Commit Graph

23 Commits

Author SHA1 Message Date
aurel cordonnier
1ee4eed9aa Merge from Release-Engine-Test @ 17666640 to UE5/Main
This represents UE4/Main @17638339 and Dev-PerfTest @17636504

[CL 17668579 by aurel cordonnier in ue5-main branch]
2021-09-29 17:45:16 -04:00
Jon Nabozny
0fe0df4b8d Change KeyStructCustomization to always show all keys
Fixes an issue where Enhanced Input Input Mapping Contexts had missing keys.

#review-15164286 @Andy.Davidson
#rb Andy.Davidson

[CL 15177799 by Jon Nabozny in ue5-main branch]
2021-01-25 10:34:54 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -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
jules blok
fafe22eea5 Deprecate MotionController keys
- Allow keys to be flagged as "bindable in blueprints" and "bindable to actions" separately
- Mark all keys intended for XR projects as not bindable in blueprints
- Mark MotionController keys as not bindable to actions as well
- Replace the SteamVRController module with SteamVRInput based on the marketplace plugin

#rb keli.hlodversson
#jira UE-78930

#ROBOMERGE-SOURCE: CL 9960925 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v558-9892490)

[CL 9960926 by jules blok in Main branch]
2019-11-01 15:43:44 -04:00
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
Josh Adams
60b019520c Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3295257)
#lockdown Nick.Penwarden
#rb none

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

Change 3235199 on 2016/12/14 by Joe.Barnes

	Fix new compile error for missing #define

Change 3235340 on 2016/12/14 by Arciel.Rekman

	Linux: refactor of some PlatformMisc functions.

	- RootDir() removed since it was a no-op.
	- Old EngineDir() implementation removed in favor of more generic one that should handle foreign engine dir.
	- Change by CengizT,

Change 3237014 on 2016/12/15 by Michael.Trepka

	Fixed a crash in FChunkCacheWorker constructor

Change 3238305 on 2016/12/16 by Josh.Adams

	- Added a None option to the FKey customization, unless the FKey property had NoClear on it

Change 3240823 on 2016/12/20 by Josh.Stoddard

	Device profiles don't work for iPadPro 9.7 and 12.9

	#jira UE-39943

Change 3241103 on 2016/12/20 by Alicia.Cano

	Android support from Visual Studio
	#jira UEPLAT-1421
	#android

Change 3241357 on 2016/12/20 by Chris.Babcock

	Add gameActivityOnNewIntentAddtions section to Android UPL
	#jira UE-38986
	#PR #2969
	#ue4
	#android

Change 3241941 on 2016/12/21 by Alicia.Cano

	Build Fix

Change 3249832 on 2017/01/06 by Nick.Shin

	refetch on timed out GET/POST requests

	#jira UE-39992  Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"

Change 3249837 on 2017/01/06 by Nick.Shin

	black box issues fixed:

	use device pixel ratio during width and height checks
	and use canvas dimensions if in full screen -- otherwise store SDL_window dimensions for future use

	#jira UE-36341  HTML5 - View is incorrectly drawn
	#jira UE-32311  Templates on Firefox/Chrome on HTML5 are not full screen during Launch On

Change 3249988 on 2017/01/06 by Josh.Adams

	- Disable the HeartBeat() function on platforms that don't actually want to use the HeartbeatThread
	#jira UE-40305, UE-39291, UE-40113

Change 3253720 on 2017/01/11 by Josh.Adams

	- Added support for a config class to use a specific platform's config hierarchy, so that the editor can read NDA'd platform default settings without needing the settings to in Base*.ini
	  - See SwitchRuntimeSettings.h / GetConfigOverridePlatform()
	- Addiontally made it so that NDAd platforms are saved to Project/Platform/Platform*.ini, instead of Project/Default*.ini (to keep samples .ini files free of NDAd platform settings).
	  - See UObject::GetDefaultConfigFilename()
	- Updated some minor ShooterGame switch settings while cleaning this up

Change 3254162 on 2017/01/11 by Daniel.Lamb

	Avoid trying to load empty package names.
	Fixed issue with iterative ini files being unparseable if they inlcude a colon in them.
	#jira UE-40257, UE-35001
	#test Cook QAGame

