


DONE!

[CL 3537460 by Thomas Sarkanen in Main branch]
2017-07-14 06:36:47 -04:00
Ori Cohen
25ae9b5661 Copying //UE4/Dev-AnimPhys to Dev-Main (//UE4/Dev-Main)
(will update this soon)

#lockdown Nick.Penwarden
#rb none

[CL 3502661 by Ori Cohen in Main branch]
2017-06-21 10:25:35 -04:00
Thomas Sarkanen
1102c5e12c Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden

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

Change 3294073 on 2017/02/09 by Thomas.Sarkanen

	Delete old location of FriendViewModel.h that did not get picked up correctly in the merge

Change 3354003 on 2017/03/20 by Thomas.Sarkanen

	Back out changelist 3353914

Change 3355932 on 2017/03/21 by Thomas.Sarkanen

	Back out changelist 3354003

	Reinstating merge from Main:

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839

Change 3358776 on 2017/03/22 by Ori.Cohen

	Recreate physics when changing mobility of components - fixes debug rendering issue

	#JIRA UE-39328

Change 3360075 on 2017/03/23 by James.Golding

	Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.

Change 3362695 on 2017/03/24 by Thomas.Sarkanen

	Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor

	#jira UE-41100 - Persona code calling incorrect extenders when building menus.

Change 3362696 on 2017/03/24 by Thomas.Sarkanen

	Facial animation experimental feature now pops up restart editor toast

	#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer

Change 3362699 on 2017/03/24 by Thomas.Sarkanen

	Enable snapping for translation in animation viewports

	#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
	#jira UE-39748 - Translating bones in Persona is not affected by Snap Options

Change 3362700 on 2017/03/24 by Thomas.Sarkanen

	Curve source nodes now dont update their source title if the source is a pin

	The title of the node is not recached when the pin default changes, so we cant display it in the title

	#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in

Change 3362721 on 2017/03/24 by Thomas.Sarkanen

	CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports

	#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona

Change 3362724 on 2017/03/24 by Thomas.Sarkanen

	Fix animation preview scene keyboard bindings

	Also moved advanced preview scene into its own module

	#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.

Change 3362783 on 2017/03/24 by Ori.Cohen

	Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.

Change 3362796 on 2017/03/24 by Ori.Cohen

	Fix welded capsules not using the right rotation

	#JIRA UE-41546

Change 3362803 on 2017/03/24 by Ori.Cohen

	Recreate physics when changing mobility of components - fixes debug rendering issue

	#JIRA UE-39328

Change 3363013 on 2017/03/24 by Thomas.Sarkanen

	Fix CIS issue

Change 3363202 on 2017/03/24 by Ori.Cohen

	Fix bad #endif

Change 3363295 on 2017/03/24 by Ori.Cohen

	Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.

	#JIRA UE-40783

Change 3363435 on 2017/03/24 by Jon.Nabozny

	Fix infinite jump on client when Jump Max Hold Time is not 0.

	#jira UE-41004

Change 3363451 on 2017/03/24 by Jon.Nabozny

	Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).

	#jira UE-39567

Change 3363504 on 2017/03/24 by Jon.Nabozny

	Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
	(Code originally came from SCE via UDN)

	#jira UE-41049

Change 3363532 on 2017/03/24 by Ori.Cohen

	Change default to SkipSimulatedBones.

	#JIRA UE-41404

Change 3363537 on 2017/03/24 by Ori.Cohen

	Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.

	#JIRA UE-30826

Change 3363681 on 2017/03/24 by Jon.Nabozny

	Reapply 3292286 after it was clobbered by 3360002
	(Only clobbered in Ocean).

	#jira UE-37512

Change 3363722 on 2017/03/24 by mason.seay

	Updated map to improve testing

Change 3365351 on 2017/03/27 by Thomas.Sarkanen

	Fix non-PCH CIS errors

	#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name

Change 3365422 on 2017/03/27 by Thomas.Sarkanen

	Fixed skinned mesh LOD not updating in editor under various physics-related circumstances

	#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport

Change 3365423 on 2017/03/27 by Thomas.Sarkanen

	Fix ensure when setting Spline IK Bone Axis  to 'None'

	Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.

	#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK

Change 3365424 on 2017/03/27 by Thomas.Sarkanen

	Fix control rigs being convertable to possessables

	Also prevent 'export to anim sequence' button from appearing on standard level sequences

	#jira UE-42070 - Crash converting a control rig to Possessable

Change 3365425 on 2017/03/27 by Thomas.Sarkanen

	When selecting bones that are non-required, we dont render gizmos or text labels

	#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona

Change 3365426 on 2017/03/27 by Thomas.Sarkanen

	Fixed foot placement IK doing line traces on worker threads

	Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
	Note: Node is not actually used

	#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread

Change 3365428 on 2017/03/27 by Thomas.Sarkanen

	Skeleton selection no does not lag behind choice made in viewport

	#jira UE-42236 - Mesh Overlay always lags behind actual selection

Change 3365429 on 2017/03/27 by Thomas.Sarkanen

	Fix anim BPs that contain state machines having blank palettes

	#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs

Change 3365435 on 2017/03/27 by Jurre.deBaare

	Undoing Channel selection in Paint mode does not work
	#fix use duplicated CDO object instead of CDO directly
	#jira UE-42621

Change 3365436 on 2017/03/27 by Jurre.deBaare

	Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
	#fix use duplicated CDO object instead of CDO directly
	#jira UE-40347

Change 3365437 on 2017/03/27 by Jurre.deBaare

	Ensure that HLOD cannot be set up in sub-levels
	#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
	#jira UE-40301

Change 3365438 on 2017/03/27 by Jurre.deBaare

	2D Blendspace breaks when aligning samples in a straight line
	#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
	#jira UE-42744

Change 3365439 on 2017/03/27 by Jurre.deBaare

	Color View Mode doesn't reset when closing/reopening editor
	#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
	#jira UE-42466

Change 3365440 on 2017/03/27 by Jurre.deBaare

	LOD Model field scrubbing is very sensitive
	#fix made sure that max slider value is also driven by data
	#jira UE-42980

Change 3365441 on 2017/03/27 by Jurre.deBaare

	Replacing an asset in a sequence player node does not register in undo history
	#fix added transaction for dropping anim assets on player nodes
	#jira UE-39152

Change 3365442 on 2017/03/27 by Jurre.deBaare

	Crash on Mac importing some alembic files
	#fix disable multithread abc file reading with HDF5 backend
	#jira UE-39783

Change 3365443 on 2017/03/27 by Jurre.deBaare

	Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"

Change 3365444 on 2017/03/27 by Jurre.deBaare

	Moving over Alembic fixes:
	- Time offset issues > changed how we determine frame indices and frame steps
	- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
	- Automatically set recompute tangent flag on skeletal mesh sections

Change 3365451 on 2017/03/27 by Jurre.deBaare

	CIS: include needed for GetTransientPackage

Change 3365460 on 2017/03/27 by Jurre.deBaare

	CIS: apparently CIS wants explicit cast to UObject

Change 3365463 on 2017/03/27 by Jurre.deBaare

	CIS: final fix, was actually UPackage include missing ugh

Change 3365486 on 2017/03/27 by Thomas.Sarkanen

	Fix case error in include for Linux builds

Change 3365499 on 2017/03/27 by James.Golding

	Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
	Fix FCollsiionProfileData typo
	#jira UE-42490

Change 3365500 on 2017/03/27 by Jurre.deBaare

	Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
	#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
	#jira UE-42637

Change 3365501 on 2017/03/27 by James.Golding

	Disable rather than hide anim picker when no mesh assigned
	#jira UE-35537

Change 3365505 on 2017/03/27 by James.Golding

	Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
	https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
	#jira UE-43061

Change 3365515 on 2017/03/27 by Jurre.deBaare

	Using Alt+Click to break Transition node connections cannot be undone using the Undo command
	#fix added transactions to breaking node links
	#jira UE-39068

Change 3365528 on 2017/03/27 by Jurre.deBaare

	Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
	#fix added validation on blendspaces when removing or adding sync markers in animation editor
	#jira UE-39814

Change 3365535 on 2017/03/27 by Jurre.deBaare

	Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
	#fix lock camera if erasing as well
	#jira UE-42474

Change 3365539 on 2017/03/27 by Jurre.deBaare

	Painting on animation sequence paints on invisible T-pose skeleton
	#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
	#jira UE-42484

Change 3365545 on 2017/03/27 by Jurre.deBaare

	Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
	#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
	#jira UE-43091

Change 3365549 on 2017/03/27 by Jurre.deBaare

	CIS: include fix

Change 3365555 on 2017/03/27 by Jurre.deBaare

	Missing change from 3365545

Change 3365561 on 2017/03/27 by Jurre.deBaare

	Missing change from 3365545

Change 3365918 on 2017/03/27 by Ori.Cohen

	PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)

	#JIRA UE-43337

Change 3366234 on 2017/03/27 by Ori.Cohen

	Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.

	#JIRA UE-43339

	#pr 3427

Change 3367252 on 2017/03/28 by Jurre.deBaare

	Vertex Weight Painting options are no longer present in MeshPaint mode
	#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
	#jira UE-43357

Change 3367340 on 2017/03/28 by Jurre.deBaare

	GC fix for recent changes to painting / alembic settings

Change 3367445 on 2017/03/28 by Thomas.Sarkanen

	Fix fallout from Main merge

	OrionEditor needs to depend on the new AdvancedPreviewScene module.

Change 3367741 on 2017/03/28 by Ori.Cohen

	Remove unused physics warning when moving simulated object during physics

	#jira UE-41465

Change 3368072 on 2017/03/28 by Ori.Cohen

	Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade

	#JIRA UE-42956

Change 3368479 on 2017/03/28 by Ori.Cohen

	Fix GetClosestPoint incorrectly considering welded bodies.

	#JIRA UE-39329

Change 3368620 on 2017/03/28 by Lina.Halper

	Added code comment

	#rb:none
	#jira: UE-38836

Change 3368752 on 2017/03/28 by mason.seay

	Updated test map since UE-338836 came back as by design

Change 3369370 on 2017/03/29 by James.Golding

	Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
	Add separate options for showing simple and complex collision in StaticMesh Editor
	#jira UE-42844

Change 3369438 on 2017/03/29 by Lina.Halper

	Fix issue where it updates more often when you give too high update rate - i.e. 60

	#jira: UE-38844
	#code review: Laurent.Delayen

Change 3369462 on 2017/03/29 by Thomas.Sarkanen

	Add preview mesh to animation blueprints

	Auto set preview mesh for animation assets and animation blueprints based off meshes.

