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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 |
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755f725131 |
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902)
========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch] |
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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] |
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b98c648c14 |
Copying //UE4/Dev-Editor to //UE4/Main
========================== MAJOR FEATURES + CHANGES ========================== Change 2756103 on 2015/11/05 by Jamie.Dale Implemented UFont::GetResourceSize to work correctly with the Size Map tool Change 2756104 on 2015/11/05 by Jamie.Dale Changed the font used when a font is missing or invalid to be the last resort font, rather than the localized fallback font The localized fallback font could cause different results based on your culture, and the last resort font makes it clearer that something is set-up incorrectly as it just draws invalid glyph markers for all of the text. Change 2756105 on 2015/11/05 by Jamie.Dale Fixed a crash when using an empty FKey property with a Data Table FKeyStructCustomization was asserting because there were no objects being edited, due to a newly added Data Table containing zero rows. I've removed this assert, and also updated SKeySelector to no longer require a separate argument to say whether multiple keys with different values are selected (this is now calculated from the call to get the current key, which will return an empty TOptional for multiple values). #jira UE-22897 Change 2757015 on 2015/11/06 by Joe.Tidmarsh SSProgressBar marquee tint. Accounts for widget color and opacity. PR #1698 Change 2757156 on 2015/11/06 by Joe.Tidmarsh Implemented "Go to Variable" functionality for widgets in Widget Blueprint Editor. When we switch modes in UMG from Designer to Graph. We select the variable (In "My Blueprint"), if one exists, for the currently selected widget. Additionally we update the details panel. * Added SelectGraphActionItemByName to FBlueprintEditor. This selects an item in My Blueprint and also displays it in the details panel of graph mode. SMyBlueprint is not available to FWidgetBlueprintEditor in UMGEditor module as it's privately implemented within Kismet. #rb Ben.Cosh #jira UE-20170 Change 2757181 on 2015/11/06 by Jamie.Dale Cleaned up some duplication in UMG text widgets, and exposed the text shaping options The common properties used by all text widgets that are text layout based have been moved into a UTextLayoutWidget base class, and all text layout based widgets now derive from this. The options needed to control the text shaping method used by a text based widget have been exposed via the FShapedTextOptions struct. This contains a way to manage these optional (and advanced) overrides. You typically wouldn't change these from the default unless you knew exactly what you were doing (eg, you have a text block containing only numbers). This change also updates SRichTextBlock to work with an invalidation panel in the same way that STextBlock does Change 2757734 on 2015/11/06 by David.Nikdel #UE4 #Editor - Added support for meta=(TitleProperty="StructPropertyNameHere") on properties of type TArray<FSomeStruct>. - This changes the editor rolled-up display of these values from "{0} members" to a stringified version of the specified property (if found). #CodeReview: Matt.Kuhlenschmidt Change 2758786 on 2015/11/09 by Joe.Tidmarsh Border widget now correctly synchronizes padding property #jira UE-23070 Change 2758791 on 2015/11/09 by Joe.Tidmarsh Shadow of FCanvasTextItem should be drawn before the outline color. Consulted with Bruce.N who believes this is not the intended behavior and was an oversight when refactoring FCanvas (CL 1695138) #jira UE-21623 #1608 #rb Simon.Tovey, Bruce.Nesbit Change 2758813 on 2015/11/09 by Joe.Tidmarsh UMG: Attempting to parent multiple widgets (in Hierarchy tree) to a widget that can't have multiple children will notify the user and ignore the operation. [UE-22921] [CrashReport] Parenting multiple actors under border crashes editor #jira UE-22921 Change 2759234 on 2015/11/09 by Nick.Darnell Slate - Improving the way we track references to materials in slate to better keep things alive until they're no longer needed for rendering. Additionally, making it so the we use the material and texture free list when possible when cleaning up things as to not allocate new memory if not required. Concidentually this can help with problems with corrupted memory on destruct as well, because it means the memory isn't really going to become garbage any more. #codereview Matt.Kuhlenschmidt, Bob.Tellez Change 2760954 on 2015/11/10 by Nick.Darnell Slate - A bug in the introduction of custom rendered elements accidentally broke filling out the texture coordinates for standard material usage. Materials should once again tile correctly just like images do. #jira UE-23118 Change 2761129 on 2015/11/10 by Nick.Darnell Slate - Removing the Pre-Multiply alpha path the way it was added, introducing it in a way that doesn't require changes inside the shader. Continuing to improve the SRetainerWidget to no longer have a frame delay between resizes and painting, also working on getting it handle clipping correctly but still not there yet. Change 2761391 on 2015/11/10 by Alexis.Matte jira UE-20281 and UE-22259 Fbx scene Re-import workflow - First draft of the reimport workflow using a reimport asset in the content browser #codereview nick.darnell Change 2762323 on 2015/11/11 by Alexis.Matte fix build compilation Change 2762407 on 2015/11/11 by Jamie.Dale UDataTable::SaveStructData now writes out dummy data when RowStruct is null This didn't used to happen, which would cause a miss-match between what UDataTable::LoadStructData was expecting, and would result in a Data Table that could never be loaded again. This change also improves the error message when editing a Data Table with a null row struct, and adds the editor-only RowStructName property to cache the name of the last used struct (for error reporting). #jira UE-22789 Change 2762508 on 2015/11/11 by Nick.Darnell UMG - Making it more obvious what keys do special stuff with anchors in UMG. Fixing the way snapping to anchors works with Control, it now only zeros out the side you're dragging instead of the entire widget, which was silly. Enhancing the designer message system to no longer be based on an enum and instead let arbitrary systems push and pop FText messages. Fixing animations in the anchor drop down to properly animate, broke when we introduced active timers. Change 2763241 on 2015/11/11 by Nick.Darnell Slate - We no longer allow popup windows to be larger than the primary display window for windows where max width/height is unspecified. This is to prevent accidential creation of tooltip windows that are larger than the driver allows causing crashes. #jira UE-20336 |
