mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
3c2010d281269994deefcc86297a79247a9aeb34
51 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
d1443992e1 |
Deprecating ANY_PACKAGE.
This change consists of multiple changes: Core: - Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject) - Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter - Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses - Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names - Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed. - Added static UClass::TryConvertShortNameToPathName utility function - Added static UClass::TryFixShortClassNameExportPath utility function - Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass') - All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath - Added a new startup test that checks for short type names in UClass/FProperty MetaData values AssetRegistry: - Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath - Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names - This also applies to a few other modules' APIs to match AssetRegistry changes Everything else: - Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input) - Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName() - Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names #jira UE-99463 #rb many.people [FYI] Marcus.Wassmer #preflight 629248ec2256738f75de9b32 #codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786 #ROBOMERGE-OWNER: robert.manuszewski #ROBOMERGE-AUTHOR: robert.manuszewski #ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246) [CL 20448496 by robert manuszewski in ue5-main branch] |
||
|
|
b082d0d0da |
Add static shutdown method to FPinValueInspectorTooltip to reset static shared pointers (fixes crash on Mac on engine shutdown)
#jira UE-147008 #rb phillip.kavan, benjamin.fox #preflight 625894937a394d0082bf083c [CL 19764080 by Geoffrey Douglas in ue5-main branch] |
||
|
|
49240e58d9 |
Add customization for Blueprint Graph functions.
#rb marc.audy #prefligh 62312d4fac0173aa4125e0ea [CL 19399267 by Patrick Boutot in ue5-main branch] |
||
|
|
84a8b11ec3 |
Update the FBlueprintEditorModule::RegisterVariableCustomization to support multiple entry.
#rb helge.mathee, thomas.sarkanen #preflight 622f444a19287beb2c316ba5 [CL 19372238 by Patrick Boutot in ue5-main branch] |
||
|
|
a598bd7bad |
FArchiveReplaceObjectRef (and subclasses) now pass parameters via flags enum rather than long list of bools
FArchiveReplaceObjectRefBase no longer tracks replaced references by default. GetReferencedResources will ensure if archiver was not run with TrackReplacedReferences. #rb Michael.Noland #preflight 61a7c89c1a368fd6038f4b79 #ROBOMERGE-AUTHOR: marc.audy #ROBOMERGE-SOURCE: CL 18343619 in //UE5/Release-5.0/... via CL 18343639 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18343679 by marc audy in ue5-release-engine-test branch] |
||
|
|
fc542f6cfd |
Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971 [CL 18081471 by aurel cordonnier in ue5-release-engine-test branch] |
||
|
|
d05c389fcf |
Control Rig: Display local variables in details panel
#jira UE-118328 #rb helge.mathee #ROBOMERGE-SOURCE: CL 17383784 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139) [CL 17383791 by sara schvartzman in ue5-release-engine-test branch] |
||
|
|
32abf23b4f |
Merge the �Debug/Blueprint Debugger� and the �Window/Debug� windows together and revamp KismetDebuggingView
#jira UE-119541 #ROBOMERGE-SOURCE: CL 17071910 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230) [CL 17071917 by jordan hoffmann in ue5-release-engine-test branch] |
||
|
|
fe1ad89bf4 |
[Blueprints]
Replace uses of the old SCSEditor with the new Subobject Editor in Blueprints. The behavior will be functionally the same, but now has a properly seperated data model for modifying subobjects in the editor. #jira UE-64131 #jira UE-112228 #jira UE-29873 #rb phillip.kavan #ROBOMERGE-SOURCE: CL 16315302 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228) [CL 16315307 by ben hoffman in ue5-release-engine-test branch] |
||
|
|
7379fa99c5 |
Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch] |
||
|
|
44c1bb3292 |
COPY from //Dev-Anim to //Dev-Main
#rb: none #fyi: Laurent.Delayen, Thomas.Sarkanen [CL 11088765 by Lina Halper in Main branch] |
||
|
|
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] |
||
|
|
7b6f840f7f |
Copying //UE4/Dev-Core @ 10708550 to Dev-Main (//UE4/Dev-Main)
#rb none [CL 10708666 by Robert Manuszewski in Main branch] |
||
|
|
8df336162c |
Copying //UE4/Dev-Anim to Dev-Main (//UE4/Dev-Main) @ 8782600