	#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona

Change 3369463 on 2017/03/29 by Thomas.Sarkanen

	We now select current preview mesh in the preview mesh dropdown

Change 3369464 on 2017/03/29 by Thomas.Sarkanen

	Ticks now appear properly on anim sequence scrub bar

	#jira UE-41197 - No additional ticks appear on the timeline when you zoom in

Change 3369465 on 2017/03/29 by Thomas.Sarkanen

	Persona now depends publicly on SkeletonEditor

	GitHub PR #3431 from kayama-shift

	#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically

Change 3369466 on 2017/03/29 by Thomas.Sarkanen

	Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package

	#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints

Change 3369467 on 2017/03/29 by Thomas.Sarkanen

	Tweaked combo box alignment for world/local transform

	Appearance is now closer to that of the level editor

Change 3369469 on 2017/03/29 by Thomas.Sarkanen

	Prevent switching to unsupported widget modes when editing control rigs

	#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly

Change 3369588 on 2017/03/29 by Thomas.Sarkanen

	Make import data and thumbnail data transactional

	#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)

Change 3369609 on 2017/03/29 by Thomas.Sarkanen

	Montages are now correctly initialized when created

	They can be used straight away without first opening them in the montage edtior.
	Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.

	#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP

Change 3369610 on 2017/03/29 by Thomas.Sarkanen

	Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved

	#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names

Change 3369647 on 2017/03/29 by Ori.Cohen

	Fix mass debug not working when moving components in the editor.

	#JIRA UE-43437

Change 3369875 on 2017/03/29 by Ori.Cohen

	Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.

	#JIRA UE-25923

Change 3370144 on 2017/03/29 by Lina.Halper

	Fix on the retargeting child anim BP

	#rb: Martin.Wilson
	#jira: UE-39928

Change 3371480 on 2017/03/30 by James.Golding

	Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.

	#jira UE-42132

Change 3371484 on 2017/03/30 by Thomas.Sarkanen

	We now propagate thread safety flags to child Animation Blueprints

Change 3371486 on 2017/03/30 by Thomas.Sarkanen

	Fixed crash and effector selection issues for two bone IK

	Crash occured when selecting the root bone as the end of the chain.
	Viewport selection was not working at all as we werent creating any selection proxy actors any more.

Change 3371497 on 2017/03/30 by Thomas.Sarkanen

	Added warning when Sequencer tries to write to properties that have changed type

	#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert

Change 3371614 on 2017/03/30 by Martin.Wilson

	Clean up deprecated property value after load so we dont get extra anim blueprint references

	#jira UE-42501

Change 3371619 on 2017/03/30 by James.Golding

	Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs

Change 3372452 on 2017/03/30 by Jon.Nabozny

	Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.

	#jira UE-36546

Change 3373043 on 2017/03/30 by Lina.Halper

	- Consolidating to FastLerp to simply code
	- Added comment on FastLerp as the result is not normalized

	#rb: Michael.Noland, David.Hill

Change 3373292 on 2017/03/30 by Jeff.Farris

	Made Actor.DispatchPhysicsCollisionHit virtual.

	(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)

Change 3373293 on 2017/03/30 by Jeff.Farris

	Added PhysicalAnimationComponent.GetBodyTargetTransform

	(Copied 3256175 from RoboRecall to Dev-AnimPhys)

Change 3373318 on 2017/03/30 by Jeff.Farris

	Added option for components to opt out of physics impulses on damage.

	(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)

Change 3374064 on 2017/03/31 by Thomas.Sarkanen

	Renaming curves in animations is now saved properly

	Guids were not being set, so loading code obliterated the rename after an editor restart

	#jira UE-40582 - Curve name is not updated when user changes it in persona editor.

Change 3374175 on 2017/03/31 by Thomas.Sarkanen

	Two bone IK UI consistency fixes

	Completely removed all bone select actors. They have a terrible UX anyway.
	We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.

	#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set

Change 3374216 on 2017/03/31 by Martin.Wilson

	Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data

	#jira UE-37897

Change 3374253 on 2017/03/31 by Thomas.Sarkanen

	Supplementary fix to CL 3371497

	Adding name exposure for property types that we support

Change 3374298 on 2017/03/31 by Jeff.Farris

	Code change from nVidia that improves physX perf (afterIntegration time).

	(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)

Change 3374432 on 2017/03/31 by Lina.Halper

	Make sure AcitveBoneIndices contains parent

	#jira: UE-14597
	#rb: Martin.Wilson
	#code review: Benn.Gallagher, Alexis.Matte, James.Golding

Change 3374836 on 2017/03/31 by Jon.Nabozny

	Fixup hits returned before start of trace in raycast_capsule.

	This change is copied from CL-3297212

	#jira UE-42532

Change 3375195 on 2017/03/31 by Lina.Halper

	resave animation sequence for increasing info to warning

	#code review: Thomas.Sarkanen
	#jira: UE-40643

Change 3375282 on 2017/03/31 by Lina.Halper

	Fix odin content for animation : resave animation sequence for increasing info to warning

	#code review: Thomas.Sarkanen
	#jira: UE-40643

Change 3375288 on 2017/03/31 by Lina.Halper

	reverting code of degrading warning to info to avoid warning

	#jira: UE-40643

Change 3375865 on 2017/04/01 by Lina.Halper

	fix build error

Change 3375868 on 2017/04/01 by Lina.Halper

	fix build warning on shadow var

	#code review: Thomas.Sarkanen

Change 3376283 on 2017/04/03 by Thomas.Sarkanen

	Reworked, more generic property path handling in object change listener

	This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
	The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
	Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
	IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
	Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).

	#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys

Change 3376320 on 2017/04/03 by Benn.Gallagher

	Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
	#jira OR-36926

Change 3376413 on 2017/04/03 by Benn.Gallagher

	Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
	#jira OR-36927

Change 3376421 on 2017/04/03 by Benn.Gallagher

	Missed file from OR cloth fixes merge

Change 3376456 on 2017/04/03 by Lina.Halper

	Resave fortnite animation to remove warning

	#rb: none

Change 3376479 on 2017/04/03 by Jon.Nabozny

	Touch PhysXLibs to ensure physx links properly.
	(Needed for CL-3374836)

Change 3376610 on 2017/04/03 by Martin.Wilson

	Fix for crash when reimporting lodded mesh with virtual bones

	#jira UE-43557

Change 3376618 on 2017/04/03 by Jurre.deBaare

	Mesh Paint decrement rate is too slow when used with hotkeys
	#fix change way we increase/decrease brush value
	#jira UE-43402

Change 3376650 on 2017/04/03 by Benn.Gallagher

	Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
	#jira UE-41739

Change 3376771 on 2017/04/03 by Benn.Gallagher

	Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
	#jira UE-41737

Change 3378117 on 2017/04/04 by Thomas.Sarkanen

	Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified

	Also added a warning to inform users of the issue.

	#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur

Change 3378118 on 2017/04/04 by Thomas.Sarkanen

	Fix 2-bone IK flickering

	First changed non-triangular range check to be >= instead  of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.

	#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched

Change 3378192 on 2017/04/04 by Benn.Gallagher

	Trivial fix to clothing dropdowns to unbind clothing assets when switching

Change 3378206 on 2017/04/04 by Thomas.Sarkanen

	Fix IncludeTool static analysis errors

	Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.

	#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error

Change 3378207 on 2017/04/04 by Thomas.Sarkanen

	Fix static analysis warning

Change 3378267 on 2017/04/04 by Benn.Gallagher

	Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.

Change 3378268 on 2017/04/04 by Benn.Gallagher

	Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
	#jira UE-40407

Change 3378342 on 2017/04/04 by Jurre.deBaare

	Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
	#fix ensure that we update the skeleton tree when changes to the bones are made
	#misc made sure the reapply button its visibility is dynamic
	#misc made sure we always re-add previously removed bones when necessary
	#jira UE-40500

Change 3378374 on 2017/04/04 by Thomas.Sarkanen

	Fixed animation not working for dynamically-bound wheeled-vehicle anim instances

	Vehicle anim instance now looks for a wheeled vehicle component when it initializes.

	#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns

Change 3378518 on 2017/04/04 by Jon.Nabozny

	Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.

	#jira UE-23695

Change 3378538 on 2017/04/04 by Martin.Wilson

	Speculative fix for unreproducable crash on loading animations

	#jira OR-37157

Change 3378592 on 2017/04/04 by Jurre.deBaare

	Mesh painting tools not working outside of QAGame
	#fix required a direct loadmodule call

Change 3378622 on 2017/04/04 by Jurre.deBaare

	CIS shadow variable fix

Change 3378742 on 2017/04/04 by Thomas.Sarkanen

	Fixed crash entering PIE in Orion

Change 3378907 on 2017/04/04 by Benn.Gallagher

	Re-added wind adaptiive effects to legacy wind path.
	Fixed math error in damping calculations (log2/loge).
	#jira UE-42044

Change 3379240 on 2017/04/04 by Jon.Nabozny

	Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies

Change 3379415 on 2017/04/04 by Jon.Nabozny

	Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.

	#JIRA UE-32598

Change 3379502 on 2017/04/04 by Lina.Halper

	Mirroring issue with flipping rotation due to not counting scale

	#jira: UE-33646, UE-34489
	#rb: Ori.Cohen
	#code review: Zak.Middleton

Change 3380544 on 2017/04/05 by Thomas.Sarkanen

	Fix warning spam when playing back UMG sequences animating visibility

	Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
	Also removed message log usage in shipping/test builds.

	#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.

Change 3380605 on 2017/04/05 by Benn.Gallagher

	Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
	#jira UE-43624

Change 3381025 on 2017/04/05 by Jon.Nabozny

	Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.

Change 3381475 on 2017/04/05 by Lina.Halper

	Fix crash on creating montage and setting slot node

	#jira: UE-43698
	#rb: Ori.Cohen

Change 3381558 on 2017/04/05 by Lina.Halper

	Better clean up of flipping issue of quaternion issue

	#jira: UE-33646, UE-34489
	#rb: Zak.Middleton

Change 3381789 on 2017/04/05 by Jon.Nabozny

	Revert InitAnim changes from CL-3379415 to fix cook warnings.
	(Will have proper fix for 4.17 instead).

Change 3381978 on 2017/04/05 by Aaron.McLeran

	#jira UE-43654 Fixing oculus audio SDK sample rate issue

Change 3383181 on 2017/04/06 by Lina.Halper

	Remove copy right of Dual quaternion since we no longer uses

	#code review:Leslie.Nivison

Change 3383283 on 2017/04/06 by Ori.Cohen

	Fixed missing invalidation for body setup when modifying materials

	#JIRA UE-43680

Change 3383602 on 2017/04/06 by Lina.Halper

	Fixed scroller in retargeting window

	#jira: UE-43736

Change 3384369 on 2017/04/07 by Jurre.deBaare

	Wrong bone is sometimes highlighted in skeleton editor
	#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
	#jira UE-43735

Change 3384744 on 2017/04/07 by Jon.Nabozny

	Fix body rotation being killed on load.

