Commit Graph

12 Commits

Author SHA1 Message Date
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
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
78ce1089a6 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594)
#lockdown Nick.Penwarden

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

Change 3623720 by Phillip.Kavan

	#jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build.

	Change summary:
	- Temporarily excluded all AnimBP assets from nativization as a workaround.

Change 3626305 by Phillip.Kavan

	#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.

Change 3629145 by Marc.Audy

	Don't hide developer nativization tool behind ini

Change 3630849 by Marc.Audy

	Fix nativization uncompilable code when using a non-referenceable term in a switch statement.
	#jira UE-44085

Change 3631037 by Marc.Audy

	(4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it
	#jira UE-49440

Change 3631206 by Marc.Audy

	Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT(""))

Change 3631232 by Marc.Audy

	Remove outdated diagnostic code throwing false positives
	#jira UE-47986

Change 3631573 by Marc.Audy

	Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's'

Change 3633168 by Lukasz.Furman

	fixed behavior tree changing its state during latent abort,
	modified order of operations during abort to: abort & wait -> change aux nodes -> execute

Change 3633609 by Marc.Audy

	Don't get unneeded string

Change 3633691 by Marc.Audy

	Fix copy-pasting of a collapsed graph containing a map input losing the value type
	#jira UE-49517

Change 3633967 by Ben.Zeigler

	Actor.h header cleanup, fix various comments and reorganize some members,  saves 80 bytes per actor in a cooked Win64 build
	bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript
	Fixed a few other fields to be private that were accidentally made public in 4.17

Change 3633984 by Michael.Noland

	Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links

Change 3634464 by Ben.Zeigler

	Header cleanups for Pawn, Controller, Character, and PlayerController

Change 3636858 by Marc.Audy

	In preview worlds don't display the light error sprite
	#jira UE-49555

Change 3636903 by Marc.Audy

	Fix numerous issues with copy/pasting editable pin bases
	#jira UE-49532

Change 3638898 by Marc.Audy

	Allow right-click creation of local variables in blueprint function libraries
	#jira UE-49590

Change 3639086 by Marc.Audy

	PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin)
	#jira UE-49591

Change 3639445 by Marc.Audy

	Fix mistaken override and virtual markup on niagara schema function.

Change 3641202 by Marc.Audy

	(4.17.2) Fix crash undoing pin changes with split pins
	#jira UE-49634

Change 3643825 by Marc.Audy

	(4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted
	#jira UE-49756

Change 3645110 by mason.seay

	Fixed up QA-ClickHUD map so it's usable and makes more sense

Change 3646428 by Dan.Oconnor

	Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data
	#jira None

Change 3647298 by Marc.Audy

	PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist)
	#jira UE-49748

Change 3647815 by Marc.Audy

	Minor performance improvements

Change 3648931 by Lina.Halper

	#Compiler : fixed so that each type of BP can provide module info, and compiler info
	- Moved out AnimBlueprint Compiler
	- Refactored WidgetBlueprint

	- DUPE - Merging using ControlRig_Dev-Framework

Change 3654310 by Marc.Audy

	Shrink USkinnedMeshComponent 64 bytes
	Shrink USkeletalMeshComponent 224 bytes (160 bytes internal)

Change 3654636 by Lina.Halper

	Fix crashing on shutdown

	#jira: UE-50004

Change 3654960 by Lina.Halper

	- Fix with automation test of creation/duplication
	- Fixed shut down crash with editor again due to uobject GCed

	#jira: UE-50028

Change 3655023 by Ben.Zeigler

	#jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag

Change 3655426 by Ben.Zeigler

	#jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them

Change 3657627 by Ben.Zeigler

	#jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction

Change 3662086 by Mieszko.Zielinski

	Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4

	This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList

	#jira UE-50101

Change 3662294 by Ben.Zeigler

	Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check

Change 3662825 by Mieszko.Zielinski

	Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4

	there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no

Change 3664424 by Marc.Audy

	UE-50076 test assets #rb none #rnx

Change 3664441 by Mieszko.Zielinski

	PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist)

	Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated.


Change 3664506 by Phillip.Kavan

	#jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets.