Change 3255309 on 2017/01/12 by Daniel.Lamb

	In the derived datacache commandlet wait for texture building to finish before we GC.
	#test DDC QAGame

Change 3255311 on 2017/01/12 by Daniel.Lamb

	Removed debug logging for shader compilation.
	Issue hasn't occured in a while and the logging is annoying.
	#test Cook QAGame

Change 3257024 on 2017/01/13 by Josh.Adams

	- Reread in the target RHIs array every time the list of shader types is needed, instead of caching, because the user could change the settings in the editor, then click cook.
	#jira UE-38691

Change 3259636 on 2017/01/16 by Josh.Adams

	- Fixed split screen render issue with payer 2 getting no geometry
	#jira UE-40684

Change 3260159 on 2017/01/17 by Ben.Marsh

	Added extra logging when deleting a directory fails during ReconcileWorkspace.

Change 3260300 on 2017/01/17 by Ben.Marsh

	More logging for cleaning workspaces.

Change 3261056 on 2017/01/17 by Daniel.Lamb

	Cook on the fly builds now resolve string asset references.
	#test Trivial

Change 3262803 on 2017/01/18 by Joe.Graf

	Added missing support for compiling plugins external to Engine/Plugins & Game/Plugins

Change 3262852 on 2017/01/18 by Joe.Graf

	Fixed the bad robomerge
	Don't try to regenerate projects when adding a content only plugin to a content only project

Change 3264930 on 2017/01/19 by Joe.Barnes

	#include some header files needed when building UFE.

Change 3265728 on 2017/01/20 by Will.Fissler

	PlatformShowcase - Added TestBed_MobileFeatures .umap and related test content.

Change 3267188 on 2017/01/21 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3267439 on 2017/01/22 by Arciel.Rekman

	Fix Dev-Platform build.

	- Fixed just to have it compile; perhaps a proper fix is needed.
	- Seems to be caused by CL 3265587 (delegate was changed to return an array of search results instead of a single one).

Change 3267556 on 2017/01/23 by Arciel.Rekman

	Linux: fix MoveFile to work across file systems.

	- PR #3141 with slight changes.

Change 3267843 on 2017/01/23 by Arciel.Rekman

	Remove name collision (macro vs libc++).

	- Redoing CL 3259310.

Change 3267850 on 2017/01/23 by Arciel.Rekman

	Fix wrong always true condition.

	- PLATFORM_LINUX is always defined, but can be 0.

Change 3268048 on 2017/01/23 by Daniel.Lamb

	Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear.
	#test Rebuild lighting Paragon

Change 3268403 on 2017/01/23 by Josh.Adams

	#BUILDUPGRADENOTES
	- Moved XboxOne and PS4 settings into platform specific .ini files (after using GetConfigOverridePlatform() in their class delcarations)
	- Licensee games that have PS4, XboxOne, Switch settings in DefaultEngine.ini will have those settings saved in the platform version next time the project settings are edited. DOCUMENT THIS!

Change 3272441 on 2017/01/25 by Chris.Babcock

	Fixed documentation error in UnrealPluginLanguage
	#ue4
	#android

Change 3272478 on 2017/01/25 by Chris.Babcock

	Fix another documentation error in UnrealPluginLanguage
	#ue4

Change 3272826 on 2017/01/25 by Chris.Babcock

	Google Cloud Messaging plugin for Android
	#jira UEPLAT-1458
	#ue4
	#android

Change 3272839 on 2017/01/25 by Chris.Babcock

	Fix name of Google Cloud Messaging Sender ID
	#ue4
	#android

Change 3273837 on 2017/01/26 by Daniel.Lamb

	Added check to ensure editor never saves source texture data which has had ReleaseSourceMemory called on it.
	Instead crash as this is a loss of content situation.
	#test Cook paragon cook qagame

Change 3274122 on 2017/01/26 by Alicia.Cano

	Runtime permissions support on Android
	- Removing certain permissions
	#jira UE-38512
	#android

Change 3274311 on 2017/01/26 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3274794 on 2017/01/27 by Arciel.Rekman

	Linux: fix installed SDK check (UE-40392).

	- Pull request #3111 by rubu.

Change 3274803 on 2017/01/27 by Arciel.Rekman

	Linux: added few more exceptions to .gitignore (UE-39612).

	- Pull request #3026 by ardneran.