	#JIRA UE-43771

[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

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

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

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

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

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

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

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

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Ori Cohen
368bd22e6b Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none

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

Change 3050254 on 2016/07/14 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614

Change 3136629 on 2016/09/22 by Marc.Audy

	bye bye auto

Change 3136631 on 2016/09/22 by Marc.Audy

	Allow objects to be marked as duplicate transient or non PIE duplicate transient
	ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
	#jira UE-35680

Change 3136636 on 2016/09/22 by Marc.Audy

	ParticleSystem and Audio Components now  route Activate/Deactivate events to blueprints
	Component Activate/Deactivate events now provide component as a property
	#jira UE-35191

Change 3136640 on 2016/09/22 by Marc.Audy

	Expose bReplicates to blueprint component properties
	#jira UE-34433

Change 3136709 on 2016/09/22 by Ori.Cohen

	Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.

	#JIRA UE-36234

Change 3136710 on 2016/09/22 by Ori.Cohen

	Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.

	#JIRA UE-35899

Change 3136770 on 2016/09/22 by Marc.Audy

	Fix compile error

Change 3136854 on 2016/09/22 by Marc.Audy

	Sprite components need to be text export transient
	#jira UE-36064

Change 3136926 on 2016/09/22 by Ori.Cohen

	Fix ensure when skeletal mesh bodies have no collision.

Change 3137054 on 2016/09/22 by Aaron.McLeran

	PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)

Change 3137058 on 2016/09/22 by Aaron.McLeran

	PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)

Change 3137060 on 2016/09/22 by Aaron.McLeran

	UE-36336 Fixing A3D for mono/2D sounds

	- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
	- Fixing A3D mono sources from failing after a time

Change 3137066 on 2016/09/22 by Aaron.McLeran

	Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0

Change 3137098 on 2016/09/22 by dan.reynolds

	AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.

Change 3137132 on 2016/09/22 by Aaron.McLeran

	PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)

Change 3137175 on 2016/09/22 by Aaron.McLeran

	Fixing compile error with PhysXCollision.cpp from CL 3136710

Change 3137540 on 2016/09/23 by Thomas.Sarkanen

	Fixed crash when generating LODs automatically for skeletal meshes

	Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.

	#jira UE-36253 - Crash applying LOD changes in Persona

Change 3137720 on 2016/09/23 by Thomas.Sarkanen

	Changed asset shortcut bar to display asset names & reworked padding

	#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text

Change 3137761 on 2016/09/23 by Martin.Wilson

	Fix typo in root motion from everything accumulation code

Change 3137877 on 2016/09/23 by Thomas.Sarkanen

	Fixed undo/redo forcing skeletal meshes into t-pose

	Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.

	#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function

Change 3137885 on 2016/09/23 by Benn.Gallagher

	Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
	#jira UE-35151

Change 3137888 on 2016/09/23 by Benn.Gallagher

	Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
	#jira UE-24860

Change 3137889 on 2016/09/23 by Benn.Gallagher

	Fixed transform and widget inconsistencies in IK edit mode
	#jira UE-20628

Change 3137890 on 2016/09/23 by Jurre.deBaare

	Alembic Cached Geometry Does Not Display in Stand Alone Game
	#fix required to force load the GeometryCache module during runtime
	#jira UE-36187

Change 3137892 on 2016/09/23 by Jurre.deBaare

	Geometry cache playback should work in sequencer
	#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
	#jira UE-35447

Change 3137893 on 2016/09/23 by Jurre.deBaare

	Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
	#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
	#jira UE-35091

Change 3137894 on 2016/09/23 by Jurre.deBaare

	Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
	#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
	#misc added a new check + message in case this occurs again
	#jira UE-36059

Change 3137938 on 2016/09/23 by Jurre.deBaare

	Alembic Importing with Incorrect UV's
	#fix adding option for flipping UVs on import
	#jira UE-36190

	Alembic import axis not aligned correctly
	#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
	#jira UE-35510

Change 3137949 on 2016/09/23 by Jurre.deBaare

	Frame range importing causes confusion during Alembic importing
	#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
	#misc changed settings UI listview layout (extra columns and resized old ones)
	#jira UE-35498

Change 3137994 on 2016/09/23 by Martin.Wilson

	Fix for creating an empty state when dragging a montage into a state machine graph

	#jira UE-33371

Change 3138103 on 2016/09/23 by Aaron.McLeran

	UE-36312 Fixing sound node distance cross fade for case of looping sounds

Change 3138104 on 2016/09/23 by Aaron.McLeran

	UE-35392 Copy pasting local node into separate project crashes the engine

Change 3138224 on 2016/09/23 by Aaron.McLeran

	UE-36312 Fixing sound node distance cross fade for case of looping sounds

	- Adding a check for wave instance count to account for virtualized sounds (one-shots)

Change 3138666 on 2016/09/23 by Ben.Zeigler

	#UEFW-204 Add more comprehensive gameplay tag tests
	Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon

Change 3138779 on 2016/09/23 by Marc.Audy

	Get rid of pointless casts

Change 3138782 on 2016/09/23 by Marc.Audy

	remove some GWorlds

Change 3139701 on 2016/09/26 by Jurre.deBaare

	Assert failed on GemetryCache for PS4 package
	#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
	#jira UE-36392

Change 3139704 on 2016/09/26 by Jurre.deBaare

	Fix for -1 begin frame
	#fix do the max as an signed int, to make sure we don't wrap around

Change 3139748 on 2016/09/26 by Benn.Gallagher

	PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)

	Moved the definition of the boundary to a FPhysScene class static
	Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary

	#jira UE-35736

Change 3139903 on 2016/09/26 by Benn.Gallagher

	Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
	#jira UE-34366

Change 3140409 on 2016/09/26 by Lukasz.Furman

	fixed uninitialized configs of gameplay debugger
	copy of CL# 3140399

Change 3140516 on 2016/09/26 by dan.reynolds

	AEOverview Map Update - Ambient Zone + Focus Test

Change 3140526 on 2016/09/26 by Jon.Nabozny

	#rn Fixed CanJump inconsistencies with previous versions.

	Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
	jump count and hold time were compared in CanJump.

	#jira UE-35524, UE-35582

Change 3140745 on 2016/09/26 by dan.reynolds

	AEOverview Test Map Update + Occlusion Test

Change 3140839 on 2016/09/26 by dan.reynolds

	AEOverview - minor updates

Change 3141101 on 2016/09/27 by Thomas.Sarkanen

	Preview scene worlds now render correctly

	Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
	In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
	Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
	Fixed up UT cases where this was being used.
	FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
	Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
	Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.

	#jira UE-22883 - Using FPreviewScenes in-game for scene captures

Change 3141106 on 2016/09/27 by Thomas.Sarkanen

	Column toggling improvements

	Column toggle menu now does not close when items are selected.
	This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
	Also allowed columns to be hidden by default for specific use cases (like the sequence browser).

	#jira UE-35818 - Anim asset browser column picker should stay up

Change 3141131 on 2016/09/27 by Thomas.Sarkanen

	Fix CIS warnings

	Fallout from preview world changes

Change 3141143 on 2016/09/27 by Jurre.deBaare

	Fix for CIS errors

Change 3141235 on 2016/09/27 by Thomas.Sarkanen

	Fix offset of Persona floor mesh when auto-alignment is enabled

	When auto alignment was disabled, the offset wasnt getting taken into account.

	#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled

Change 3141327 on 2016/09/27 by Marc.Audy

	Ensure that the client side AttachChildren array remains accurate
	#jira UE-26025

Change 3141474 on 2016/09/27 by mason.seay

	Updating test map name and moving PlayerStart

Change 3141501 on 2016/09/27 by Benn.Gallagher

	Loading time improvements for destructibles from Nvidia
	Updated to use new framework custom version instead of global object version
	Fixed usage of TArray to enable correct loading and saving of the cached data.
	#jira UE-29680

Change 3141889 on 2016/09/27 by Marc.Audy

	Fix DestructibleMesh when WITH_APEX is 0
	#jira UE-36484

Change 3142034 on 2016/09/27 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971

Change 3142131 on 2016/09/27 by Ori.Cohen

	Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.

	#JIRA UE-36381

Change 3142154 on 2016/09/27 by Ori.Cohen

	Fix build, ModuleCachedData instead of NxApexModuleCachedData

Change 3142159 on 2016/09/27 by mason.seay

	Blueprint for testing Child Actor Templates

Change 3142255 on 2016/09/27 by Jon.Nabozny

	Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.

	#jira UE-35199, UE-35197, UE-35201

Change 3142717 on 2016/09/27 by dan.reynolds

	AEOverview Update + Sound Class Test

Change 3142764 on 2016/09/27 by Marc.Audy

	Fix Ocean deprecation warnings

Change 3142962 on 2016/09/28 by Thomas.Sarkanen

	Fixed bounds calculations for local camera animations

	Correctly calculated bounds as local to the initial transform in the track.
	Implemented suggested fixes from UDN user chhaddon (The Coalition).

	#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true

Change 3143007 on 2016/09/28 by Martin.Wilson

	Added virtual bones to USkeleton

	API Breaking change:
	-Added USkeleton pointer to RemoveBonesByName
	-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead

	#jira UEFW-81

Change 3143040 on 2016/09/28 by James.Golding

	Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
	Fix up game projects to compile in Shipping/Test after this change

	PR #2757: (Contributed by projectgheist)
	#jira UE-35488

Change 3143046 on 2016/09/28 by James.Golding

	Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)

Change 3143047 on 2016/09/28 by James.Golding

	PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
	#jira UE-35142

Change 3143050 on 2016/09/28 by Martin.Wilson

	Update DDC key as some animation have stale data

Change 3143088 on 2016/09/28 by Martin.Wilson

	CIS Fixes for Ocean after FReferenceSkeleton changes

Change 3143090 on 2016/09/28 by Benn.Gallagher

	Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
	#jira UE-36482

Change 3143091 on 2016/09/28 by Thomas.Sarkanen

	Fix play/pause keyboard shortcut toggle in Persona based editors

	Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
	Added the ability for FEdModes to specify whether they can use a widget mode.
	Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).