	Change summary:
	- UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization.
	- UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths.
	- UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished.
	- UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option).
	- UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed.
	- UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead.
	- UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead.
	- UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file.
	- UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file.
	- UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first).
	- UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness.
	- UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed.
	- UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc.
	- UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file.
	- UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string.
	- UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>.
	- UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin.
	- UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed).
	- UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed).
	- UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it.
	- UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished.
	- UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed.
	- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag.
	- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed.
	- UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context.
	- UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail.
	- UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT).
	- UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders.

	Notes:
	- After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release).
	- Advanced users and build engineers can override this value per task. Instructions to do that are as follows:
	    - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line.
	    - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly.
	- We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT.
	- We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above).

Change 3665061 by Phillip.Kavan

	Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum.

	Mirrored from //UE4/Release-4.18 (CL# 3664993).

	#3969
	#jira UE-49233

Change 3665108 by Marc.Audy

	(4.18) Fix  crash when diffing a blueprint whose older version's parent blueprint has been deleted
	+ additional code cleanup
	#jira UE-50076

Change 3665114 by Marc.Audy

	Minor change that could potentially improve performance in some cases

Change 3665410 by Mieszko.Zielinski

	Fixed naming of Vislog's BP API #UE4

Change 3665634 by Ben.Zeigler

	#jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk

Change 3666970 by Phillip.Kavan

	Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8.

	#jira UE-46814

Change 3667058 by Phillip.Kavan

	Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage.

	Mirrored from //UE4/Release-4.18 (CL# 3667043).

	#jira UE-50403

Change 3667150 by Mieszko.Zielinski

	PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM)

	Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend.


	#jira UE-50249

Change 3667152 by Mieszko.Zielinski

	PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM)


	#jira UE-50298

Change 3667166 by Mieszko.Zielinski

	Fixed FRichCurve baking so that it doesn't loose its curvature #UE4

	Also, added some baking sanity checking (like if the range is larger than a single point).

Change 3668025 by Dan.Oconnor

	Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed

	#jira UE-50453

Change 3672063 by Ben.Zeigler

	#jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case

Change 3672306 by Ben.Zeigler

	#jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it

Change 3672683 by Marc.Audy

	Code cleanup

Change 3672749 by Ben.Zeigler

	Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build

Change 3672831 by Ben.Zeigler

	#jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId.
	Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project

Change 3673551 by Ben.Zeigler

	#jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load

Change 3675074 by mason.seay

	Test map for VisLog Testing

Change 3675084 by Mieszko.Zielinski

	Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4

	#jira UE-43430

Change 3676490 by Ben.Zeigler

	#jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset

Change 3676579 by Lukasz.Furman

	fixed crash in behavior tree's search rollback

Change 3676586 by Lukasz.Furman

	added local scope mode to behavior tree's composite nodes

Change 3676587 by Ben.Zeigler

	Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case
	Add browse, use selected, and clear buttons, and make ID selector font the normal property font

Change 3676715 by Lukasz.Furman

	changed order of behavior tree's aux node ticking

Change 3676867 by Ben.Zeigler

	#jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup
	Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early

Change 3677892 by Ben.Zeigler

	Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites

Change 3678247 by Marc.Audy

	Fix static analysis warning

Change 3678357 by Ben.Zeigler

	#jira UE-50696 Add some container variables to diff test to track down crashes

Change 3678385 by Ben.Zeigler

	#jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match

Change 3678600 by Ben.Zeigler

	#jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference

Change 3679075 by Dan.Oconnor

	Mirror 3679030 from Release-4.18
	Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on
	#jira UE-48692

Change 3679087 by Dan.Oconnor

	Filter out unnecessary relink jobs from the compilation manager

	#jira None

Change 3680221 by Ben.Zeigler

	#jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary

Change 3680561 by Lukasz.Furman

	fixed unsafe StopTree calls in behavior tree
	#jira nope

Change 3680788 by Ben.Zeigler

	Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind

Change 3683001 by mason.seay

	Submitting various test maps and assets

Change 3686837 by Mieszko.Zielinski

	Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion

	#jira UE-50857

Change 3688451 by Marc.Audy

	Fix up new material expression to work with String -> Name refactor

Change 3689097 by Mason.Seay

	Test content for nativization and enum testing

Change 3689106 by Mieszko.Zielinski

	Made NavMeshBoundsVolume react to undo in the editor #Orion

	#jira UE-51013

Change 3689347 by Mieszko.Zielinski

	Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4

	Manual merge of CL#3689316 over from 4.18

	#jira UE-51019

Change 3692524 by mason.seay

	Moved some assets to folder for org, fixed up redirectors

Change 3692540 by mason.seay

	Renaming test maps so they are clearly indicated for testing nativization

Change 3692577 by mason.seay

	Deleted a bunch of old assets I created specifically for various bugs reported.  All issues are closed so they're no longer needed