#rb #rnx [CL 8783278 by Marc Audy in Main branch] |
||
|
|
b0bdc590d5 |
Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim)
#lockdown: thomas.sarkanen #fyi: Laurent.Delayen #rb: none [CL 6861656 by Lina Halper in Dev-Anim branch] |
||
|
|
953c447204 |
Copying //Tasks/Fortnite/Dev-AnimSubInstances to Main (//Fortnite/Main)
Adds: - New sub-instance functionality (dynamic setting, inline evaluation) - Animation layers (experimental) #rb Jurre.deBaare [FYI] Laurent.Delayen #rnx #ROBOMERGE-OWNER: lina.halper #ROBOMERGE-AUTHOR: thomas.sarkanen #ROBOMERGE-SOURCE: CL 6604742 via CL 6605911 via CL 6605970 #ROBOMERGE-BOT: ANIM (Main -> Dev-Anim) (v364-6709755) [CL 6719637 by thomas sarkanen in Dev-Anim branch] |
||
|
|
6fb39af50b |
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 6662737
#rb #rnx [CL 6664141 by Marc Audy in Dev-Framework branch] |
||
|
|
86a79a24c3 |
Allow Live Coding to work with KismetWidgets module
#rb #rnx [CL 5555999 by Marc Audy in Dev-Framework branch] |
||
|
|
608734e30d |
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 4664414
#rb #rnx [CL 4666113 by Marc Audy in Dev-Framework branch] |
||
|
|
8ba3c4c087 |
Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none #jira none [CL 4665410 by Thomas Sarkanen in Dev-Anim branch] |
||
|
|
f6f6f20a10 |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden #rb ============================ MAJOR FEATURES & CHANGES ============================ Change 4007876 by Ben.Zeigler Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller The player starts with 0 souls, but I hooked up the + on the souls display to grant 50 Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design Change 4008251 by Mieszko.Zielinski PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist) Also addresses #jira UE-57869 Change 4008530 by Ben.Zeigler Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue Change 4008694 by Ben.Zeigler Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie This option is disabled by default because game-specific tick functions may be doing unsafe slate operations Change 4008698 by Ben.Zeigler Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that This depends on engine tick working from the loading movie, a feature I just added Change 4008699 by Ben.Zeigler Add SaveGame flag to gameplay tags so they can be used for native save systems Change 4008941 by Ben.Zeigler Hook up Fireball using new functions that allow applying an effect container spec from a projectile Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next Rename some ability functions to make them shorter Change 4008943 by Dan.Oconnor Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text #jira UE-56478 Change 4010465 by Marc.Audy Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels. Change 4010508 by Marc.Audy PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist) #jira UE-57775 Change 4010845 by Dan.Oconnor Avoid crashing trying to serialize a subobject that was create outside of a transaction #jira UE-57419 Change 4012148 by Phillip.Kavan PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel. #jira UE-55988 Change 4012393 by mason.seay Test BP with 512 components Change 4015966 by mason.seay Updated BP to add split pin debugging Change 4016110 by Marc.Audy (4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que) #jira UE-58009 Change 4016447 by Phillip.Kavan Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized. Change summary: - UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class. #jira UE-52372 Change 4016463 by Phillip.Kavan CIS fix - back out changelist 4016447 (temp) Change 4017382 by Dan.Oconnor Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker Change 4020602 by paulo.souza Lighting improvements and optmizations Change 4020638 by paulo.souza Icons and launch screens on mobile (Android and iOS) Change 4021340 by Ben.Zeigler Fix Map/Set add comments to be accurate, the return value was removed Change 4021392 by Ben.Zeigler #jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup Change 4021480 by mason.seay Reorganized comments and nodes Change 4025794 by mason.seay Cleared all watches Change 4026141 by Mieszko.Zielinski Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4 In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user: https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html #jira none Change 4027427 by Dan.Oconnor Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector #jira UE-58115 Change 4027434 by Ben.Zeigler Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games