	#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused

Change 3143100 on 2016/09/28 by James.Golding

	UE-32275  Fix Anim Curve entries losing Auto state when hidden/reshown

Change 3143107 on 2016/09/28 by Martin.Wilson

	Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us

	#jira UE-34431

Change 3143125 on 2016/09/28 by Jurre.deBaare

	PR #2749: Fix blend space triangulation (Contributed by tmiv)

Change 3143225 on 2016/09/28 by Jurre.deBaare

	Mesh/material merging basic test files

Change 3143235 on 2016/09/28 by Martin.Wilson

	Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section

	#jira UE-35929

Change 3143312 on 2016/09/28 by Marc.Audy

	Don't globally reregister components, globally recreate render state instead when force deleting assets
	Fixes crash force deleting a blueprint with a child actor component in it from the content browser

Change 3143340 on 2016/09/28 by Mieszko.Zielinski

	Improved consistency of loudness usage in AISense_Hearing #UE4

Change 3143359 on 2016/09/28 by Marc.Audy

	Fix spelling error in comment

Change 3143372 on 2016/09/28 by Jurre.deBaare

	HLOD meshes are causing degenerate triangles
	#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
	#jira UE-34336

Change 3143420 on 2016/09/28 by Mieszko.Zielinski

	Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4

Change 3143421 on 2016/09/28 by Martin.Wilson

	Allow reading on animation sequence length in blueprints

	#jira UE-34168

Change 3143455 on 2016/09/28 by James.Golding

	Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
	Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions

Change 3143518 on 2016/09/28 by Jurre.deBaare

	Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
	#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
	#misc set texture sampling for HLOD proxy base material to clamp
	#jira UE-35221

Change 3143542 on 2016/09/28 by James.Golding

	Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
	Fix comment
	Enable by default for FN

Change 3143543 on 2016/09/28 by Benn.Gallagher

	Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.

Change 3143556 on 2016/09/28 by Aaron.McLeran

	UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE

Change 3143566 on 2016/09/28 by Benn.Gallagher

	Readded early out alongside new ensure for catching bad preFilter shapes

Change 3143568 on 2016/09/28 by Marc.Audy

	Fix deprecation warnings in UT

Change 3143572 on 2016/09/28 by Jurre.deBaare

	More test content for mesh/material merging

Change 3143581 on 2016/09/28 by Jurre.deBaare

	More content :D

Change 3143585 on 2016/09/28 by Jurre.deBaare

	Geometry cache cleaning
	#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
	#misc cleaning out unecessary code

Change 3143594 on 2016/09/28 by Marc.Audy

	Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
	#jira UE-36511

Change 3143658 on 2016/09/28 by Marc.Audy

	RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
	#jira UE-36553

Change 3143776 on 2016/09/28 by Marc.Audy

	Properly reinstance child actor templates when using the fast reinstancing path
	#jira UE-36516

Change 3143896 on 2016/09/28 by Ori.Cohen

	Remove UPROPERTY on aggregate threshold which is always read from the physics settings.

Change 3144022 on 2016/09/28 by Ben.Zeigler

	Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system

Change 3144252 on 2016/09/28 by mason.seay

	More blueprints for child actor template testing

Change 3144262 on 2016/09/28 by Mason.Seay

	Deleting assets

Change 3144283 on 2016/09/28 by dan.reynolds

	AEOverview update + Sound Priority Test

Change 3144411 on 2016/09/28 by dan.reynolds

	AEOverview end of day update and tweaks

Change 3144679 on 2016/09/29 by Benn.Gallagher

	Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.

Change 3144856 on 2016/09/29 by Jurre.deBaare

	HLOD Outliner scrolls back to the top when generating proxy meshes
	#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
	#jira UE-30384

Change 3144864 on 2016/09/29 by Thomas.Sarkanen

	Preview mesh fixes

	Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
	Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).

	#jira UE-36582 - Cannot set preview mesh per-animation

Change 3144865 on 2016/09/29 by Jurre.deBaare

	More test content

Change 3144885 on 2016/09/29 by James.Golding

	UE-35307  Move 'invalid scale' warning to Message Log to be more visible in editor
	Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)

Change 3144903 on 2016/09/29 by Thomas.Sarkanen

	Deprecating StaticMesh in UStaticMeshComponent

	Added GetStaticMesh to access the value as read-only.
	SetStaticMesh is now called in all locations that used to call "StaticMesh =".
	Lots of fixups.

	#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent

Change 3145020 on 2016/09/29 by Thomas.Sarkanen

	Fix bounds calculations that include bones to respect LOD (and other requried bones)

	Sometimes bones would not be updated if we LOD switched, extending the bounds.

	#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD

Change 3145041 on 2016/09/29 by Jurre.deBaare

	Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
	#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
	#misc ignore the source lightmap uv channels to reduce data
	#jira UE-36595

Change 3145219 on 2016/09/29 by Benn.Gallagher

	Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
	#jira UE-36552

Change 3145222 on 2016/09/29 by Jurre.deBaare

	Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
	#fix on import set _all_ bone influence to 0
	#jira UE-36602

Change 3145267 on 2016/09/29 by Ori.Cohen

	Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.

	#JIRA UE-36483

Change 3145306 on 2016/09/29 by Jon.Nabozny

	Fixed PhAT so multiple constraints can be selected and edited properly at the same time.

	#JIRA: UE-31493

Change 3145342 on 2016/09/29 by Marc.Audy

	Do not update cull distance volumes whenever any property changes
	* Any movement or property change of a cull distance volume still does a global update
	* Any movement of a component belong to any other Actor updates only the components of that Actor
	* Any property change of a primitive component only updates that component
	#jira UE-36399

Change 3145958 on 2016/09/29 by Marc.Audy

	In game worlds don't auto activate components until the actor is ready to process them
	#jira UE-35189

Change 3146110 on 2016/09/29 by dan.reynolds

	AEOverview update + Soundwave Procedural Test Map

Change 3146375 on 2016/09/30 by Benn.Gallagher

	Fixed crash saving newly created destructible mesh after material refactor.
	#jira UE-36619

Change 3146378 on 2016/09/30 by James.Golding

	UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
	Also add stat for FBodyInstance::LineTrace

Change 3146379 on 2016/09/30 by James.Golding

	Add test assets for creating procmesh collision in non-editor builds

Change 3146386 on 2016/09/30 by Thomas.Sarkanen

	Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports

	Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
	This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.

	#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints

Change 3146464 on 2016/09/30 by Thomas.Sarkanen

	Fix layered blend per bone odd/even connection counts alternately working/not working

	Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.

	#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs

Change 3146652 on 2016/09/30 by Benn.Gallagher

	Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
	#jira UE-34141

Change 3146673 on 2016/09/30 by Martin.Wilson

	Make RawAnimationData (and associated anim sequence data) private

	#jira ue-25869

Change 3146680 on 2016/09/30 by Benn.Gallagher

	Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
	#jira UE-29847

Change 3146681 on 2016/09/30 by Benn.Gallagher

	Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
	#jira UE-30885

Change 3146711 on 2016/09/30 by Jon.Nabozny

	Fix PhAT SnapConstraintToBone.

	#jira UE-31491

Change 3146717 on 2016/09/30 by Danny.Bouimad

	Adding Jurres really useful merge actor test assets to somewhere QA can get em.

Change 3146738 on 2016/09/30 by Martin.Wilson

	Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1

	#tests Editor tests with mambo pose asset
	#jira UE-36189

Change 3146750 on 2016/09/30 by Jurre.deBaare

	Material baking issue
	#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
	#misc Replaced incorrect masks with _way_  better approach thanks to Martin

Change 3146755 on 2016/09/30 by Jurre.deBaare

	Need better progress bar for HLOD
	#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
	#jira UE-34334

Change 3147085 on 2016/09/30 by Marc.Audy

	PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
	#jira UE-36632

Change 3147224 on 2016/09/30 by Martin.Wilson

	CIS Fix

Change 3147280 on 2016/09/30 by Marc.Audy

	Mouse smoothing should use application frame rate, not the dilated game frame rate
	#jira UE-31040

Change 3147446 on 2016/09/30 by Aaron.McLeran

	UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly

Change 3147693 on 2016/09/30 by Ben.Zeigler

	#jira UE-36657
	If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location

Change 3147697 on 2016/09/30 by Jon.Nabozny

	Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX

	#jira UE-30486

Change 3147761 on 2016/09/30 by Jon.Nabozny

	Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.

Change 3148533 on 2016/10/03 by Thomas.Sarkanen

	Fix new deprecation warnings introduced by the pull from main

Change 3148567 on 2016/10/03 by Marc.Audy

	Fix crash when exiting PIE while a panoramic screenshot is being taken
	Make stereo panorama tick with the world it is operating on
	#jira UE-36492

Change 3148571 on 2016/10/03 by Marc.Audy

	Allow modification of components that are EditAnywhere but don't exist in the CDO
	#jira UE-36694

Change 3148607 on 2016/10/03 by Martin.Wilson

	Properly end notify states when we clear the anim instance on a skeletal mesh.

	#jira UE-32488

Change 3148711 on 2016/10/03 by Martin.Wilson

	Fix type in virtual bone tooltip

	#jira UE-36703

Change 3148746 on 2016/10/03 by Benn.Gallagher

	Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
	#jira UE-36529

Change 3148807 on 2016/10/03 by Martin.Wilson

	Fix mismatch skeleton error when undoing virtual bone changes

	#jira UE-36705

Change 3148812 on 2016/10/03 by Martin.Wilson

	Add undo support to removing virtual bones

	#jira UE-36706

Change 3148975 on 2016/10/03 by Jurre.deBaare

	Issue with combining meshes both with/without normal maps
	#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
	#misc fixed issue in function to set texture rectangle to a single colour
	#misc spotted comparison error

Change 3148976 on 2016/10/03 by Ori.Cohen

	Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs

	#JIRA UE-36639

Change 3148991 on 2016/10/03 by Jurre.deBaare

	Changing LOD materials on Merged Actors Crashes Editor
	#fix take into account LOD that is using the material when remapping (removing duplicate) materials
	#jira UE-35883

Change 3148997 on 2016/10/03 by Jurre.deBaare

	Make sure we remove matrix samples that fall outside of the import range and remap those that are in range

Change 3149002 on 2016/10/03 by Jurre.deBaare

	Issues with importing Alembic caches using  matrix transformations
	#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from

Change 3149030 on 2016/10/03 by Martin.Wilson

	Dont show save warning on animations when we have curve data

	#jira UE-34145

Change 3149115 on 2016/10/03 by Mieszko.Zielinski

	Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4

	#jira UE-35153

Change 3149186 on 2016/10/03 by Ben.Zeigler

	#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
	There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
	This code is weird but this solution is better than the old version and handles inconsistent results

Change 3149235 on 2016/10/03 by Martin.Wilson

	Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.