Change 3692724 by mason.seay

	Deleting handful of assets found in developer folders of those no longer with the team.  Moved assets that are still used by test maps

Change 3693184 by mason.seay

	Assets for testing nativization with structs

Change 3693367 by mason.seay

	Improvements to test content

Change 3695395 by Dan.Oconnor

	Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced

	#jira None

Change 3695484 by Marc.Audy

	Fix sound cue connection drawing policy not getting returned.
	#jira UE-51032

Change 3695494 by mason.seay

	More test content for nativization testing

Change 3697829 by Mieszko.Zielinski

	PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei)


Change 3700541 by mason.seay

	Test map for containers with function bug

Change 3703459 by Marc.Audy

	Remove poorly named InverseLerp
	Fix degenerate behavior returning bad value
	#jira UE-50295

Change 3703803 by Marc.Audy

	Clean up autos
	Minor improvement to ShouldGenerateCluster

Change 3704496 by Mason.Seay

	More test content for testing nativization

Change 3706314 by Marc.Audy

	PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar)
	#jira UE-50874

Change 3707502 by Mason.Seay

	Final changes to nativization test content (hopefully)

Change 3709478 by Marc.Audy

	PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel)
	Same as CL# 3689702 implemented in Fortnite
	#jira UE-51453

Change 3709967 by Marc.Audy

	PR #4139: fixed a typo in a comment (Contributed by derekvanvliet)
	#jira UE-51372

Change 3709970 by Marc.Audy

	PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman)
	#jira UE-51495

Change 3709971 by Marc.Audy

	PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas)
	#jira UE-51492

Change 3710041 by Marc.Audy

	Minor code cleanup

Change 3711223 by Phillip.Kavan

	Move some Blueprint nativization log spam into the verbose category.

	#jira UE-49770

Change 3713398 by Marc.Audy

	PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM)
	#jira UE-51517

Change 3713601 by Marc.Audy

	Fix merge error

Change 3713994 by Marc.Audy

	(4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event.
	#jira UE-50738

Change 3714270 by Marc.Audy

	Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors
	#jira UE-51534

Change 3714406 by Marc.Audy

	Fix dumb inverted boolean check

Change 3716594 by Dan.Oconnor

	Integrate 3681301 from 4.18
	Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior
	#jira UE-50780, UE-51568

Change 3686450 by Marc.Audy

	PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString.
	CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither.
	CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters.
	Material Expressions now store input and output names as FName instead of FString
	FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString
	Most existing pin related functions using string have been deprecated.

Change 3713796 by Marc.Audy

	Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not.

	IsTickable no longer a pure virtual (defaults to true).

	Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject.

Change 3638554 by Marc.Audy

	Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected.

Change 3676502 by Ben.Zeigler

	Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635

[CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

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

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

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

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

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

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

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

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Marc Audy
69d9a1a087 Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206)
#lockdown Nick.Penwarden
#rb none
#codereview Andrew.Grant
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2845744 on 2016/01/27 by Andrew.Grant

	Merging from //Orion/Dev-General @ 2845681

Change 2849210 on 2016/01/29 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 2854307 on 2016/02/03 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 2880059 on 2016/02/24 by Andrew.Grant

	Merging  //Orion/Dev-General @ 2879808

Change 2891205 on 2016/03/02 by Andrew.Grant

	Merging //Orion/Dev-General @ 2889885

Change 2904080 on 2016/03/10 by Andrew.Grant

	Merging using //Orion/Dev-General @ 2902652

Change 2950235 on 2016/04/20 by Andrew.Grant

	Automerged files from Dev-General

Change 2976227 on 2016/05/12 by Andrew.Grant

	Autoresolved files from using //Orion/Dev-General

Change 3016193 on 2016/06/16 by Andrew.Grant

	Merging //Orion/Dev-General @ 3015761

Change 3033336 on 2016/06/29 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 3037514 on 2016/07/05 by Andrew.Grant