Change 4028656 by Ben.Zeigler Added comments and cleaned up ActionRPG code, done with primary features Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this Add inventory interface that is used instead of having character explicitly cast to player controller Change 4029079 by paulo.souza Fixes to camera rotation when using the AutoMode + UI changes Change 4030066 by Phillip.Kavan Message (interface) call nodes no longer display the skeleton class name in the node subtitle. Change summary: - Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries. #jira nojira Change 4031843 by Jim.Brown Action RPG Game full UI overhaul. Goals: - new layout and art - consolidate view to center of screen - make buttons appear more like interactible objects - update button placement for reach and usability - art pass for consistency of visual language (color, iconography, style) Still to do: - polish on some of the icons (temp art in several places) - audio pass - environment pass - scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock) Change 4033889 by Fred.Kimberley Fixed some watches that were incorrectly displayed as not in scope. Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged. Change 4033921 by Fred.Kimberley Remove unnecessary cast and unused variable. Change 4034094 by Phillip.Kavan Moved the Blueprint bookmarks feature out from under the experimental settings flag. Change 4035553 by Marc.Audy Remove unneeded UFUNCTION declaration #jira UE-58030 Change 4035588 by Jim.Brown RPG Game: - Fixed a couple weapon icons (from temp art to more final version for review) - Created 1st pass audio for Guardian enemies (attack, death, roar, swing) - added reeeeeeeaally temp environmental audio (WIP) - Started on audio for Spider creature (not in engine yet) Change 4036698 by Phillip.Kavan When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step. Change summary: - Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking. - Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping. #jira UE-52853 Change 4038454 by Marc.Audy Remove unneeded validation code for old UC state system Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class. Change 4038487 by Jim.Brown RPG Game: - Icon work (still a couple placeholder, but almost done!) - Audio pass on Guardian creature - started audio on Spider creature (WIP) Change 4040374 by Phillip.Kavan When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play. Change summary: - Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump. - Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review). #jira UE-52853 Change 4040727 by Ben.Zeigler Ability blueprint fixes Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0 Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo Added some comments Change 4040812 by Fred.Kimberley Fix errors and warnings in blueprint editor tests. This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html). Change 4041001 by Ben.Zeigler Hook up skill cooldown to ui, bump cooldown to 2 seconds Change 4041021 by Marc.Audy PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist) #jira UE-46077 #jira UE-58379 Change 4041038 by Fred.Kimberley Remove UFUNCTION macros in overridden functions to fix build errors. Change 4041671 by Fred.Kimberley Added calls to delegates when a periodic effect executes a final time as it is being removed. PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87) Change 4041792 by Dan.Oconnor Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer #jira None Change 4041796 by Dan.Oconnor SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164 #jira UE-53734 Change 4041886 by Phillip.Kavan Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled. Change summary: - Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks. - Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged(). - Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes. - Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize(). - Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor. #jira UE-42333 Change 4042215 by Marc.Audy Copy fix for depth of field in to Dev-Framework #author Allan.Bentham Change 4042732 by Marc.Audy Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set #jira UE-53965 Change 4042796 by Ben.Zeigler #jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled Change 4042943 by Jim.Brown RPG Game: - replaced all existing audio - set up audio for all animations / matinee - will need some polish when real audio comes in, but placeholder is good reference. :) Change 4043287 by Ben.Zeigler #jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none #jira UE-57224 Fix it so pasting is correctly validated for soft object properties Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal Change 4043396 by Dan.Oconnor Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped #jira UE-58290 Change 4043708 by paulo.souza Enemy progression intial commit + cleanups Change 4045083 by Phillip.Kavan Don't allow new bookmarks to be added when the name field is empty. #jira UE-58220 Change 4045504 by Phillip.Kavan The search bar is now functional in the Blueprint Bookmarks view. #jira UE-58421 Change 4045516 by Phillip.Kavan Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup). #jira UE-55596 Change 4046707 by Jim.Brown Action RPG Game Guardians: - Removed delay before grunts attack (so they don't just stand there anymore) - Replaced idle animation with idle animation (was a scream, which they did every time they were idle) HUD: - Fixed skill meter not animating properly - Added pulsing reminder around skill button when it's ready and hasn't been used Character: (WIP) - Fixed missing anim notify in Attack02 - Added missing notify (and sound) in a couple attacks - reduced forward movement component of first couple attacks in combo move Change 4046868 by Dan.Oconnor Reparent blueprints before replacing references when using the 'delete and replace references' tool #jira UE-57355 Change 4047012 by Jose.Gonzalez Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate. Change 4047018 by Jose.Gonzalez Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets Change 4047089 by paulo.souza Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics Change 4049741 by Jim.Brown Action RPG Game: - Set up Wave intro/outro screen - Added a some audio stingers (legal approved, no need to replace) - Content (music) file organization Change 4050235 by Jim.Brown Action RPG: - Set up blocking volumes throughout entire map - aligned all volumes on major grid lines - turned off collision on all exterior rock meshes - full rebuild (should improve perf, collision, and pathing) Change 4050440 by paulo.souza Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions Change 4050910 by paulo.souza Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera Change 4050920 by paulo.souza Action RPG Game: Wave start and finish screen animation timing fix/polishing Change 4050921 by paulo.souza Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode Change 4052161 by Jose.Gonzalez Added player character efforts. Adjusted soundcues for VO that plays during slow downs. Added anims to support different sounds for mana/health potions #jira UE-58598 Change 4052932 by Dan.Oconnor Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant #jira UE-58605 Change 4053179 by Jim.Brown Action RPG Game: - New front end (background, logo, buttons, animations) - Updated HUD/UI with new art to match updated front end. Change 4053187 by Marc.Audy Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism. Fix latent dynamic force feedback effects not updating their values when instructed to. #jira UE-55921 Change 4053423 by Jose.Gonzalez Added Guardian footsteps and concurrency rules for them. Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check. Added sword swings, adjusted volume per anim. Added power up for Firewave. Added Player Character footsteps. Added whoosh for slo-mo meteors. #jira UE-58598 Change 4053769 by Phillip.Kavan Remove associated local bookmarks when Blueprint assets are deleted. Change summary: - Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only). - Added FBlueprintEditorUtils::RemoveAllLocalBookmarks(). #jira UE-55606 Change 4053771 by Phillip.Kavan CIS fix (failed P4 resolve) Change 4053849 by Jose.Gonzalez Spider large steps added, adjusted all anims and added them in the anims they weren't in. Character collapse added. Began work on Intro audio (creature sounds and timing) #jira UE-58598 Change 4054042 by Jose.Gonzalez Added Health and Mana cues, they now have seperate anims per item. Added all Guardian VO, setup sequences and anims with matching audio. Hammer and Axe swings added. Level up cue added, adjusted anim. Guardian swings and impacts added #jira UE-58598 Change 4054375 by Marc.Audy Ensure only that instanced IsEditorOnly components are displayed in the IWCE window #jira UE-57954 Change 4054518 by Phillip.Kavan For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion. #jira UE-58738 Change 4054777 by Ben.Zeigler #jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong Change 4054796 by Fred.Kimberley Improved watch window. - shows watches