Change 3276247 on 2017/01/27 by Nick.Shin

	HTML5 HeapSize settings - make use of it from UE4 Editor:Platforms:HTML5:Memory:HeapSize

	note: emscripten says this is really no longer needed when using [ -s ALLOW_MEMORY_GROWTH=1 ] -- but tests have shown when using that, the game load/compile times takes longer

	#jira UE-34753  Zen Garden cannot compile in HTML5
	#jira UE-40815  Launching QAGame for HTML5 creates an 'uncaught exception: out of memory'.

Change 3276347 on 2017/01/27 by dan.reynolds

	Android Streaming Test Content

Change 3276682 on 2017/01/29 by Nick.Shin

	HTML5 thirdparty build scripts

	- fix up what looks like a bad merge
	- allow linux to also build these  libs
	- fixed harfbuzz to use freetype2-2.6 when building HTML5 libs

	- tested on mac, linux, and windows (git-bash)

Change 3276796 on 2017/01/29 by Nick.Shin

	HTML5 thirdparty (python) build scripts

	- linux patches from mozilla's jukka

	- tested on mac and, linux, and windows (git-bash)

	part of:
	#jira UEPLAT-1437  (4.16)  Switch [to] web assembly

Change 3276803 on 2017/01/29 by Nick.Shin

	HTML5 thirdparty build scripts

	- getting ready to build with (new toolchain that has) wasm support
	- minor fix to handle whitespace in project path

	- tested on mac and, linux, and windows (git-bash)

	part of:
	#jira UEPLAT-1437  (4.16)  Switch [to] web assembly

Change 3278007 on 2017/01/30 by Arciel.Rekman

	SteamVR: whitelist for Linux.

	- Makes Blueprint functions available in Linux builds, even if stubbed.
	- Can be probably whitelisted for Mac too.

Change 3278172 on 2017/01/30 by Arciel.Rekman

	Do not rebuild UnrealPak locally (UE-41285).

Change 3279873 on 2017/01/31 by Brent.Pease

	 + Implement streaming in Vorbis
	 + Add streaming to Android audio
	 + Fix audio streaming chunk race condition

Change 3280063 on 2017/01/31 by Brent.Pease

	GitHub 2949 : Fix for crashes when backgrounding/sleeping on iOS metal devices

	#2949
	#jira UE-38829

Change 3280072 on 2017/01/31 by Brent.Pease

	PR #2889: Add -distribution when iOS distribution Packaging. with IPhonePackage.exe (Contributed by sangpan)
	https://github.com/EpicGames/UnrealEngine/pull/2889

	#jira ue-37874
	#2889

Change 3280091 on 2017/01/31 by Arciel.Rekman

	Linux: fix "unable to make writable" toast (UE-37228).

	- Also fixed other platforms that returned inverted the error result.

Change 3280624 on 2017/01/31 by Brent.Pease

	PR #2891: iOS IDFV string allocation fix (Contributed by robertfsegal)
	https://github.com/EpicGames/UnrealEngine/pull/2891

	#2891
	#jira ue-37891

Change 3280625 on 2017/01/31 by Brent.Pease

	GitHub 2576 - Fix UIImagePickerController crash

	#2576
	#jira UE-328888

Change 3281618 on 2017/02/01 by Josh.Adams

	- Fixed hopeful compile error with missing inlcude
	#jira UE-41415

Change 3282277 on 2017/02/01 by Josh.Adams

	- Support 0.12.16 and 1.1.1 (the first versions that can share Oasis)

Change 3282441 on 2017/02/01 by Arciel.Rekman

	Fix Linux editor splash screen (UE-28123).

Change 3282580 on 2017/02/01 by Nick.Shin

	HTML5 - fix "firefox nighly" issue with:

	failed to compile wasm module: CompileError: at offset XXX: initial memory size too big:

	WARNING: this greatly impacts (in browser) compile times

Change 3285991 on 2017/02/03 by Chris.Babcock

	Fix executable path for stripping Android debug symbols (handle non-Windows properly)
	#jira UE-41238
	#ue4
	#android

Change 3286406 on 2017/02/03 by Chris.Babcock

	Save and restore texture filtering for movie playback in all cases
	#jira UE-41565
	#ue4
	#android

Change 3286800 on 2017/02/04 by Chris.Babcock

	Fix executable path for stripping Android debug symbols (handle non-Windows properly)
	#jira UE-41238
	#ue4
	#android

Change 3288598 on 2017/02/06 by Arciel.Rekman

	CodeLite fixes.