	Merging from //Orion/Dev-General @ 3037465

Change 3091216 on 2016/08/16 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 3107127 on 2016/08/30 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 3129090 on 2016/09/16 by Andrew.Grant

	Autoresolved files from Dev-Gen @ 3130045

Change 3130536 on 2016/09/19 by Andrew.Grant

	To Resolve

Change 3130537 on 2016/09/19 by Andrew.Grant

	Tricky merges?

Change 3130810 on 2016/09/19 by Andrew.Grant

	Merging from //Orion/Dev-General @ 3130045

Change 3130880 on 2016/09/19 by Andrew.Grant

	Blueprint fix

Change 3131009 on 2016/09/19 by Andrew.Grant

	removed spammy warning

Change 3131216 on 2016/09/19 by Andrew.Grant

	Content fixes for Orion-Staging

Change 3131700 on 2016/09/19 by Andrew.Grant

	Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging)

Change 3132144 on 2016/09/20 by Andrew.Grant

	Merging test framework work from Dev-General

Change 3132154 on 2016/09/20 by Andrew.Grant

	Fix for linux client

Change 3132179 on 2016/09/20 by Andrew.Grant

	Fixed breakages due to latest //UE4/Main

Change 3132948 on 2016/09/20 by Andrew.Grant

	Fix for UE-36216 (replicating 3125764 from ForniteMain)

Change 3133103 on 2016/09/20 by Andrew.Grant

	Added EpicCMSUIFramework and CommonUI to Fortnite plugin

Change 3133327 on 2016/09/20 by Andrew.Grant

	Orion automation improvements

Change 3133555 on 2016/09/20 by Andrew.Grant

	FIx for UE-36226

Change 3133996 on 2016/09/21 by Andrew.Grant

	REbuilt texture streaming

Change 3134204 on 2016/09/21 by Andrew.Grant

	Merging audio files from Orion with correct compression settings

Change 3134205 on 2016/09/21 by Andrew.Grant

	Fix for gameplay tag ordering from Orion, and fix for soak test report numbers

Change 3134206 on 2016/09/21 by Andrew.Grant

	Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging)

[CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
Andrew Grant
e3ee9cd6a9 Fix for Blueprint property incorrectly marked as transient.
Fix for Renderer crash in editor
#lockdown Nick.Penwarden
#rb Dan.OConnor, Martin.Wilson
#tests Golden path in Paragon

[CL 3034541 by Andrew Grant in Main branch]
2016-06-30 14:49:59 -04:00
Dan Oconnor
ab501d5533 Fix for warning caused by refactor of edgraphpin, which required changing type of SpawnParmPins. SpawnParmPins does not need to be saved or loaded at all (and if it is it will simply contain data that goes stale when referenced type is updated)
#rb Mike.Beach
#lockdown Nick.Penwarden

[CL 3029533 by Dan Oconnor in Main branch]
2016-06-27 17:25:15 -04:00
Mike Beach
24ef33a9fa Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden

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

Change 2927746 on 2016/03/30 by Michael.Schoell

	Local variables in function graphs will now store a hard reference to their UObject value.

	Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.

	#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native

Change 2927751 on 2016/03/30 by Michael.Schoell

	Back out changelist 2927746

Change 2986483 on 2016/05/23 by Maciej.Mroz

	#jira UE-30976 Editable enum values set on an instance are lost during nativization

	Added overriden names of Enum keys.

Change 2986712 on 2016/05/23 by Phillip.Kavan

	[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.

	change summary:
	- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.

Change 2987406 on 2016/05/23 by Ryan.Rauschkolb

	Fixed Functions filter in Find-In-Blueprints will show components from the SCS
	#jira UE-30140

Change 2988925 on 2016/05/24 by Ryan.Rauschkolb

	Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.