	#jira UE-20005

Change 3149245 on 2016/10/03 by Marc.Audy

	Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.

Change 3149397 on 2016/10/03 by Ori.Cohen

	Fix collision profile writing out response values to channels that don't exist.

	#JIRA UE-36359

Change 3149679 on 2016/10/03 by Zak.Middleton

	#ue4 -  Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.

Change 3149929 on 2016/10/04 by Jurre.deBaare

	Fix for CIS errors
	#fix Mac didn't like undefined struct

Change 3149977 on 2016/10/04 by danny.bouimad

	Massive update to Merge Actor test files

Change 3150014 on 2016/10/04 by James.Golding

	UE-36686 Fix crash when slicing and not creating other section

Change 3150016 on 2016/10/04 by James.Golding

	UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging

Change 3150019 on 2016/10/04 by James.Golding

	UE-36737 Fix LineTraceComponent not returning face index

Change 3150020 on 2016/10/04 by James.Golding

	UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module

Change 3150027 on 2016/10/04 by Ben.Marsh

	Add PhysX build option into Dev-Framework.

Change 3150042 on 2016/10/04 by Benn.Gallagher

	Fixed clothing example 1.3 collision glitches

Change 3150172 on 2016/10/04 by Benn.Gallagher

	Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
	#jira UE-36589

Change 3150319 on 2016/10/04 by Ori.Cohen

	Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.

	#JIRA UE-36535, UE-36504

Change 3150355 on 2016/10/04 by Zak.Middleton

	#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.

Change 3150370 on 2016/10/04 by Ori.Cohen

	Fix deferred actors not getting flushed.

Change 3150386 on 2016/10/04 by Martin.Wilson

	Fix additive animation check failing in cooked builds when using virtual bones

	#jira UE-36743

Change 3150424 on 2016/10/04 by Ori.Cohen

	Exclude kinematic actors from active transforms generation.

Change 3150613 on 2016/10/04 by Zak.Middleton

	#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.

	(Mirror CL 3138304  in Orion-DevGeneral)

	#jira UE-36810
	#tests compiled

Change 3150679 on 2016/10/04 by Ben.Zeigler

	Crash fix with no async scene

Change 3150765 on 2016/10/04 by Ben.Zeigler

	Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
	Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
	This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing

Change 3150796 on 2016/10/04 by Marc.Audy

	Fix LOCTEXT warnings related to blueprint class menu options

Change 3150806 on 2016/10/04 by Ben.Zeigler

	Fix bad text format in import error message, lead to double error

Change 3150891 on 2016/10/04 by Ben.Zeigler

	#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global

Change 3150914 on 2016/10/04 by Marc.Audy

	Don't try to recreate render state if it has already been recreated while the recreate context was active
	#jira UE-36590

Change 3151195 on 2016/10/04 by Dan.Reynolds

	Updates to QASoundWaveProcedural

	QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave.  Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square).  Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.

Change 3151233 on 2016/10/04 by Ben.Zeigler

	#jira UE-36836 Fix variable shadowing warnings

Change 3151328 on 2016/10/04 by dan.reynolds

	AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP

Change 3151461 on 2016/10/05 by Thomas.Sarkanen

	Fix localization warnings

	#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings

Change 3151546 on 2016/10/05 by Martin.Wilson

	Fix pose watch regression due to persona refactor changes.

	#jira UE-36851

Change 3151587 on 2016/10/05 by Jurre.deBaare

	Updating Simplygon to SDK version 8.0
	#misc removed redundant files
	#misc fixed landscape culling in merge actor path
	#misc added support for volume culling using simplygon
	#misc fixed when or not to use mesh data for material baking

	#notes
	Change: 3137650
	Date: 23/09/2016 07:57
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	-Renamed commandline variables for ZipUtils AutomationScript
	-Implemented Execute instead of ExecuteBuild
	-Updated commandline arguments in SimplygonSwarm
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
	//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
	Change: 3137649
	Date: 23/09/2016 07:56
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Moved file hash computation to ImportObject
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
	Change: 3137646
	Date: 23/09/2016 07:55
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Fixes CL3099204
	EditorPerProjectUserSetting
	Removed ConfigRestartRequired attribute from properties where it was not required
	MeshUtilities
	-Added FProxyFailedDelegate
	-Extended IMeshMerging to include FProxyFailed delegate
	-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
	-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
	SimplygonMeshReduction
	-Added check for invalid texture id
	-Updated notes and removed commented code that is not required.
	-Setup failed delegate
	-Fixed issue where image data was never hooked into the texture.
	-Fixed issue where texture table was never passed into casters
	SimplygonSwarm
	-Setup failed delegate
	-Fixed RawMesh pointer usage.
	-Move helper method into SimplygonSwarmHelpers.h.
	-Added SimplygonSwarmHelpers
	-Removed redundant constant path to 7-zip
	-Removed GetSimplygonDirectory instead using inplace.
	-Removed commented code that is currently not required.
	-Fixed Typos
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
	Change: 3099204
	Date: 24/08/2016 07:56
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Simplygon 8.0 Updates
	Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
	EditorPerProjectSettings
	*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
	*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
	*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
	SPL, SimplygonSwarm, RESTClient
	*Bumped up SPL Version to 8
	*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
	*Removed SPL Templates for version 7.0
	*Added conditional logging to REST methods
	*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
	*Updated method to take in texturepath
	SimplygonMeshReduction
	*Removed minimum version requirement.
	*Bumped up minimum version
	*Chagned license file name to refelect 8.0 changes
	*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
	Change: 3099200
	Date: 24/08/2016 07:48
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
	Change: 3099199
	Date: 24/08/2016 07:47
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
	This will remove any dependency on external zip program and should work across platforms
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
	Change: 3099197
	Date: 24/08/2016 07:40
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	*Speed improvements for FBX Scene Importer
	*Added a static method to compute Hash.
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2

Change 3151664 on 2016/10/05 by Richard.Hinckley

	Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.

Change 3151729 on 2016/10/05 by Thomas.Sarkanen

	Audit of remaining NaN checks

	Some checks remain on in shipping (generally those called from blueprint):

	- AActor::TeleportTo
	- AActor::SetActorRelativeScale3D

	#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test

Change 3151742 on 2016/10/05 by Ori.Cohen

	Make sure that if physical animation component doesn't find a body and bone it doesn't crash.

	#JIRA UE-36839

Change 3151756 on 2016/10/05 by Jurre.deBaare

	Fixing d3dcompiler_47.dll missing issue
	#fix added runtime dependency and dll name to build.cs file
	#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL

Change 3151761 on 2016/10/05 by Thomas.Sarkanen

	Fix deprecation warning from last integration

	Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.

	#jira UE-36858 - Compile UE4Editor* completed with 1 warning

Change 3151782 on 2016/10/05 by Jurre.deBaare

	Simplygon patch up
	#misc linker errors popping up from JSONCPP
	#misc incorporated emissive material property fix from other shelve
	#misc static analysis fix

Change 3151804 on 2016/10/05 by Marc.Audy

	Clear need end of frame update when unregistering a component

Change 3151928 on 2016/10/05 by Ori.Cohen

	Fix runtime DLLs not including all delay loaded physx dll files.

	#JIRA UE-36816

Change 3151977 on 2016/10/05 by Martin.Wilson

	Notifies can no longer occupy the same time on the same track.

	#jira UE-30658

Change 3151989 on 2016/10/05 by Jon.Nabozny

	Fix ArchVis character rotation pitch when looking up/down.

	#jira UE-35706

Change 3152083 on 2016/10/05 by Marc.Audy

	Ensure that pending kill components get their marked for end of frame state cleared.

Change 3152086 on 2016/10/05 by Ben.Zeigler

	#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
	Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid

Change 3152093 on 2016/10/05 by Marc.Audy

	Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
	#jira UE-36146
	#jira UE-24647

Change 3152100 on 2016/10/05 by Ben.Zeigler

	Remove pragma optmize

Change 3152112 on 2016/10/05 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072

Change 3152134 on 2016/10/05 by Jurre.deBaare

	Simplygon/Merge actor issues
	#fix for emissive output on meshes that do not have emissive properties
	#fix for texture binning, not removing invalid split area causing overlapped textures

Change 3152136 on 2016/10/05 by James.Golding

	UE-36859 Fix tooltip saying you can click to stop recording

Change 3152169 on 2016/10/05 by James.Golding

	UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
	ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
	Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh

Change 3152202 on 2016/10/05 by Jurre.deBaare

	Mac/Linux fix

Change 3152303 on 2016/10/05 by Marc.Audy

	Fix deprecation warning post merge from main

Change 3152320 on 2016/10/05 by Martin.Wilson

	Fix root motion from everything calculating incorrect root motion when animations haven't been ticking

	#jira UE-35364

Change 3152354 on 2016/10/05 by James.Golding

	PoseDriver should pass through if no poses activated

Change 3152357 on 2016/10/05 by James.Golding

	UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.

Change 3152556 on 2016/10/05 by Marc.Audy

	Remove autos

Change 3152560 on 2016/10/05 by Marc.Audy

	Don't allow child actor references to be dragged from the outliner to a level script
	#jira UE-16700

Change 3152568 on 2016/10/05 by Marc.Audy

	Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
	Remove deprecated bNoCollisionFail
	#jira UE-35928

Change 3152575 on 2016/10/05 by Marc.Audy

	Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move

Change 3153101 on 2016/10/06 by Thomas.Sarkanen

	Fix crash re-opening the viewport in Persona-based editors

	#jira UE-36775 - Editor crashes when re-opening viewport in Persona

Change 3153139 on 2016/10/06 by James.Golding

	UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported

Change 3153160 on 2016/10/06 by Thomas.Sarkanen

	Fix for crash when deleting additive layer track

	Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).

	#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona

Change 3153175 on 2016/10/06 by Benn.Gallagher

	Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
	#jira UE-36900

Change 3153223 on 2016/10/06 by Thomas.Sarkanen

	Fixed crash when opening an asset from the blend space editor

	Code was still trying to open 'old' Persona when it was disabled.
	Also fix other call sites where this was being done outside of asset type actions.

	#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona

Change 3153324 on 2016/10/06 by Thomas.Sarkanen

	Prevented invalid GUIDs from being saved into smart name containers

	AddOrFindName now checks to see if existing GUIDs are valid before using them.
	AddName now requires a valid GUID to be passed in.
	Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without  this the skeleton might not get saved.
	Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).

