Commit Graph

7 Commits

Author SHA1 Message Date
ben hoffman
ccb8ec7400 Add more descriptive comments to the AddPinInterface and expose CanRemovePin as a public method
#jira none
#rb trivial
#rnx

[CL 14837555 by ben hoffman in ue5-main branch]
2020-12-02 14:58:58 -04:00
ben hoffman
cd21b6c994 Blueprints: Refactor IK2Node_AddPinInterface to have some more commonly used functions
#jira UE-97901
#rnx
#rb Phillip.Kavan

[CL 14229351 by ben hoffman in ue5-main branch]
2020-09-01 13:16:01 -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
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
30f891786a Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none

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

Change 3805828 by Gil.Gribb

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

Change 3806784 by Ben.Marsh

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

Change 3807549 by Graeme.Thornton

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

Change 3807727 by Graeme.Thornton

	Unhide the text asset format experimental editor option

Change 3807746 by Josh.Engebretson

	Remove WER from iOS platform

Change 3807928 by Robert.Manuszewski

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

Change 3808221 by Steve.Robb

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

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

Change 3809233 by Graeme.Thornton

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

Change 3809518 by Ben.Marsh

	Remove the outdated UnrealSync automation script.

Change 3809643 by Steve.Robb

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

	#jira UE-53037

Change 3809862 by Steve.Robb

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

	#jira UE-42593

Change 3811190 by Graeme.Thornton

	Add support for writing specific log channels to their own files

Change 3811197 by Graeme.Thornton

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

Change 3811257 by Robert.Manuszewski

	Cluster creation will now be time-sliced

Change 3811565 by Steve.Robb

	Define out non-monolithic module functions.

Change 3812561 by Steve.Robb

	GitHub #3886 : Enable Brace-Initialization for Declaring Variables

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

	#jira UE-48242

Change 3812864 by Steve.Robb

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

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

	#jira UE-53089

Change 3820358 by Ben.Marsh

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


Change 3822594 by Ben.Marsh

	UAT: Improvements to log file handling.

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

Change 3823695 by Ben.Marsh

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

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

Change 3823845 by Ben.Marsh

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

Change 3824180 by Ben.Marsh

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

	#jira

Change 3825777 by Steve.Robb

	Fix to return value of StringToBytes.

Change 3825810 by Ben.Marsh

	UBT: Reduce length of include paths for MSVC toolchain.

Change 3825822 by Robert.Manuszewski

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

Change 3826734 by Ben.Marsh

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

Change 3827730 by Steve.Robb

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

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

Change 3827745 by Steve.Robb

	Initializer list support for TMap.

Change 3827770 by Steve.Robb

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

	#jira UE-53813

Change 3829189 by Ben.Marsh

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

Change 3830444 by Steve.Robb

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

Change 3830718 by Ben.Marsh

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

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

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

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

	#jira UE-53845

Change 3831064 by Ben.Marsh

	Fix log file contention when spawning UBT recursively.

Change 3832654 by Ben.Marsh

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

Change 3832680 by Ben.Marsh

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

Change 3832695 by Ben.Marsh

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

Change 3833528 by Ben.Marsh

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

Change 3833543 by Ben.Marsh

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

Change 3834354 by Robert.Manuszewski

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

	#jira UE-52035

Change 3834400 by Robert.Manuszewski

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

	#jira UE-52035

Change 3834947 by Steve.Robb

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

Change 3835004 by Ben.Marsh

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

Change 3835340 by Ben.Marsh

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

Change 3835972 by Ben.Marsh

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

Change 3836019 by Ben.Marsh

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

Change 3836269 by Ben.Marsh

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

Change 3836543 by Ben.Marsh

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

Change 3836546 by Ben.Marsh

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


Change 3836805 by Ben.Marsh

	Fix commandlet to compile marketplace plugins.

Change 3836829 by Ben.Marsh

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

Change 3837036 by Ben.Marsh

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

Change 3837037 by Ben.Marsh

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

Change 3837040 by Ben.Marsh

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

Change 3837247 by Ben.Marsh

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

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

Change 3837262 by Ben.Marsh

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

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

Change 3837343 by Ben.Marsh

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

Change 3837356 by Ben.Marsh

	Fix invalid character encodings.