	#jira UE-20232

Change 2989001 on 2016/05/24 by Dan.Oconnor

	PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)

	#jira UE-31142

Change 2989447 on 2016/05/25 by Phillip.Kavan

	[UE-30807] Propagate edit condition property value changes to instances of template objects.

	change summary:
	- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)

Change 2989804 on 2016/05/25 by Phillip.Kavan

	[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.

	change summary:
	- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component

Change 2990234 on 2016/05/25 by Ryan.Rauschkolb

	Fixed issue where including a period ina  Blueprint function causes double-click to fail to open its graph
	#jira UE-4426

Change 2990566 on 2016/05/25 by Mike.Beach

	Better warn logging to help locate variable nodes that emit a "variable not found" message.

Change 2991083 on 2016/05/26 by Maciej.Mroz

	Blueprint nativization: converted classes have "config" specified.

Change 2991363 on 2016/05/26 by Phillip.Kavan

	[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.

	change summary:
	- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
	- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
	- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
	- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects

Change 2992990 on 2016/05/27 by Ryan.Rauschkolb

	Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
	#jira UE-21973

Change 2992995 on 2016/05/27 by Ryan.Rauschkolb

	Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
	#jira UE-30990

Change 2993449 on 2016/05/27 by Phillip.Kavan

	[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.

	change summary:
	- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.

Change 2993531 on 2016/05/27 by Mike.Beach

	PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)

Change 2993969 on 2016/05/30 by Maciej.Mroz

	UE-30729 Crash in Native Orion when selecting Sword or Tomahawk

	Clear AsyncLoading in subobjects.

Change 2993990 on 2016/05/30 by Phillip.Kavan

	[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.

	change summary:
	- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
	- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
	- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
	- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.

Change 2994591 on 2016/05/31 by Ryan.Rauschkolb

	Fixed issue where inherited Blueprint variable would not show parent's replications settings
	#jira UE-18912

Change 2994613 on 2016/05/31 by Ben.Cosh

	Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.

	#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
	#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
	#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
	#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
	#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
	#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
	#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
	#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
	#Jira UE-31377 - BP Profiler - Default tree view filtering to off
	#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
	#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"

	Notes:-
	- Sequence node inclusive time fixed
	- Trace History tidy up
	- Compile Icon and status messages for instrumentation
	- Message in the profiler tab for instrumentation
	- Profiler view tidy up and heat thresholds controls added
	- fixed the summed execution branch stats
	- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
	- added hottest path and hottest endpoint wire heatmaps
	- switched off the graph filter by default
	- added total time for the heatmaps
	- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code

Change 2995058 on 2016/05/31 by Phillip.Kavan

	[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.

	change summary:
	- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
	- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.

Change 2995218 on 2016/05/31 by Phillip.Kavan

	[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.

	change summary:
	- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.

Change 2996417 on 2016/06/01 by Phillip.Kavan

	[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.

	change summary:
	- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.

Change 2997001 on 2016/06/01 by Ryan.Rauschkolb

	Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
	#jira UE-30143

Change 2997521 on 2016/06/02 by Maciej.Mroz

	[Blueprint Nativization]
	- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
	- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.

Change 2997522 on 2016/06/02 by Maciej.Mroz

	Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)

Change 2997638 on 2016/06/02 by Maciej.Mroz

	Improvements for Blueprint Nativization:
	- Overridden names in nativized code have proper escape characters (in generated code).
	- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
	- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
	- warning C4883 is disabled  in .generated.cpp files for nativized module

Change 2997639 on 2016/06/02 by Maciej.Mroz

	Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
	#jira UE-28945 Failure packaging Nativized Ocean

Change 2997656 on 2016/06/02 by Maciej.Mroz

	Various improvements in BlueprintCompilerCppBackend:
	- Fixed interface cast
	- Fixed TSwitchValue issue (when used with literals)
	- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
	- Fixed bitfield getter code.
	- Reduce code size (less UsedAssets, less  ReferencedConvertedFields, cached UEnums)
	- operator == is generated for nativized structs
	- Fixed AssedId (AssetPtr) constructor in nativized code.
	- Fixed arrays of noexport struct
	- Fixed missing headers for native single cast delegate signature.
	- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.