from multiple blueprints. - better indication of instances being debugged vs watches that aren't currently valid Change 4055112 by Fred.Kimberley PR #4273: Expose AIController public properties to BP (Contributed by Allar) #jira UE-53007 Change 4055126 by Dan.Oconnor Fix shadow variable #jira UE-58763 Change 4055253 by paulo.souza Action RPG Game - Fixes: Player can die properly; Should not be able to buy Souls; Margins for the iPhoneX notch; Change 4055279 by Fred.Kimberley Added a helper function to make it easier to query containers for the presence of a single tag. PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren) #jira UE-57128 Change 4055511 by Ben.Zeigler Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered Change 4055981 by Jose.Gonzalez Spider completed #jira UE-58598 Change 4056011 by Jim.Brown RPG Game: - Fixed textures that weren't power of 2 for mobile - Updated main menu screens with better lighting/resolution - lighting tweaks to main level - Gameplay balance tweaks (should be a bit more difficult now) - more enemies per wave - tighter distribution of enemy levels - Differentiated enemies: - Lvl 1 enemies are smaller w/ red effects - Lvl 2 enemies are same size with yellow effects - Lvl 3 enemies are larger with purplish effects - Added effects to lvl 3 enemy's weapon (torch) - Fixed color distrubution and transparency across buttons on the HUD - Fixed button text eating input from buttons - maybe some other stuff I forgot. :P Change 4056192 by Dan.Oconnor Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal #jira None Change 4056224 by Fred.Kimberley Revert CL 4040812 for this file only. This change was not meant to be checked in. #jira UE-58785 Change 4056239 by Marc.Audy Components correctly display again. Sprite components of Instanced components do appear. Can't solve that for now. #jira UE-58747 Change 4056390 by Fred.Kimberley Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called. #jira UE-56986 Change 4056397 by Fred.Kimberley Fix several minor issues with the watch window. - Switched to more user friendly names for the instances being debugged - Support copy and paste of multiple lines in the watch window - Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged. #jira UE-55707, UE-58273, UE-58703 Change 4056410 by Michael.Noland Core: Added FUNC_Const to FUNC_FuncInherit Change |
||
|
|
d5628cd986 |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change |
||
|
|
13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
||
|
|
1d07b2102d |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3779049)
#rb none
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
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 3627162 by Phillip.Kavan
#jira UE-49239 - Fix an invalid cast emitted to nativized codegen for converted AnimBP types.
- Regression introduced in CL# 3613358.
Change 3756887 by Ben.Zeigler
#jira UE-52380 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Copy of CL #3756788
Change 3756888 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Copy of CL #3753986
#thomas.sarkanen
Change 3759254 by Ben.Zeigler
Disable the duplicate PrimaryAssetId for editor only types like Maps. This can happen if content folk copy maps using the content browser, and does not actually cause a runtime problem. It still ensures for cooked types
Change 3759278 by Ben.Zeigler
Add IsTempPackage to FPackageName
Fix issue where temp/memory packages shown in a content browser/asset audit window would spam the log when it failed to find source control info for them
Change 3759613 by Phillip.Kavan
Add support for casting between mismatched soft pointer types in nativized Blueprint C++ assignment statements and function calls.
Change summary:
- Extended FEmitHelper::GenerateAutomaticCast() to consider soft pointer terms and inject C++ code to explicitly cast the RHS when needed.
#jira UE-52205
Change 3760040 by Dan.Oconnor
Add Call Stack control for viewing Blueprint call stacks when paused at a breakpoint, available from the Developer Tools menu
#jira UE-2296
Change 3760955 by Phillip.Kavan
Fix conditional (SA/CIS issue).
Change 3761356 by Ben.Zeigler
Fix DLC staging rules to handle metadata correctly and remove debug log I accidentally added. The DLC staging now iterates in a similar way to the normal staging, it just may also excluded Engine
Change 3761859 by Zak.Middleton
#ue4 - Fix crash in UStaticMesh::GetAssetRegistryTags() when FindObject is used during saving. Added Lex::ToString for physics enums ECollisionTraceFlag, EPhysicsType, and EBodyCollisionResponse.