	- Use *-Linux-Debug binary for Debug configuration.
	- Fix virtual paths.

Change 3288864 on 2017/02/06 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	- Note, Switch is known to not boot with this, fix coming next

Change 3289364 on 2017/02/06 by Josh.Adams

	[BUILDUPGRADENOTES] - Fixed the "type" of the desktop device profiles to be Windows, not WindowsNoEditor, etc. It should be the platform, not a random string.
	- Updated how DeviceProfiles are loaded, especially in the editor, so that we can have NDAd platforms have their default DP values in platform-hidden files
	- This makes use of the ability for a class to override the platform hierarchy in the editor (like we do with other editor-exposed platform objects)
	- Added Config/[PS4|XboxOne|Switch]/ConfidentialPlatform.ini files so that the DP loading code knows to look in their directories for DPs. See FGenericPlatformMisc::GetConfidentialPlatforms() for more information
	- Note that saving still saves the entire DP to the .ini. Next DP change is to have them properly save against their 2(!) parents - the .ini file earlier in the hierarchy, and the parent DP object. Makes it tricky, for sure.
	- Added FConfigFile::GetArray (previous was only on FConfigCacheIni)

Change 3289796 on 2017/02/07 by Arciel.Rekman

	Linux: remove leftover CEF build script.

Change 3289872 on 2017/02/07 by Arciel.Rekman

	Linux: install MIME types (UE-40954).

	- Pull request #3154 by RicardoEPRodrigues.

Change 3289915 on 2017/02/07 by Josh.Adams

	- Fixed CIS warnings

Change 3289916 on 2017/02/07 by Arciel.Rekman

	Linux: remove -opengl4 from the default invocation.

Change 3290009 on 2017/02/07 by Gil.Gribb

	UE4 - Fixed boot time EDL causing some issues even when it wasn't being used.

Change 3290120 on 2017/02/07 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3290948 on 2017/02/07 by Arciel.Rekman

	Linux: fix crash when clicking on question mark (UE-41634).

	- Symbol interposition problem (proper fix is still to be investigated).

	(Edigrating part of CL 3290683 from Release-4.15 to Dev-Platform)

Change 3291074 on 2017/02/07 by Arciel.Rekman

	Speculative build fix.

Change 3292028 on 2017/02/08 by Josh.Adams

	- Fixed Incremental CIS build failures

Change 3292105 on 2017/02/08 by Nick.Shin

	emcc.py - change warning to info

	#jira UE-41747 //UE4/Dev-Platform Compile UE4Game HTML5 completed with 50 warnings

Change 3292201 on 2017/02/08 by JohnHenry.Carawon

	Change comment to fix XML warning when generating project files on Linux

Change 3292242 on 2017/02/08 by Arciel.Rekman

	Linux: avoid unnecessary dependency on CEF (UE-41634).

	- Do not apply CEF workaround to monolithic builds (eg. stock Game/Server targets).
	- Also disable CEF compilation for ShaderCompileWorker.
	- Based on CL 3292077 in 4.15.

Change 3292559 on 2017/02/08 by Josh.Adams

	- Added more platforms to disable the file handle caching (all the ones that use MANAGED_FILE_HANDLES)

Change 3294333 on 2017/02/09 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3294506 on 2017/02/09 by Josh.Adams

	- Fixed GoogleCloudMessaging.uplugin to fix the Installed flag. Every other plugin had false, this one had true, which caused various checks to go haywire
	#jira UE-41710

Change 3294984 on 2017/02/09 by Josh.Adams

	- Worked around the remote compiling issue with code-based projects on a different drive than the engine
	#jira UE-41704

Change 3295056 on 2017/02/09 by Josh.Adams

	- Fixed the remote compiling issue by unconverting the path back to host when reading from the module filename

Change 3295161 on 2017/02/09 by Josh.Adams

	- Fixed new bug when buildin native ios that was caused by a remote compile break

Change 3295229 on 2017/02/09 by Josh.Adams

	- Fixed a crash in clothing on platforms that don't support clothing
	#jira UE-41830

[CL 3295859 by Josh Adams in Main branch]
2017-02-09 19:20:55 -05:00
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
Matthew Griffin
6c75b4032c Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2835147)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2817214 on 2016/01/06 by mason.seay
	Adjusted Walkable Slope Override for mesh

	#jira UE-24473

Change 2817384 on 2016/01/06 by Michael.Schoell
	Crash fix when selecting a variable node for a variable that is not owned by a Blueprint.