Change 2997691 on 2016/06/02 by Maciej.Mroz

	operator == in FText. It is required for some functions in TArray<FText>

Change 2997793 on 2016/06/02 by Ben.Cosh

	Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
	#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
	#Proj BlueprintProfiler, Kismet

Change 2997901 on 2016/06/02 by Maciej.Mroz

	Back out changelist 2997691

Change 2998038 on 2016/06/02 by Mike.Beach

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

Change 2998052 on 2016/06/02 by Ryan.Rauschkolb

	Fixed Comment bubbles not remembering changes after losing focus
	#jira UE-20012

Change 2998450 on 2016/06/02 by Phillip.Kavan

	[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.

	change summary:
	- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.

Change 2999763 on 2016/06/03 by Mike.Beach

	Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.

	#jira UE-26761

Change 2999768 on 2016/06/03 by Maciej.Mroz

	#jira UE-31592, UE-31593

	This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.

Change 2999770 on 2016/06/03 by Maciej.Mroz

	[Blueprint Nativization]
	Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.

Change 2999798 on 2016/06/03 by Mike.Beach

	Guarding against malformed Blueprints  (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.

	#jira UE-31522

Change 2999941 on 2016/06/03 by Mike.Beach

	Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).

	#jira UE-23371

Change 3001731 on 2016/06/06 by Phillip.Kavan

	[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.

	change summary:
	- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
	- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
	- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
	- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.

Change 3002075 on 2016/06/06 by Maciej.Mroz

	Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
	Literal expression can be emitted without known desitination property.

	#jira UE-28443 Set Boolean (by ref) crashes the editor on compile

Change 3002096 on 2016/06/06 by Ben.Cosh

	This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
	#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
	#Proj BlueprintProfiler

Change 3002108 on 2016/06/06 by Ben.Cosh

	Adds a new default option to average the blueprint level stats in the profiler.
	#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
	#Proj Kismet, BlueprintProfiler

	- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.

Change 3002782 on 2016/06/06 by samuel.proctor

	Test assets for Interface testing

Change 3003826 on 2016/06/07 by Ben.Cosh

	A few minor visual improvements for the blueprint profiler.
	#Proj Kismet, BlueprintProfiler, EditorStyle

	- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
	- Updated the pure node icon.

Change 3004067 on 2016/06/07 by samuel.proctor

	New test asset for blueprint interfaces

Change 3004069 on 2016/06/07 by samuel.proctor

	Updating asset for Interface testing

Change 3004275 on 2016/06/07 by Ryan.Rauschkolb

	Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
	#jira UE-23733

Change 3004329 on 2016/06/07 by Dan.Oconnor

	EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.

Change 3004418 on 2016/06/07 by Maciej.Mroz

	KismetCompilerVMBackend:  Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.

Change 3004496 on 2016/06/07 by Dan.Oconnor

	Disabling expensive pin allocation tracking

Change 3004649 on 2016/06/07 by Mike.Beach

	Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).

	#jira UE-31236

Change 3004667 on 2016/06/07 by Dan.Oconnor

	Removed my debugging logic

Change 3004848 on 2016/06/07 by Dan.Oconnor

	Fix spammy ensure

Change 3004871 on 2016/06/07 by Phillip.Kavan

	[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.

	change summary:
	- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
	- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.

Change 3005203 on 2016/06/07 by Dan.Oconnor

	Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
	#jira UE-31750

Change 3005441 on 2016/06/08 by Maciej.Mroz

	#jira UE-31625 Crash in nativized Orion

	AssembleReferenceTokenStream is called for Dynamic Classes:
	- in ConstructDynamicType() (when class is explicitly loaded)
	- in __CustomDynamicClassInitialization() (when CDO is created)

Change 3005540 on 2016/06/08 by Ben.Cosh

	This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
	#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
	#Proj BlueprintProfiler, Kismet

	- The jira was already fixed but I think this change improves the instance status clarity

Change 3006196 on 2016/06/08 by Dan.Oconnor

	Copy/paste logic for pin connections got lost in the shuffle
	#jira UE-31747

Change 3006416 on 2016/06/08 by Phillip.Kavan

	[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).

	change summary:
	- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.

Change 3006522 on 2016/06/08 by Dan.Oconnor

	Under rare circumstances a deprecated pin comes in that is outered to the transient package
	#jira UE-31779

Change 3006576 on 2016/06/08 by Dan.Oconnor

	Fix for non-editor builds
	#jira UE-31796

Change 3006610 on 2016/06/08 by Phillip.Kavan

	[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.

	change summary:
	- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.