#jira UE-52478
#tests QA game, content browser
Change 3761860 by mason.seay
Submitting test content for Async Load issue
Change 3762559 by Ben.Zeigler
#jira UE-52407 Fix it so FText can be specified in blueprint functions as default parameters. The UI showed up before but the data was lost
Change GetDefaultsAsString on Pin to always return an internal string so it can correctly be import texted, add GetDefaultsAsText for display purposes
Change 3764459 by Marc.Audy
PR #4224: Fix LoadLevelInstanceBySoftObjectPtr (Contributed by phlknght)
#jira UE-52415
Change 3764580 by Ben.Zeigler
Clean up delegates in UObjectGlobals.h, fixing several incorrect comments and moving some editor delegates into WITH_EDITOR
Change 3764602 by Ben.Zeigler
#jira UE-52487 Fix it so OnAssetLoaded gets correctly called for Assets that were async loaded while in the editor/standalone editor game.
This is necessary because they would not get registered with various editor systems for the rest of the editor session, even if opened manually
Change 3764603 by Ben.Zeigler
Related to UE-52487, now that async loading blueprints in the editor properly registers them with the blueprint actions, we need to unregister them when automated tests want them to unload. Add a ClearEditorReferences function to UBlueprint that calls the OnUnloaded editor delegate, so EngineTest doesn't need to include the editor module
Change 3764768 by Ben.Zeigler
#jira UE-52524 Fix null access crash when pasting an invalid macro instance node
Change 3766415 by Fred.Kimberley
Removing invalid assets. Most of these are out of date.
Change 3766417 by Fred.Kimberley
Add warnings when we try to export a package without a type.
Change 3766514 by Fred.Kimberley
Added a #include to fix the build.
Change 3766542 by Fred.Kimberley
Added a #include to fix the build.
Change 3766558 by Fred.Kimberley
Rename variables to avoid warnings about hiding previous variable declarations.
Change 3767619 by Marc.Audy
bActorIsBeingDestroyed must be part of transaction history
#jira UE-51796
Change 3767993 by Dan.Oconnor
Preserve graph editor controls when clicking on a hyper link, this speeds up navigation via the debugger 'step' command and Find in Blueprints control
#jira UE-52596
Change 3768146 by Marc.Audy
Fix material instance dynamic not correctly finding object in details panel customization as a result soft path changes
#jira UE-52488
Change 3769586 by Marc.Audy
Fix expose on spawn related error messages
Change 3769863 by Dan.Oconnor
Blueprint call stack now has access to frame offsets and can highlight nodes that are active on previous stack frames
#jira UE-52452
Change 3771200 by Dan.Oconnor
CIS fix - add missing DO_BLUEPRINT_GUARD
Change 3771555 by Ben.Zeigler
Add transactions for several pin class changing actions which were missing them
Change 3771589 by Ben.Zeigler
#jira UE-52665 Fix it so changing the type of a create widget or spawn actor node will correctly propagate the type change to reroute/wildcard nodes instead of disconnecting
Change 3771683 by Dan.Oconnor
Call Stack polish: background color no longer changes when undocked, prettify-ing "ExecuteUbergraph_blahblah" in to "Event Graph", resizing works correctly, added overlay message when no call stack is available
#jira UE-52567
Change 3771734 by Dan.Oconnor
Add entries for native code in the blueprint call stack view, clarifying re-entrancy
Change 3774293 by Ben.Zeigler
#jira UE-52665 Minimal fix for making sure type changes propagate through multiple rerout nodes, going to make a larger refactor in a second checkin
Change 3774328 by Ben.Zeigler
#jira UE-52665 Refactor knot nodes so there is one type propagation function that takes a direction, this fixes an issue where the second knot node in a chain would not have it's type changed when input type changed
Change 3774342 by Ben.Zeigler
#jira UE-52661 Fix crash when using blueprinted components created by a specialized subclass of UBlueprint, from PR #4249
Change
|
||
|
|
58d9a93968 |
Moved AnimBlueprintCompilerContext back in to KismetCompiler module, left LoadModulesRequiredForCompilation in place, but changed where it is called (now called by UBlueprint::RegenerateClass - earlier in initialization than it was called before), moved compiler registry into KismetCompiler module
#rb Phillip.Kavan #jira UE-51702 #lockdown Nick.Penwarden [CL 3729426 by Dan Oconnor in Main branch] |