	#jira UE-24958 - Crash when getting the sequence player in level blueprint

Change 2817438 on 2016/01/06 by Max.Chen

	Sequencer: Add option to specify position of material name from the movie scene capture interface. For example, MovieCapture_{material}_{width}x{height}.{frame} will create files like this: MovieCapture_FinalImage_1920x1080.0010.exr

	#rb Andrew.Rodham
	#jira UE-24926

Change 2817459 on 2016/01/06 by Marc.Audy

	 PR #1679: Move MinRespawnDelay to virtual method AController::GetMinRespawnDelay() (Contributed by bozaro)
	#jira UE-22309

Change 2817472 on 2016/01/06 by Ben.Marsh

	Always run UHT in unattended mode from UBT; we don't want it opening any dialogs. Match3 is currently missing a plugin, and it's causing builds to time out.

Change 2817473 on 2016/01/06 by Marc.Audy

	 PR #1644: Improve "SpawnActor failed because the spawned actor IsPendingKill" error message (Contributed by slonopotamus)
	#jira UE-21911

Change 2817533 on 2016/01/06 by Lauren.Ridge

	Fixing Match3 not compiling in Debug (removed two checks on TileLibrary)

	#jira UE-25004

Change 2817625 on 2016/01/06 by Taizyd.Korambayil

	#jira UE-19659 Reimported Template Animations with Proper Skeletons

Change 2817647 on 2016/01/06 by Lukasz.Furman

	replaced ensure during initialization of blackboard based behavior tree task with log warning
	#ue4
	#jira UE-24448
	#rb Mieszko.Zielinski

Change 2817648 on 2016/01/06 by Lukasz.Furman

	fixed broken rendering component of navmesh actor after delete-undo operation
	#ue4
	#jira UE-24446
	#rb Mieszko.Zielinski

Change 2817688 on 2016/01/06 by Taizyd.Korambayil

	#jira UE-22347 Fixed Message Warnings on Startup

Change 2817815 on 2016/01/06 by Jamie.Dale

	Multiple fixes when editing right-to-left text

	- Text is now shaped over the entire line to allow rich-text and selected text to be shaped correctly across block boundaries.
	- Text layout highlights are now able to correctly handle bi-directional and right-to-left text.
	- Text picking can now handle bi-directional and right-to-left text.
	- Text picking can now pick the individual characters that make up a ligature glyph.
	- The caret now draws on the logical (rather than visual) side of the glyph (to handle right-to-left text).
	- Glyph clusters (multiple glyphs produced from a single character) are now treated as a single logical glyph.
	- Optimized some of the FShapedGlyphSequence to allow an early out once they've found and processed the start and end glyphs.

	#jira UE-25013

Change 2817828 on 2016/01/06 by Nick.Darnell

	Editor - Fixing the OpenLauncher call to be take a structure to allow us to customize it more, and to properly handle the silent command the way we're planning to handle it in the launcher.

	#jira UE-24563

Change 2818052 on 2016/01/06 by Nick.Darnell

	Editor - Adding another application check for the launcher to catch the current app name on mac.

	#jira UE-24563

Change 2818149 on 2016/01/06 by Taizyd.Korambayil

	#jira UE-19097 Adjusted FirstPerson Pawn, so that Camera doesnt clip the Arm Mesh

Change 2818360 on 2016/01/06 by Chris.Babcock

	Fix reading from ini sections not cached after build system changes for 4.11
	#jira UE-25027
	#ue4
	#android

Change 2818369 on 2016/01/06 by Ryan.Vance

	#jira UE-24976
	Adding tessellation support to instanced stereo

Change 2818999 on 2016/01/07 by Robert.Manuszewski

	UHT will no longer try to load game-only plugins.

	#jira UE-25032

	- Changed module type RuntimeNoProgram to RuntimeAndProgram so that bu default Runtime plugin modules won't be loaded by programs
	- Added better error message when UHT's PreInit fails

Change 2819064 on 2016/01/07 by Richard.Hinckley

	#jira UE-24694
	Fixing array usage in 4.11 stream.