	#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset

Change 3153348 on 2016/10/06 by Martin.Wilson

	Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)

	#jira UE-36751

Change 3153426 on 2016/10/06 by Mieszko.Zielinski

	Added missing elements of block comments support in BT editor #UE4

Change 3153454 on 2016/10/06 by Benn.Gallagher

	Fixed crash using anim debug with subinstances that are preceded by branching nodes.
	#jira UE-36935

[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
Marc Audy
43eedbeffe Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None

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

Change 3108929 on 2016/08/31 by Jon.Nabozny

	PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)

	#jira UE-35260

Change 3108930 on 2016/08/31 by Jon.Nabozny

	Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.

	#jira UE-33880

Change 3108934 on 2016/08/31 by Jon.Nabozny

	Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.

	#jira UE-33051

Change 3108971 on 2016/08/31 by Jon.Nabozny

	Add missing URadialForceComponent.h changes from CR 3108930

Change 3109557 on 2016/09/01 by Thomas.Sarkanen

	Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)

	Persona Upgrade

	Summary of changes:

	- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
	- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
	- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
	- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
	- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
	- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
	- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
	- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
	- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
	- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
	- Added asset family shortcut bar (and IAssetFamily to support this).
	- Const corrected some engine functions.
	- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
	- Padding, layouts and appearance of all editors have been polished.
	- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
	- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
	- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
	- Removed sequence recorder from non-level editor windows.

Change 3109628 on 2016/09/01 by Thomas.Sarkanen

	Fix non-unity build

Change 3109639 on 2016/09/01 by Thomas.Sarkanen

	CIS fix: Monolithic non-editor builds

Change 3109648 on 2016/09/01 by Thomas.Sarkanen

	Properly fix monolithic CIS this time

Change 3109683 on 2016/09/01 by Thomas.Sarkanen

	Fix Mac editor CIS

Change 3109689 on 2016/09/01 by Benn.Gallagher

	Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
	#jira UE-35353

Change 3109699 on 2016/09/01 by Thomas.Sarkanen

	More Mac Editor CIS fixes.

Change 3109727 on 2016/09/01 by Danny.Bouimad

	Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.

Change 3109758 on 2016/09/01 by Thomas.Sarkanen

	More Mac editor CIS fixes

	Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.

Change 3109829 on 2016/09/01 by Thomas.Sarkanen

	Fix crash when attaching slave components with differing bone counts

Change 3111672 on 2016/09/02 by Thomas.Sarkanen

	Populated UV channels correctly

	Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.

Change 3111924 on 2016/09/02 by Martin.Wilson

	Clean up references to GetBoneTree and deprecate

	#jira UE-35525

Change 3112086 on 2016/09/02 by Martin.Wilson

	Fix pose flickering on LOD change when using Layered Blend by Bone node

	#Jira UE-35471

Change 3112097 on 2016/09/02 by Aaron.McLeran

	UE-35533 StopQuietest concurrency not resulting in sounds returning to play

	- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
	- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.

Change 3112467 on 2016/09/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269

Change 3112604 on 2016/09/02 by Lina.Halper

	Fixed merge compile error

Change 3113524 on 2016/09/05 by Thomas.Sarkanen

	Prevent invalid assets from causing crashes with asset families

	Store asset references as weak object ptrs as assets can go away underneath us.
	Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.

	#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset

Change 3114118 on 2016/09/06 by Marc.Audy

	Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
	#jira UE-32852

Change 3114201 on 2016/09/06 by Lina.Halper

	#ANMI: Moving animation curves from asset to skeleton

	- Backward compatibility
	- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
	- Morphtarget curves are automatically set on loading
	- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game

	- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
	- TODO: Linking curve to joint
	- TODO: Allow Layer blending to use this data to blend curves

	#Code review:Martin.Wilson, James.Golding
	#jira: UEFW-179

Change 3114391 on 2016/09/06 by Lina.Halper

	Build warning fix

Change 3114399 on 2016/09/06 by Lina.Halper

	Fix build error.

Change 3114403 on 2016/09/06 by Lina.Halper

	Attempt to fix build error

Change 3114591 on 2016/09/06 by Lina.Halper

	Fix compile error

Change 3114963 on 2016/09/06 by Lina.Halper

	Fixed crash on deleting skeleton when placed in the level

	#jira: UE-35601

Change 3114985 on 2016/09/06 by Lina.Halper

	Fix crash with copy pose mesh node not checking registered or not.

	#jira: UE-35602

Change 3115933 on 2016/09/07 by James.Golding

	UE-33251 - add 'restart required' to bSupportUVFromHitResults option

Change 3116021 on 2016/09/07 by Marc.Audy

	Fix spelling
	de-auto
	NULL to nullptr
	minor optimization

Change 3116046 on 2016/09/07 by James.Golding

	Move AnimNode_LegIK.h to Public and .cpp for Private

Change 3116048 on 2016/09/07 by James.Golding

	UE-34640 Fix bogus tooltips for collision channels

Change 3116050 on 2016/09/07 by James.Golding

	PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)

Change 3116060 on 2016/09/07 by Lina.Halper

	#ANIM:

	- Fix crash of setting multiple times in the same menu
	- Make sure you can set to original animation, and not break

	#jira: UE-35580

Change 3116064 on 2016/09/07 by James.Golding

	Fix missing change for LegIK file move

Change 3116291 on 2016/09/07 by Marc.Audy

	FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed

Change 3116590 on 2016/09/07 by Dan.Reynolds

	Audio Test Map Content WIP

Change 3116649 on 2016/09/07 by mason.seay

	Updated map to test flying

Change 3116712 on 2016/09/07 by dan.reynolds

	Test Content Update EQTest Map WIP

Change 3117257 on 2016/09/08 by Benn.Gallagher

	Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).

Change 3117348 on 2016/09/08 by Benn.Gallagher

	Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
	#jira UEFW-180

Change 3117393 on 2016/09/08 by Benn.Gallagher

	Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
	#jira UE-34508

Change 3117507 on 2016/09/08 by Jurre.deBaare

	Streamline Persona Asset Browser
	#added ability to set whether or not a column should generate widgets in STableViews
	#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
	#added an ini path for saving the column filter state in SAnimationSequenceBrowser
	#jira UEFW-148

Change 3118003 on 2016/09/08 by mason.seay

	Updating meshes to use complex collision

Change 3118020 on 2016/09/08 by Zak.Middleton

	#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.

Change 3118437 on 2016/09/08 by Lina.Halper

	Fix grammar error

	#jira: UE-35729, UE-35730, UE-35729

Change 3118456 on 2016/09/08 by Lina.Halper

	Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.

Change 3118492 on 2016/09/08 by Aaron.McLeran

	Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)

Change 3118517 on 2016/09/08 by Lina.Halper

	Went back to original without spaces

Change 3118711 on 2016/09/08 by Aaron.McLeran

	Fixing build errors with CL 3118492

Change 3118712 on 2016/09/08 by Aaron.McLeran

	Fixing a build warning with CL 3118492

Change 3118745 on 2016/09/08 by Aaron.McLeran

	Fixing a build warning with CL 3118492

	- Fixed init order in FSoundSource

Change 3119201 on 2016/09/09 by Benn.Gallagher

	Fix static analysis warnings (Accessing nullptr), added check on the pointer
	#jira UE-35755

Change 3119338 on 2016/09/09 by Benn.Gallagher

	Fixed destructible import throwing out meshes where 1 or more submeshes are empty

Change 3119371 on 2016/09/09 by Lina.Halper

	fix texts

Change 3119453 on 2016/09/09 by Lina.Halper

	Change text style of the child montage instruction.

	#jira: UE-35144

Change 3119454 on 2016/09/09 by Lina.Halper

	Add option to open asset from context menu of the segment

	#jira: UE-35632

Change 3119457 on 2016/09/09 by mason.seay

	Updated maps and rebuilt lighting

Change 3119584 on 2016/09/09 by Marc.Audy

	Support for new metadata ShowInnerProperties (written by Matt K)

Change 3119667 on 2016/09/09 by Aaron.McLeran

	Fixing compile errors on Mac.

	- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there

Change 3119732 on 2016/09/09 by Aaron.McLeran

	Fixing clang compile error

	- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.

Change 3119734 on 2016/09/09 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702

Change 3119787 on 2016/09/09 by Lina.Halper

	Move cached UID to required bone

	- removed skeleton cached UID list
	- removed skeletalmeshcomponent cached UID list
	- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
	- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent

	#code review:Benn.Gallagher, Martin.Wilson

Change 3119800 on 2016/09/09 by Aaron.McLeran

	Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.

Change 3120260 on 2016/09/09 by Marc.Audy

	Fix if statement

Change 3120790 on 2016/09/12 by Thomas.Sarkanen

	Reordered skeletal mesh and animations in asset shortcut bar

	#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP

Change 3120793 on 2016/09/12 by Thomas.Sarkanen

	Improved fix for missing mesh details customization

	Improves on CL 3117257.
	Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
	Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
	Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.

Change 3120867 on 2016/09/12 by Marc.Audy

	Fix incorrect condition in for causing static analysis warning

Change 3120900 on 2016/09/12 by mason.seay

	Actually build lighting this time

Change 3120904 on 2016/09/12 by Thomas.Sarkanen

	Skeletons can now be deleted once opened (once more)

	Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
	Added logic to compact if weak ptrs are invalid.

	#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor

Change 3120927 on 2016/09/12 by Thomas.Sarkanen

	Details panel now shows selected items when re-opened

	Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.

	#jira UE-35445 - Details tab in persona dosn't populate with information when first opened

Change 3120979 on 2016/09/12 by Thomas.Sarkanen

	Re-added the ability to create pose assets

	This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.

	#jira UE-35740 - Create Pose asset missing from create animation dropdown

Change 3121208 on 2016/09/12 by Benn.Gallagher

	Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
	#jira UE-33216

Change 3121274 on 2016/09/12 by James.Golding

	PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
	#jira UE-29346

Change 3121276 on 2016/09/12 by James.Golding

	UE-33242 : Add option to copy morph target names to clipboard

Change 3121278 on 2016/09/12 by James.Golding

	UE-33004 : Add proper commands for Curve Viewer

Change 3121472 on 2016/09/12 by Zak.Middleton

	#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().

	#jira UE-34482

Change 3121829 on 2016/09/12 by dan.reynolds

	Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.

Change 3122218 on 2016/09/12 by Aaron.McLeran

	Minor cleanup in XAudio2Source.cpp

Change 3122823 on 2016/09/13 by Thomas.Sarkanen

	Fix incorrect camera offset when opening some skeletal meshes

	Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.

	#jira UE-35550 - Persona camera is far away from some skeletal meshes

Change 3122857 on 2016/09/13 by Lina.Halper

	Importing frame count issue with blendshapes
	- with this change when calculating sample rate, it checks blendshape curves.