Change 3837727 by Graeme.Thornton

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

Change 3837823 by Ben.Marsh

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

Change 3837831 by Graeme.Thornton

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

Change 3837857 by Robert.Manuszewski

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


Change 3837943 by Robert.Manuszewski

	PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)


Change 3838451 by Ben.Marsh

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

	#jira UE-53996

Change 3839519 by Ben.Marsh

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

Change 3843790 by Graeme.Thornton

	UnrealPak: Log the size of all encrypted data

Change 3844258 by Ben.Marsh

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

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

	#jira UE-54157

Change 3845796 by Ben.Marsh

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

Change 3845823 by Ben.Marsh

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

	#jira UE-54123

Change 3845901 by Arciel.Rekman

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

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

	(Edigrating 3819174 to Dev-Core)

Change 3846439 by Ben.Marsh

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

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

Change 3816608 by Ben.Marsh

	UBT: Use DirectoryReference objects for all include paths.

Change 3816954 by Ben.Marsh

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

Change 3816986 by Ben.Marsh

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

Change 3816991 by Ben.Marsh

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

Change 3823090 by Ben.Marsh

	UAT: Improve logging for child UAT instances.

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

Change 3826082 by Ben.Marsh

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

Change 3827025 by Ben.Marsh

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

Change 3829927 by James.Hopkin

	Made HTTP interface const correct

Change 3833533 by Ben.Marsh

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

Change 3835826 by Ben.Marsh

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

Change 3835969 by Ben.Marsh

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

Change 3837777 by Steve.Robb

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

Change 3838569 by Steve.Robb

	Algo moved up a folder.

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

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

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

Change 3459524 by Marc.Audy

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

Change 3460004 by Phillip.Kavan

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

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

Change 3461210 by Phillip.Kavan

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

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

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

Change 3461373 by Lukasz.Furman

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

Change 3461409 by Lukasz.Furman

	fixed reenabling automatic navmesh generation in Editor Preferences
	#ue4

Change 3461550 by Ben.Zeigler

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

Change 3462625 by Zak.Middleton

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

	github PR #3620

Change 3462796 by Dan.Oconnor

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

	#jira UE-45434

Change 3462995 by Ben.Zeigler

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

Change 3463099 by Ben.Zeigler

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

Change 3464809 by Marc.Audy

	Expose FVector2D / FVector2D to blueprints
	#jira UE-45427

Change 3467254 by Mieszko.Zielinski

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

Change 3467644 by Dan.Oconnor

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

Change 3468176 by Dan.Oconnor

	Fix dependent blueprints being marked dirty when a blueprint is compiled

Change 3468353 by Michael.Noland

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

Change 3470532 by Dan.Oconnor

	Re-enable compilation manager

Change 3470572 by Dan.Oconnor

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

	#rnx

Change 3471949 by Mason.Seay

	Adding Primary Assets for testing

Change 3472074 by Ben.Zeigler

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

Change 3472079 by Ben.Zeigler

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

Change 3473429 by Lukasz.Furman

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

Change 3473476 by Lukasz.Furman

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

Change 3473663 by Ben.Zeigler

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

Change 3473679 by Mason.Seay

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

Change 3473712 by Marc.Audy

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

Change 3474055 by Marc.Audy

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

Change 3474119 by mason.seay

	Tweaked Force Feedback test

Change 3474156 by Marc.Audy

	Actually enable orphan pin retention

Change 3474382 by Ben.Zeigler

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

Change 3474386 by Ben.Zeigler

	Close popup window when adding asset class to audit window

Change 3474491 by Ben.Zeigler

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

Change 3475363 by Marc.Audy

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

Change 3475523 by Marc.Audy

	Fixup Fortnite and Paragon content for orphaned pin errors and warnings

Change 3475623 by Phillip.Kavan

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

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

Change 3476008 by Dan.Oconnor

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

	#jira UE-18765

Change 3476115 by Dan.Oconnor

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

	#rnx

Change 3476577 by Lukasz.Furman

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

Change 3476587 by Phillip.Kavan

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

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

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

	#rnx

Change 3476723 by Dan.Oconnor

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

	#rnx

Change 3476948 by Michael.Noland

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

Change 3476970 by Ben.Zeigler

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

Change 3477536 by Marc.Audy

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

Change 3477835 by Marc.Audy

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

Change 3478027 by Marc.Audy

	Minor performance optimization

	#rnx

Change 3478198 by Phillip.Kavan

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

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

Change 3478485 by Marc.Audy

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

	#rnx

Change 3478756 by Marc.Audy

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

	#rnx

Change 3478926 by Marc.Audy

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

Change 3478988 by Marc.Audy

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

Change 3479818 by Marc.Audy

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

Change 3480214 by Marc.Audy

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

Change 3480579 by Marc.Audy

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

Change 3481043 by Marc.Audy

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

Change 3481271 by Ben.Zeigler

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

Change 3481373 by Dan.Oconnor

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

	#jira UE-45704

Change 3481380 by Ben.Zeigler

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

Change 3482362 by Marc.Audy

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

Change 3482406 by Ben.Zeigler

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

Change 3482498 by Ben.Zeigler

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

Change 3482517 by Lukasz.Furman

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

Change 3482538 by Marc.Audy

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

Change 3482773 by Marc.Audy

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

Change 3482791 by Ben.Zeigler

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

Change 3483131 by Zak.Middleton

	#ue4 - InterpToMovementComponent:

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

	#jira UE-45690

Change 3483146 by Phillip.Kavan

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

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

Change 3483340 by Ben.Zeigler

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

Change 3483548 by Michael.Noland

	Epic Friday: Playing around with some prototype traps

Change 3483700 by Phillip.Kavan

	Fix CIS cook crash introduced by last submit.

	#rnx


Change 3485217 by Ben.Zeigler

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

Change 3485367 by Dan.Oconnor

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

	#jira UE-45756

Change 3485565 by Ben.Zeigler

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

Change 3485566 by Marc.Audy

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

Change 3485805 by Michael.Noland

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

	#jira UE-43747

Change 3485807 by Michael.Noland

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

	#jira UE-44041

Change 3485811 by Michael.Noland

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

Change 3485829 by Michael.Noland

	Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded

Change 3485830 by Michael.Noland

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

Change 3486039 by Michael.Noland

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

	#jira UE-44014

Change 3486093 by Michael.Noland

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


	#jira UE-42903

Change 3486139 by Michael.Noland

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

Change 3486154 by Michael.Noland

	Framework: Speculative fix for CIS error about FStructOnScope
	#rnx

Change 3486180 by Dan.Oconnor

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

Change 3487276 by Marc.Audy

	Fix crash when using Setter with a locally scoped variable

	#rnx

Change 3487278 by Marc.Audy

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

Change 3487658 by Marc.Audy

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

Change 3487699 by Marc.Audy

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

Change 3487813 by Dan.Oconnor

	Asset demonstrating a crash

Change 3488101 by Marc.Audy

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

Change 3488337 by Marc.Audy

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

Change 3488512 by Dan.Oconnor

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

	#jira UE-45830, UE-45965
	#rnx

Change 3488631 by Michael.Noland

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

	#jira UE-45630

Change 3488665 by Michael.Noland

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

Change 3489324 by Marc.Audy

	Fix recursion causing stack crash
	#jira UE-46038

	#rnx

Change 3489326 by Marc.Audy

	Fix cooking crash
	#jira UE-46031

	#rnx

Change 3489687 by mason.seay

	Assets for testing orphan pins

Change 3489701 by Marc.Audy

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

	#rnx

Change 3490352 by Dan.Oconnor

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

	#jira UE-46062

Change 3490814 by Marc.Audy

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

	#rnx

Change 3491022 by Dan.Oconnor

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

Change 3491071 by Ben.Zeigler

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

Change 3491244 by Michael.Noland

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

	#jira UE-32948

Change 3491276 by Michael.Noland

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

Change 3491562 by Marc.Audy

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

	#rnx

Change 3491658 by Marc.Audy

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

	#rnx

Change 3491946 by Marc.Audy

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

	#rnx

Change 3492040 by Marc.Audy

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

	#rnx

Change 3492200 by Zak.Middleton

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

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

	#jira UE-46012

Change 3492290 by Ben.Zeigler

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

Change 3492311 by Marc.Audy

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

	#rnx

Change 3492680 by Dan.Oconnor

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

Change 3492826 by Marc.Audy

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

	#rnx

Change 3492851 by Michael.Noland

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

Change 3492852 by Michael.Noland

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

Change 3492934 by Marc.Audy

	Fix ensure and crash delete macro containing orphaned pin

	#rnx

Change 3493079 by Dan.Oconnor

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

	#rnx

Change 3493346 by Phillip.Kavan

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

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

Change 3493938 by Michael.Noland

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

Change 3493945 by Michael.Noland

	Blueprints: Fixed GetDelegatePoperty typos
	#rnx

Change 3493997 by Michael.Noland

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

Change 3493998 by Dan.Oconnor

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

Change 3494025 by Michael.Noland

	Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES)

	#rnx

Change 3494026 by Michael.Noland

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

Change 3496382 by Ben.Zeigler

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

Change 3496688 by Marc.Audy

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

Change 3496830 by Michael.Noland

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

	#rnx

Change 3496840 by Michael.Noland

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

Change 3497038 by Michael.Noland

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

Change 3497204 by Marc.Audy

	Fix AbilitySystemComponent not being blueprint readable.