Change 2819067 on 2016/01/07 by Ori.Cohen

	When editor tries to spawn a physics asset we automatically load the needed skeletal mesh

	#rb Matt.K
	#JIRA UE-24165
2016-01-22 08:13:18 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Nick Darnell
b98c648c14 Copying //UE4/Dev-Editor to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2756103 on 2015/11/05 by Jamie.Dale

	Implemented UFont::GetResourceSize to work correctly with the Size Map tool

Change 2756104 on 2015/11/05 by Jamie.Dale

	Changed the font used when a font is missing or invalid to be the last resort font, rather than the localized fallback font

	The localized fallback font could cause different results based on your culture, and the last resort font makes it clearer that something is set-up incorrectly as it just draws invalid glyph markers for all of the text.

Change 2756105 on 2015/11/05 by Jamie.Dale

	Fixed a crash when using an empty FKey property with a Data Table

	FKeyStructCustomization was asserting because there were no objects being edited, due to a newly added Data Table containing zero rows.

	I've removed this assert, and also updated SKeySelector to no longer require a separate argument to say whether multiple keys with different values are selected (this is now calculated from the call to get the current key, which will return an empty TOptional for multiple values).

	#jira UE-22897

Change 2757015 on 2015/11/06 by Joe.Tidmarsh

	SSProgressBar marquee tint. Accounts for widget color and opacity.

	PR #1698

Change 2757156 on 2015/11/06 by Joe.Tidmarsh

	Implemented "Go to Variable" functionality for widgets in Widget Blueprint Editor.

	When we switch modes in UMG from Designer to Graph. We select the variable (In "My Blueprint"), if one exists, for the currently selected widget. Additionally we update the details panel.

	* Added SelectGraphActionItemByName to FBlueprintEditor. This selects an item in My Blueprint and also displays it in the details panel of graph mode. SMyBlueprint is not available to FWidgetBlueprintEditor in UMGEditor module as it's privately implemented within Kismet.

	#rb Ben.Cosh
	#jira UE-20170

Change 2757181 on 2015/11/06 by Jamie.Dale

	Cleaned up some duplication in UMG text widgets, and exposed the text shaping options

	The common properties used by all text widgets that are text layout based have been moved into a UTextLayoutWidget base class, and all text layout based widgets now derive from this.

	The options needed to control the text shaping method used by a text based widget have been exposed via the FShapedTextOptions struct. This contains a way to manage these optional (and advanced) overrides. You typically wouldn't change these from the default unless you knew exactly what you were doing (eg, you have a text block containing only numbers).

	This change also updates SRichTextBlock to work with an invalidation panel in the same way that STextBlock does

Change 2757734 on 2015/11/06 by David.Nikdel

	#UE4 #Editor
	- Added support for meta=(TitleProperty="StructPropertyNameHere") on properties of type TArray<FSomeStruct>.
	- This changes the editor rolled-up display of these values from "{0} members" to a stringified version of the specified property (if found).
	#CodeReview: Matt.Kuhlenschmidt

Change 2758786 on 2015/11/09 by Joe.Tidmarsh

	Border widget now correctly synchronizes padding property
	#jira UE-23070

Change 2758791 on 2015/11/09 by Joe.Tidmarsh

	Shadow of FCanvasTextItem should be drawn before the outline color. Consulted with Bruce.N who believes this is not the intended behavior and was an oversight when refactoring FCanvas (CL 1695138)

	#jira UE-21623
	#1608

	#rb Simon.Tovey, Bruce.Nesbit

Change 2758813 on 2015/11/09 by Joe.Tidmarsh

	UMG: Attempting to parent multiple widgets (in Hierarchy tree)  to a widget that can't have multiple children will notify the user and ignore the operation.
	[UE-22921] [CrashReport] Parenting multiple actors under border crashes editor
	#jira UE-22921

Change 2759234 on 2015/11/09 by Nick.Darnell

	Slate - Improving the way we track references to materials in slate to better keep things alive until they're no longer needed for rendering.  Additionally, making it so the we use the material and texture free list when possible when cleaning up things as to not allocate new memory if not required.  Concidentually this can help with problems with corrupted memory on destruct as well, because it means the memory isn't really going to become garbage any more.