	#jira: UE-27706

Change 3122992 on 2016/09/13 by Marc.Audy

	Child Actor Component now have an editable template
	* Template is stored as a child inside the child actor template
	* When gathering components for an actor, need to stop searching beyond any nested AActor
	#jira UEFW-125, UE-16474

Change 3123087 on 2016/09/13 by Marc.Audy

	Fix Child Actor Template being nulled out on template

Change 3123170 on 2016/09/13 by mason.seay

	Updated test map to test SpawnEmitterAttached SnapToTarget settings

	UEENGQA-9268

Change 3123203 on 2016/09/13 by Marc.Audy

	Multi-select of child actor components allows editing of template properties

Change 3123205 on 2016/09/13 by Marc.Audy

	Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
	#author Matt.Kuhlenschmidt

Change 3123422 on 2016/09/13 by Aaron.McLeran

	UE-35950 Fixing XboxOne spatialization

	- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.

Change 3123484 on 2016/09/13 by Lina.Halper

	Fix animation frame UI issue
	- This now displays from [0, numframes -1]

	#jira: UE-33437

Change 3123500 on 2016/09/13 by Marc.Audy

	Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
	#jira UE-35885

Change 3123549 on 2016/09/13 by Marc.Audy

	Fix warning message

Change 3123581 on 2016/09/13 by Marc.Audy

	PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
	#jira UE-35424

Change 3123688 on 2016/09/13 by Ben.Zeigler

	Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly

Change 3123768 on 2016/09/13 by Marc.Audy

	Go away auto
	NULL to nullptr
	Use ranged for instead of iterators

Change 3123906 on 2016/09/13 by Aaron.McLeran

	UE-34615 Supporting Pausing Sounds on Audio Components

Change 3123949 on 2016/09/13 by Aaron.McLeran

	UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0

Change 3124109 on 2016/09/13 by Aaron.McLeran

	UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite

Change 3124137 on 2016/09/13 by Aaron.McLeran

	PR #2601: made looping sound waves searchable by the asset registry

Change 3124396 on 2016/09/14 by James.Golding

	Allow anim node edit modes to work on all nodes, not just skel controls

Change 3124498 on 2016/09/14 by Benn.Gallagher

	Added method to get swing and twist quaternions from FQuat
	#jira UE-34054

Change 3124504 on 2016/09/14 by James.Golding

	Missed a few references to SkeletalControlEditMode

Change 3124508 on 2016/09/14 by James.Golding

	Fix function groupings in animnode editmode headers

Change 3124625 on 2016/09/14 by james.cobbett

	Rebuilding lighting.

Change 3124632 on 2016/09/14 by James.Golding

	UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
	- Converted PoseDriver from SkelControl to AnimNode
	- Added PoseDriverEditMode
	- Added debug drawing to show target poses and current ref position
	- Aded support for PoseDriver using translation instead of rotation
	- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler

Change 3124636 on 2016/09/14 by James.Golding

	Missed file

Change 3124652 on 2016/09/14 by Marc.Audy

	Fix initialization order warning
	#jira UE-35980

Change 3124658 on 2016/09/14 by Marc.Audy

	Fix if statement
	#jira UE-35976

Change 3124685 on 2016/09/14 by James.Golding

	Move PoseDriver files from BoneControllers to AnimNodes folder
	Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
	Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private

Change 3124690 on 2016/09/14 by James.Golding

	Missing header edit after file move

Change 3124707 on 2016/09/14 by Danny.Bouimad

	Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
	Somehow this was undone.

Change 3124954 on 2016/09/14 by Jurre.deBaare

	Import Alembic file gets editor crash
	#fix double check if Alembic isn't lying and there are no actual normals
	#misc fixed type in function signature
	#jira UE-35702

Change 3124980 on 2016/09/14 by Lina.Halper

	Tweak UI of child anim montage
	- removed padding, changed font size

Change 3124981 on 2016/09/14 by Lina.Halper

	Changed text of keys to Frames

Change 3124998 on 2016/09/14 by Lina.Halper

	Fix curve issue when evaluting with # of frames.

	#jira: UE-35782

Change 3125034 on 2016/09/14 by Aaron.McLeran

	Changes to 3123906 based on feedback from Marc Audy

Change 3125109 on 2016/09/14 by Aaron.McLeran

	PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)

Change 3125184 on 2016/09/14 by Lukasz.Furman

	vehicle RVO fixes
	#ue4

Change 3125191 on 2016/09/14 by Lukasz.Furman

	added blueprint interface for component's navigation influence control
	#ue4

Change 3125348 on 2016/09/14 by Mason.Seay

	Added GamepadFaceButtonRight as an input mapping for Crouch

Change 3125352 on 2016/09/14 by Lina.Halper

	#ANIM: Pose Asset - Insert pose support

	- made sure pose asset editor updates if the new pose is inserted.

	#jira: UE-32608

Change 3125413 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
	Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
	World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
	World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
	GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
	Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
	The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee

Change 3125414 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Convert all internal templates to use GameModeBase
	Convert most sample games, ShooterGame and several legacy projects are still using GameMode

Change 3125415 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Internal game compile fixes needed to support GameMode refactor
	Fixed a few places that overrode StartNewPlayer to override new functions instead

Change 3125438 on 2016/09/14 by Ben.Zeigler

	Log compile fix

Change 3125460 on 2016/09/14 by Ben.Zeigler

	Another try at log compile issues

Change 3125685 on 2016/09/14 by Aaron.McLeran

	Attempt to fix compile error

Change 3125700 on 2016/09/14 by Aaron.McLeran

	UE-35958 Undo in sound cue editor does not undo looping changes.

	Issue was sound cues were not being flagged as transactional and ignoring undo transactions

Change 3125857 on 2016/09/14 by Aaron.McLeran

	-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
	-Changed to setting flag directly in NewObject line instead of calling SetFlags

Change 3125888 on 2016/09/14 by Aaron.McLeran

	Adding call to super post load in USoundNode::PostLoad()

Change 3125964 on 2016/09/14 by Aaron.McLeran

	Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).

Change 3125974 on 2016/09/14 by Aaron.McLeran

	UE-35892 Not loading audio data when in -nosound mode

Change 3125983 on 2016/09/14 by Ben.Zeigler

	Better Nogore fix for lens effect

Change 3125985 on 2016/09/14 by Ben.Zeigler

	Fix fortnite compile failure on mac, it was inside non instantiated template

Change 3126409 on 2016/09/15 by Benn.Gallagher

	Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
	#jira UE-35657

Change 3126507 on 2016/09/15 by Thomas.Sarkanen

	Prevent crash when calling SetAnimationMode on a component with no skeletal mesh

	Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.

	#jira UE-36003 - Crash playing Ocean

Change 3126539 on 2016/09/15 by Marc.Audy

	Fix Win32 compilation error
	#jira UE-36018

Change 3126575 on 2016/09/15 by Marc.Audy

	Properly fix compile

Change 3126635 on 2016/09/15 by Benn.Gallagher

	Fix for crash when setting collision responses on destructible components after they have been fractured.
	#jira UE-35604

Change 3126649 on 2016/09/15 by Lina.Halper

	- Fixed issue with updating cache UID List, so certain curves did not work.
	- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.

Change 3126816 on 2016/09/15 by Lukasz.Furman

	Back out changelist 3125191

Change 3126903 on 2016/09/15 by Marc.Audy

	Fix !WITH_APEX compile errors from CL# 3126635

Change 3126908 on 2016/09/15 by Mieszko.Zielinski

	Added initialization of FBlackboardEntry properties #UE4

Change 3127081 on 2016/09/15 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
	Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
	GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
	Fixed internal game ini files and added example to BaseEngine.ini
	Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL

Change 3127102 on 2016/09/15 by Ben.Zeigler

	Crash fix if there is no deprecated config section

Change 3127103 on 2016/09/15 by Aaron.McLeran

	UE-34100 audio playback of an individual source

Change 3127109 on 2016/09/15 by Marc.Audy

	Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead

Change 3127143 on 2016/09/15 by Aaron.McLeran

	Missing file in CL 3127103

Change 3127218 on 2016/09/15 by Ori.Cohen

	PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)

	#JIRA UE-35564

Change 3127264 on 2016/09/15 by Aaron.McLeran

	Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent

Change 3127285 on 2016/09/15 by Marc.Audy

	Make it easier to create an audio component that will exist across level transitions
	Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
	UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
	#jira UE-16451

Change 3127360 on 2016/09/15 by Marc.Audy

	Consolidate a few GetWorld()s

Change 3127931 on 2016/09/16 by Benn.Gallagher

	Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
	#jira UE-36054

Change 3128001 on 2016/09/16 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918

Change 3128005 on 2016/09/16 by James.Cobbett

	#jira UE-29618 Submitting test assets

Change 3128022 on 2016/09/16 by Lina.Halper

	Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch

	#jira: UE-27256

Change 3128044 on 2016/09/16 by James.Cobbett

	Submitting gamemode test asset

Change 3128169 on 2016/09/16 by Mieszko.Zielinski

	Fixed couple of static analysis warnings in AI code #UE4

Change 3128430 on 2016/09/16 by Marc.Audy

	Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
	#jira UE-36096

Change 3128558 on 2016/09/16 by Mieszko.Zielinski

	Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4

	#jira UE-33036

Change 3128678 on 2016/09/16 by Jon.Nabozny

	#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
	#rn This can be used to prevent the game from being exited.

	#jira UE-34123

Change 3128693 on 2016/09/16 by Marc.Audy

	Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused

Change 3128753 on 2016/09/16 by Mieszko.Zielinski

	Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4

	#jira UE-35852

Change 3128791 on 2016/09/16 by Marc.Audy

	PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
	Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
	#jira UE-35719

Change 3128974 on 2016/09/16 by Mieszko.Zielinski

	Fixes to BB key synchronization #UE4

	syncing between two BBs associated by a common parent now works

Change 3128984 on 2016/09/16 by Jon.Nabozny

	Fix FConstraintBaseParams ContactDistance clamping.
	The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.

Change 3129010 on 2016/09/16 by Dan.Reynolds

	Updating developer folder content for external referencing

Change 3129093 on 2016/09/16 by Ben.Zeigler

	#jira UE-35424
	Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
	Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones

Change 3129103 on 2016/09/16 by Marc.Audy

	Fix initialization order CIS warning

Change 3129361 on 2016/09/16 by Dan.Reynolds

	Fixes to QASoundWaveProcedural.h

Change 3129994 on 2016/09/19 by Thomas.Sarkanen

	Skeletal mesh to Static mesh conversion

	Added feature to convert selected actors' meshes into static meshes.
	Supports static and skeletal meshes.
	Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
	Added IHasPersonaToolkit interface that all of these editors implement.
	Added toolbar button to each Persona-based editor.
	Added level editor right-click menu option.