Change 3006824 on 2016/06/08 by Dan.Oconnor

	More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
	#jira UE-31794

Change 3006828 on 2016/06/08 by Dan.Oconnor

	Fix for non-editor builds

Change 3006857 on 2016/06/08 by Dan.Oconnor

	Investigating shutdown ensure, traced back to a static UEdGraphPin

Change 3006907 on 2016/06/08 by Dan.Oconnor

	Noneditor build fix

Change 3006929 on 2016/06/08 by Dan.Oconnor

	Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779

Change 3007133 on 2016/06/09 by Ben.Cosh

	Fix for issue in the profiler asserting creating pins that don't have unique names.
	#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
	#Proj BlueprintProfiler

	- I believe this was recently introduced with the changes to UEdGraphPin's

Change 3007964 on 2016/06/09 by Dan.Oconnor

	Fix for  PinHelpers::UnresolvedPins being left with stale entries by undo/redo
	#jira UE-31829

Change 3007996 on 2016/06/09 by Ryan.Rauschkolb

	Added 'empty' keyword to Array Clear Node.
	#jira UE-12356

Change 3008007 on 2016/06/09 by Ryan.Rauschkolb

	Added 'negate' keyword to boolean NOT node
	#jira UE-12490

Change 3008011 on 2016/06/09 by Ryan.Rauschkolb

	Added Vector2D * Vector2D multiplication node
	#jira UE-31503

Change 3008014 on 2016/06/09 by Ryan.Rauschkolb

	Fixed Cannot connect Make Array node output to MakeArray input with split pins
	#jira UE-28530

Change 3008243 on 2016/06/09 by Dan.Oconnor

	Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
	#jira UE-31841

Change 3008289 on 2016/06/09 by Dan.Oconnor

	Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
	#jira UE-31794

Change 3008422 on 2016/06/09 by Dan.Oconnor

	Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
	#jira UE-31857

Change 3009164 on 2016/06/10 by Ryan.Rauschkolb

	Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
	#jira UE-21141,UE-23723

Change 3009165 on 2016/06/10 by Ryan.Rauschkolb

	Fixed Structure Default value editor collapses after undoing an alteration of a default value
	#jira UE-31741

Change 3009181 on 2016/06/10 by Ryan.Rauschkolb

	Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
	#jira UE-30014

Change 3009313 on 2016/06/10 by Mike.Beach

	Addressing issues with function return nodes in multiple ways:

	    - Preventing users from deleting return nodes for overriden/inherited functions.

	    - Also making sure that we create terminals for out params when the return node is disconnected (and pruned).

	    - Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).

	#jira UE-31418

Change 3009595 on 2016/06/10 by Dan.Oconnor

	EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
	#jira UE-31879

Change 3009774 on 2016/06/10 by Dan.Oconnor

	Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
	#jira UE-31906

Change 3009988 on 2016/06/10 by Dan.Oconnor

	Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
	#jira UE-31888

Change 3010050 on 2016/06/10 by Dan.Oconnor

	Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
	#jira UE-31892

Change 3010071 on 2016/06/10 by Dan.Oconnor

	Fix for pasting when owning node has whitespace in result of GetPathName
	#jira UE-31898
	#coderview Bob.Tellez

Change 3010244 on 2016/06/11 by Dan.Oconnor

	Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870

Change 3010630 on 2016/06/13 by Dan.Oconnor

	No longer relying on path name for pin resolution, path is unstable across graphs
	#jira UE-31870

Change 3010647 on 2016/06/13 by Dan.Oconnor

	PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)

	#jira UE-31928

Change 3011175 on 2016/06/13 by Ben.Cosh

	Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
	#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
	#Proj Kismet, BlueprintProfiler

	- Ensured that the trace paths contain the macro instance exec nodes
	- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
	- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.

Change 3011271 on 2016/06/13 by Ben.Cosh

	This adds support for inherited blueprint classes to the blueprint profiler.
	#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
	#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
	#Proj BlueprintProfiler

Change 3011556 on 2016/06/13 by Ryan.Rauschkolb

	Fixed Crash when breaking link to a split pin in MakeArray that is an array type
	#jira UE-31919

Change 3011624 on 2016/06/13 by Dan.Oconnor

	Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
	#jira UE-31955

Change 3011984 on 2016/06/13 by Dan.Oconnor

	Sanitizing parentpin's subpins when destroying a pin
	#jira UE-21392

Change 3012894 on 2016/06/14 by Phillip.Kavan

	[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.

	change summary:
	- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.