	#codereview Matt.Kuhlenschmidt, Bob.Tellez

Change 2760954 on 2015/11/10 by Nick.Darnell

	Slate - A bug in the introduction of custom rendered elements accidentally broke filling out the texture coordinates for standard material usage.  Materials should once again tile correctly just like images do.

	#jira UE-23118

Change 2761129 on 2015/11/10 by Nick.Darnell

	Slate - Removing the Pre-Multiply alpha path the way it was added, introducing it in a way that doesn't require changes inside the shader.  Continuing to improve the SRetainerWidget to no longer have a frame delay between resizes and painting, also working on getting it handle clipping correctly but still not there yet.

Change 2761391 on 2015/11/10 by Alexis.Matte

	jira UE-20281 and UE-22259
	Fbx scene Re-import workflow
	- First draft of the reimport workflow using a reimport asset in the content browser

	#codereview nick.darnell

Change 2762323 on 2015/11/11 by Alexis.Matte

	fix build compilation

Change 2762407 on 2015/11/11 by Jamie.Dale

	UDataTable::SaveStructData now writes out dummy data when RowStruct is null

	This didn't used to happen, which would cause a miss-match between what UDataTable::LoadStructData was expecting, and would result in a Data Table that could never be loaded again.

	This change also improves the error message when editing a Data Table with a null row struct, and adds the editor-only RowStructName property to cache the name of the last used struct (for error reporting).

	#jira UE-22789

Change 2762508 on 2015/11/11 by Nick.Darnell

	UMG - Making it more obvious what keys do special stuff with anchors in UMG.  Fixing the way snapping to anchors works with Control, it now only zeros out the side you're dragging instead of the entire widget, which was silly.  Enhancing the designer message system to no longer be based on an enum and instead let arbitrary systems push and pop FText messages.  Fixing animations in the anchor drop down to properly animate, broke when we introduced active timers.

Change 2763241 on 2015/11/11 by Nick.Darnell

	Slate - We no longer allow popup windows to be larger than the primary display window for windows where max width/height is unspecified.  This is to prevent accidential creation of tooltip windows that are larger than the driver allows causing crashes.

	#jira UE-20336
2015-12-12 08:54:23 -05:00
PaulEremeeff
3d878d5a79 PR #996: Fixing PVS-Studio warnings (Contributed by PaulEremeeff)
I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
 * Made nullptr checks consistent (the plurality of the changes are of this type)
 * Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
 * Removed unused variables
 * Removed redundant initializations
 * WidgetNavigationCustomization.cpp was fixed by the owner
 * integers converted to floats where result was stored in a float
 * Removed redundent null checks (e.g. before delete statements)
 * Renamed variables to prevent non-obvious shadowing
 * Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
 * Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)

[CL 2498053 by Dan Oconnor in Main branch]
2015-03-31 20:12:31 -04:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Marc Audy
7efca16ef2 Don't crash in the case where the FKeyStructCustomization::GetCurrentKey is called when the struct no longer exists.
[CL 2360245 by Marc Audy in Main branch]
2014-11-14 12:18:39 -05:00
Matt Kuhlenschmidt
6cd4df8d37 Fix crash removing last keybinding
[CL 2286628 by Matt Kuhlenschmidt in Main branch]
2014-09-05 17:47:12 -04:00
Matthew Griffin
5a89a2b090 Adding search capability to key selection
Added new SKeySelector widget to take care of selecting keys in various situations
Used new widget for Key detail customization and Blueprint Key Pins

TTP#335356 - EDITOR: Input axis dropdown menu not filterable

[CL 2238263 by Matthew Griffin in Main branch]
2014-07-31 09:33:45 -04:00
Max Preussner
3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00
Matt Kuhlenschmidt
0bac17760c Fixup usage of deprecated IStructCustomizationUtils interface
[CL 2094462 by Matt Kuhlenschmidt in Main branch]
2014-06-04 11:16:24 -04:00
Matt Kuhlenschmidt
13939a90e9 Deprecated IStructCustomization and struct property customization registration. Use IPropertyTypeCustomization and RegisterPropertyTypeCustomization instead
[CL 2094389 by Matt Kuhlenschmidt in Main branch]
2014-06-04 10:16:14 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00