	Added CPU skinning path for cloth sections (non-SIMD for now).
	Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
	Moved a few structures around so CPU skinned renderdata is more readily exposed.

	#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh

Change 3130008 on 2016/09/19 by Benn.Gallagher

	Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
	#jira UE-3687

Change 3130009 on 2016/09/19 by Thomas.Sarkanen

	Fixed static analysis warnings in Persona and AnimationBlueprintEditor

	Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).

Change 3130012 on 2016/09/19 by Thomas.Sarkanen

	CIS fix (implcit use of copy constructor)

Change 3130016 on 2016/09/19 by Thomas.Sarkanen

	Mac CIS fix - forward declare some classes.

Change 3130027 on 2016/09/19 by Thomas.Sarkanen

	Fix shadow variables found with Clang

Change 3130044 on 2016/09/19 by Jurre.deBaare

	Improved Texture Merging using the Merge Actors Tool
	#feature added simple binning algorithm to be used with texture importance values
	#misc small array indexing copy-paste error
	#jira UE-33823

Change 3130068 on 2016/09/19 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803

Change 3130181 on 2016/09/19 by Jurre.deBaare

	G++ compile errors
	#fix array enum size requires cast to be valid

Change 3130182 on 2016/09/19 by Jurre.deBaare

	Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently

Change 3130250 on 2016/09/19 by Marc.Audy

	Fix flag check indicated by static analysis

Change 3130256 on 2016/09/19 by Benn.Gallagher

	Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
	#jira UE-34796

Change 3130267 on 2016/09/19 by Marc.Audy

	Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes

Change 3130551 on 2016/09/19 by Ben.Zeigler

	Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier

Change 3130564 on 2016/09/19 by Jurre.deBaare

	More CIS fixes

Change 3130572 on 2016/09/19 by Ben.Zeigler

	#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes

Change 3130586 on 2016/09/19 by Ben.Zeigler

	#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different

Change 3130587 on 2016/09/19 by Martin.Wilson

	Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage

	#jira UE-34798

Change 3130694 on 2016/09/19 by Ben.Zeigler

	#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components

Change 3130700 on 2016/09/19 by Ben.Zeigler

	#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally

Change 3130778 on 2016/09/19 by Dan.Reynolds

	WIP Content update for external referencing

Change 3130812 on 2016/09/19 by Marc.Audy

	No longer use inconsistently applied bWantsBeginPlay
	#jira UE-21048

Change 3130876 on 2016/09/19 by Richard.Hinckley

	Fixing comments for documentation purposes.

Change 3131076 on 2016/09/19 by Marc.Audy

	PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
	#jira UE-35625

Change 3131102 on 2016/09/19 by Richard.Hinckley

	Fixing typo that slipped through.

Change 3131254 on 2016/09/19 by Ben.Zeigler

	#jira UE-36162 Remove bad game mode reference

Change 3131396 on 2016/09/19 by Marc.Audy

	Undo CL# 3125974 to fix Fortnite crash until investigation can be done
	#jira -UE-36164

Change 3131846 on 2016/09/20 by Thomas.Sarkanen

	Recording now functional again in blendspace editor

	Blendspaces now use the anim editor base.
	Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
	Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
	Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.

	#jira UE-35843 - Missing record option for Blendspaces

Change 3131921 on 2016/09/20 by Thomas.Sarkanen

	Re-added anim slot manager tab

	Anim slot manager was not added back into the standalone editors when they were split up.

	#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab

Change 3131922 on 2016/09/20 by Thomas.Sarkanen

	Added 'dirty' indicator to asset shortcut bar

	#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar

Change 3131950 on 2016/09/20 by Thomas.Sarkanen

	Animation stepping now functions as it did previously

	Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.

	#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently

Change 3131953 on 2016/09/20 by james.cobbett

	Updating test assets.

Change 3132241 on 2016/09/20 by Martin.Wilson

	Fix crash when importing a pose to pose asset.

	#jira UE-36122

Change 3132417 on 2016/09/20 by Thomas.Sarkanen

	Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)

	A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.

	#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()

Change 3132790 on 2016/09/20 by Ori.Cohen

	Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component

	#JIRA UE-35257

Change 3132795 on 2016/09/20 by Ori.Cohen

	Fix typo where enable swing drive was used for both swing and twist.

	#JIRA UE-35634

Change 3132838 on 2016/09/20 by Ori.Cohen

	Move flush deferred actor to EndPhysics

	#JIRA UE-35899

Change 3133088 on 2016/09/20 by Ori.Cohen

	Back out defer flush change. This requires more thought.

Change 3133185 on 2016/09/20 by Wes.Hunt

	QoS Analytics providers now use the real final Data Router URL #jira UE-30655

Change 3133262 on 2016/09/20 by Wes.Hunt

	HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.

Change 3133266 on 2016/09/20 by Wes.Hunt

	Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.

Change 3133277 on 2016/09/20 by Chris.Evans

	!N Pose asset test

Change 3133504 on 2016/09/20 by dan.reynolds

	Updating WIP Test Content

Change 3133761 on 2016/09/21 by Thomas.Sarkanen

	Fixed 100% crash when killing a husk

	Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.

	#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards

Change 3133766 on 2016/09/21 by Thomas.Sarkanen

	Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected

	The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.

	#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint

Change 3133774 on 2016/09/21 by Danny.Bouimad

	Translation Pose  Driver test assets content/animation/posedrivertests

Change 3133796 on 2016/09/21 by Thomas.Sarkanen

	Added metadata to remove "reset to default" button for certain properties

	Allows removal of the reset button without a cumbersome details customization.
	Fixes crash where a parent struct of an editfixedsize array was reset.

	#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT

Change 3133831 on 2016/09/21 by Jurre.deBaare

	Vert Color Background not contained to Asset's Viewport
	#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
	#jira UE-35052

Change 3133832 on 2016/09/21 by Jurre.deBaare

	Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
	#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
	#jira UE-34629

Change 3133833 on 2016/09/21 by Jurre.deBaare

	Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
	#fix do not wrap around for non-looping negative sampling times :)
	#jira UE-34630

Change 3133834 on 2016/09/21 by Jurre.deBaare

	Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
	#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
	#jira UE-34303

	Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
	#fix recursively add child actor components to include all static meshes
	#jira UE-25187

Change 3133835 on 2016/09/21 by Jurre.deBaare

	Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
	#fix new mesh with removed bottom quad, allowing for see-through from below
	#jira UE-35022

Change 3133836 on 2016/09/21 by Jurre.deBaare

	It isn't clear when a profile is added to the Preview Scene Settings
	#fix selected profile now changes to newly added one
	#jira UE-33848

	Change preview scene profile naming to validate name input in UI instead of PostEditChange
	#fix added ui feedback for duplicate naming
	#misc extra checks for having a correct profile name when adding a new profile
	#jira UE-34078

	Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
	#fix determine correct name by checking existing ones
	#jira UE-33898

Change 3133838 on 2016/09/21 by Jurre.deBaare

	Prevent preview scene assets being loaded in game (proper fix)
	#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
	#jira UE-36082

Change 3133839 on 2016/09/21 by Jurre.deBaare

	Moving over UE-35254 from 4.13.1

Change 3133840 on 2016/09/21 by Jurre.deBaare

	Moving over UE-35639 from 4.13.1

Change 3133844 on 2016/09/21 by Jurre.deBaare

	Alembic import causing a crash

	#jira UE-35551
	#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix

	#jira UE-35451
	#fix handle case where we imported an empty object in the Geometry cache path

	#misc alembic importer signature change
	#misc typo in function signature

Change 3133951 on 2016/09/21 by Mieszko.Zielinski

	Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4

Change 3134014 on 2016/09/21 by Jon.Nabozny

	#rn Ensure the runaway loop counter gets reset when processing parallel animation.

	#jira UE-33946

Change 3134032 on 2016/09/21 by Jurre.deBaare

	Remove comments

Change 3134100 on 2016/09/21 by James.Golding

	UE-35300 Support UV traces for UV on BSP

Change 3134103 on 2016/09/21 by Lukasz.Furman

	fixed NavLinkProxy not working correctly in PIE
	#jira UE-36194

Change 3134104 on 2016/09/21 by James.Golding

	UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts

Change 3134106 on 2016/09/21 by James.Golding

	UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts

Change 3134109 on 2016/09/21 by James.Golding

	UE-35813 Don't do srgb conversion for proc mesh vertex colors
	UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting

Change 3134145 on 2016/09/21 by Mieszko.Zielinski

	Fixed persistent BB key changes not getting propagated to child BB assets #UE4

Change 3134296 on 2016/09/21 by Lukasz.Furman

	fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
	copy of CL# 3133219

Change 3134390 on 2016/09/21 by mason.seay

	Blueprint for collision bug repro

Change 3134517 on 2016/09/21 by Mieszko.Zielinski

	CIS fix #UE4

Change 3134746 on 2016/09/21 by Ben.Zeigler

	Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
	Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe

Change 3134850 on 2016/09/21 by Ben.Zeigler

	Fix PlatformShowcase warnings

Change 3134852 on 2016/09/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107

Change 3134853 on 2016/09/21 by Marc.Audy

	Resolve of reimport portions

Change 3134857 on 2016/09/21 by Marc.Audy

	Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework

Change 3135002 on 2016/09/21 by Ori.Cohen

	Fix compiler errors

Change 3135147 on 2016/09/21 by dan.reynolds

	AEOverview Test WIP Update

Change 3135168 on 2016/09/21 by Wes.Hunt

	Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
	#jira UE-36211

Change 3135216 on 2016/09/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156

Change 3135238 on 2016/09/21 by Aaron.McLeran

	UE-36288 Fixing concurrency resolution stop quietest

Change 3135257 on 2016/09/21 by Ben.Zeigler

	Fix Orion version of OnlineGameFramework plugin

Change 3135258 on 2016/09/21 by Ben.Zeigler

	Other Orion GameMode fixes

Change 3135290 on 2016/09/21 by dan.reynolds

	AEOverview test map skeleton complete with comments per Nick BB request

Change 3135323 on 2016/09/21 by dan.reynolds

	Update to AEOverview test maps

Change 3135385 on 2016/09/21 by Marc.Audy

	Fix static analysis warnings in automation tests

Change 3135634 on 2016/09/22 by Thomas.Sarkanen

	Remove duplicated details customization

	Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.

Change 3135660 on 2016/09/22 by Thomas.Sarkanen

	CIS fix: Fixed deleted file still being included.

Change 3135949 on 2016/09/22 by Thomas.Sarkanen

	Fixed (another) crash with invalid curve data when an anim instance is GCed

	Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.

	#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()

[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00