	#jira UE-30922

Change 3013037 on 2016/06/14 by Ryan.Rauschkolb

	Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
	#jira UE-31917

Change 3014846 on 2016/06/15 by Dan.Oconnor

	No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
	#jira FORT-23753

Change 3015014 on 2016/06/15 by Dan.Oconnor

	Removing poorly implement IsLetter function

Change 3015142 on 2016/06/15 by Dan.Oconnor

	More intentional about removing subpins, prevents stale iterator on split pin collapse
	#jira UE-32072

Change 3016326 on 2016/06/16 by Ryan.Rauschkolb

	Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
	#jira UE-32016

Change 3016494 on 2016/06/16 by Ryan.Rauschkolb

	Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
	#jira UE-31876

Change 3016557 on 2016/06/16 by Dan.Oconnor

	Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
	#jira FORT-23753

Change 3016577 on 2016/06/16 by Ryan.Rauschkolb

	Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType

Change 3016906 on 2016/06/16 by Dan.Oconnor

	Back out changelist 3016557
	This will be done by Jamie.Dale in Dev-Editor

Change 3018081 on 2016/06/17 by Phillip.Kavan

	[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)

	#jira UE-31832

Change 3018402 on 2016/06/17 by Dan.Oconnor

	Missing include

Change 3018426 on 2016/06/17 by Ryan.Rauschkolb

	Fixed MakeArray node with split pins and no connections does not paste correctly
	#jira UE-32148

Change 3018452 on 2016/06/17 by Mike.Beach

	Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).

	#jira UE-32158

Change 3018456 on 2016/06/17 by Dan.Oconnor

	Fix for static analysis warning, this null check does nothing

Change 3018595 on 2016/06/17 by Mike.Beach

	Fix for shadowed variable warning in CIS.

Change 3018699 on 2016/06/17 by Mike.Beach

	Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).

Change 3019734 on 2016/06/20 by Phillip.Kavan

	[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.

	change summary:
	- added a UK2Node_AddComponent::PostDuplicate() override
	- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.

	notes:
	- will prevent getting into the scenario described in UE-31831

	#jira UE-32064

Change 3020635 on 2016/06/20 by Dan.Oconnor

	Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)

Change 3020894 on 2016/06/21 by Maciej.Mroz

	#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)

Change 3020958 on 2016/06/21 by Ben.Cosh

	This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
	#Jira UE-32270 - Input key events generate extra instrumentation data per key press
	#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
	#Proj BlueprintProfiler, UnrealEd

Change 3021316 on 2016/06/21 by Ryan.Rauschkolb

	Fixed issue where Copy/Paste of event nodes would not retain link information

Change 3021826 on 2016/06/21 by Phillip.Kavan

	[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.

	change summary:
	- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
	- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates

	#jira UE-31831

Change 3022047 on 2016/06/21 by Ryan.Rauschkolb

	Fixed issue where copy/paste of return nodes would not preserve value or link data
	#jira UE-26937

Change 3022619 on 2016/06/22 by Maciej.Mroz

	#jira UE-30858 Nativized Orion - Some particle effects are not rendering

	A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
	It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
	Fixed GameplayCueManager. Nativized cues can be found.

	This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).

Change 3022654 on 2016/06/22 by Maciej.Mroz

	FBackendHelperStaticSearchableValues -fixed  too strict ensure

Change 3023067 on 2016/06/22 by Maciej.Mroz

	#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project

	Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.

Change 3023222 on 2016/06/22 by Ryan.Rauschkolb

	Fixed MakeArray node elements break when editing struct elements
	#jira UE-21392

Change 3023405 on 2016/06/22 by Mike.Beach

	Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).

	#jira UE-31897

Change 3023992 on 2016/06/22 by Mike.Beach

	Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.

	#jira UE-31859

[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
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
Eric Newman
f3569dae41 Fortnite dev to main merge up to cl # 2564489
Merging using UE4-Fortnite-To-UE4

[CL 2573959 by Eric Newman in Main branch]
2015-06-02 11:44:27 -04:00