	#rnx

Change 3497668 by Mieszko.Zielinski

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

	#jira UE-43659

Change 3497677 by Mieszko.Zielinski

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

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

	#jira UE-41293

Change 3497678 by Mieszko.Zielinski

	Marked AbstractNavData class as transient #UE4

	We never want to save it to levels

Change 3497679 by Mieszko.Zielinski

	Made NavModifierVolume responsive to editor-time property changes #UE4

	#jira UE-32831

Change 3497900 by Dan.Oconnor

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

Change 3497904 by Dan.Oconnor

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

	#rnx

Change 3497907 by Dan.Oconnor

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

	#rnx
	#jira UE-46186

Change 3498218 by mason.seay

	Updates to pin testing BP's

Change 3498323 by Mieszko.Zielinski

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

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

	#jira UE-44891

Change 3499007 by Marc.Audy

	Allow systems to hook Pre and PostCompile to do custom behaviors

Change 3499013 by Mieszko.Zielinski

	Made AbstractNavData class non-transient again #UE4

	Implemented AbstractNavData instances' transientness in a different manner.

	#jira UE-46194

Change 3499204 by Mieszko.Zielinski

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

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

	#jira UE-43799

Change 3499321 by mason.seay

	Updated bp for struct testing

Change 3499388 by Marc.Audy

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

Change 3499390 by Marc.Audy

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

	#rnx

Change 3499420 by Michael.Noland

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

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

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

	The typical recommended call pattern is to use something like:

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

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

Change 3499429 by Michael.Noland

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

Change 3499470 by Michael.Noland

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

	#rnx

Change 3499643 by Marc.Audy

	Use TGuardValue instead of manually managing it

	#rnx

Change 3499874 by Marc.Audy

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

Change 3499875 by Marc.Audy

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

Change 3499927 by Dan.Oconnor

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

	#jira UE-43458

Change 3499953 by Michael.Noland

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

Change 3499957 by Michael.Noland

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

	#rnx

Change 3499958 by Michael.Noland

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

	#rnx

Change 3499959 by Michael.Noland

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

Change 3499960 by Michael.Noland

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

Change 3499968 by Michael.Noland

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

	#rnx

Change 3499969 by Michael.Noland

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

	#rnx

Change 3499973 by Michael.Noland

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

Change 3499979 by Michael.Noland

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

Change 3499984 by Michael.Noland

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

Change 3499993 by Michael.Noland

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

Change 3500009 by Michael.Noland

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

	#rnx

Change 3500011 by Michael.Noland

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

Change 3500012 by Michael.Noland

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

Change 3500014 by Michael.Noland

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

Change 3500019 by Michael.Noland

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

Change 3500020 by Michael.Noland

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

Change 3501062 by Marc.Audy

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

Change 3501330 by Michael.Noland

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

	#jira UE-46271

Change 3501356 by Marc.Audy

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

Change 3501408 by Michael.Noland

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

Change 3501457 by Phillip.Kavan

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

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

Change 3502741 by Phillip.Kavan

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

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

Change 3502939 by Michael.Noland

	Back out changelist 3499927

Change 3503087 by Marc.Audy

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

	#rnx

Change 3503266 by Ben.Zeigler

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

Change 3503325 by mason.seay

	updated Anim BP to prep for pin testing

Change 3503445 by Marc.Audy

	Fix crash caused by OldPins being destroyed before rewiring

	#rnx

Change 3505024 by Marc.Audy

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

	#rnx

Change 3505254 by Marc.Audy

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

	#rnx

Change 3506125 by Ben.Zeigler

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

Change 3506334 by Dan.Oconnor

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

Change 3506439 by Dan.Oconnor

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

	#jira UE-46308

Change 3506468 by Dan.Oconnor

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

	#rnx

Change 3506733 by Marc.Audy

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

	#rnx

Change 3507531 by Ben.Zeigler

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

Change 3507924 by mason.seay

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

Change 3507962 by Marc.Audy

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

	#rnx

Change 3509131 by Dan.Oconnor

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

	#jira UE-46311

Change 3509345 by Marc.Audy

	CVar to disable orphan pins if necessary

	#rnx


Change 3509959 by Marc.Audy

	Protect against crashing due to large values in Timespan From functions

	#jira UE-43840

Change 3510040 by Marc.Audy

	Remove all the old unneeded ShooterGame test maps

	#rnx

[CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00