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b2d9e2e11d |
Copying //UE4/Dev-Framework to //UE4/Main @ 2775446
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2720537 on 2015/10/07 by Aaron.McLeran Audio Optimization: Implementing an audio update delta time so audio isn't updated with every engine tick Change 2746582 on 2015/10/29 by Aaron.McLeran Implementing single ray-cast sound occlusion - Fixing/Implementing sound occlusion using one ray cast - Update rate of the ray cast is conifgurable by the user - User can enabled/disable occlusion and set various properties of the occlusion at the audio component level - Occlusion ray-casts are made at a slower rate than the audio engine is updated - The following properties are supported: * LowPassFilterFrequency (the LPF cutoff frequency of the per-voice filter to apply if a sound is occluded) * OcclusionVolumeAttenuation (the volume attenuation to apply to sounds that are occluded) * OcclusionInterpolationTime (how fast a sound moves from occluded to unoccluded... allows user-defined interpolation times, avoids fast parameter setting for smoother transitions) - Fixed how low-pass filter frequency is applied on platforms that support it. * Changed the older HighFrequencyGain parameter to a more understandable and correct LowPassFilterFrequency parameter * Updated the parameter for the various other features that use per-voice LPF (e.g. audio volumes, distance-based filtering) * Added backward-compatibility code to take old HighFrequencyGain params to new LowPassFilterFrequency params. * At the lowest level, there is only one filter which is applied to a sound, but the parameter that has the lowest cutoff frequency is the one used * Fixed how the parameter is applied at the lower-level in XAudio2 and CoreAudio. The old parameter was incorrectly applied. * XAudio2 documentation on the low-pass-fitler frequency cutoff param is confirmed incorrect through testing. #rb zak.middleton Change 2765174 on 2015/11/12 by Aaron.McLeran UE-23091 More fixage for NaN audio log spam Last checkin for this (CL 2760896) was fixing a legit issue but there was still an issue that I was rarely catching during the FN gate encounter in AITestbed after about 5 min of gate defense. To track down, I added a lot more logging and asserts on NaN numbers in the audio code, enabled ENABLE_NAN_DIAGNOSTIC in UnrealMathUtility.h. - Was able to trace another cause of the NaNs in audio to 2 uninitialized variables in SoundAttenuationSettings struct: OmniRadius and StereoSpread. - Zak M suggested the change of the const ref position vector in ListenerPosition and the usage of GetSafeNormal() in Audio.cpp since the value returned by GetLocation() is a temporary and Normalize() is unsafe. - I removed the flag for the XAudio2 call to compute doppler since we don't use that value and it could've been as source of more NaNs in X3DAudioCalculate #codereview Zak.Middleton #rb Zak.Middleton Change 2765467 on 2015/11/13 by James.Golding - Allow -ms option to work with 'stat dumphitches' for controlling min time logged #rb gil.gribb Change 2765746 on 2015/11/13 by Benn.Gallagher Added buckets for update rate shift tags (for staggering anim updates) #jira UE-23213 #rb Bruce.Nesbit Change 2765747 on 2015/11/13 by Benn.Gallagher Fixes for bone length calculation in anim dynamics chains. #rb Bruce.Nesbit Change 2765749 on 2015/11/13 by Benn.Gallagher Removed allocations from local CS blends for skeletal controls. #rb Bruce.Nesbit Change 2765752 on 2015/11/13 by Benn.Gallagher Lod mapping support for URO customization #jira UE-23211 #rb Bruce.Nesbit Change 2765965 on 2015/11/13 by Marc.Audy Remove outdated code in LoadMap previously used for matching up downloaded packages from servers. These code paths no longer operate, but in the case where a PIE client was connecting to a non-PIE server (not really supported, but possible), it would cause the Editor Level package to be flagged as as PIE package and cause a crash on exit of PIE #jira UE-21181 #rb Josh.Markiewicz Change 2766071 on 2015/11/13 by Mieszko.Zielinski Fixed dumb mistake in AEQSTestingPawn::PostLoad #UE4 the 'bTickDuringGame == bTickDuringGame' thing #rb John.Abercrombie Change 2766086 on 2015/11/13 by Mieszko.Zielinski Exposing NavModifierComponent to ENGINE_API #UE4 #codereview Lukasz.Furman Change 2766345 on 2015/11/13 by Mieszko.Zielinski No longer compiling AISystem's creation out from client builds #UE4 Instead AISystem's instantiation on clients is configurable via UAISystemBase::bInstantiateAISystemOnClient config variable Change 2766346 on 2015/11/13 by Mieszko.Zielinski Improvements to EQS test scoring function preview #UE4 #rb Lukasz.Furman Change 2766528 on 2015/11/13 by Stan.Melax multiple materials/chunks on a single cloth sim mesh This supposedly used to work in 4.7 but broke for 4.8 It looks like previous change 2493547 may have introduced the condition statement that makes multiple materials not include all of there verts. Changing this to instead check for the bounds on the skinningmap instead of the NumRealSimVerts which doesn't look like it takes the offset into consideration. jira: #UE-23300 https://jira.ol.epicgames.net/browse/UE-23300 https://answers.unrealengine.com/questions/287833/apex-not-working-on-multiple-materials-since-48.html Double tested code change with test asset from https://jira.ol.epicgames.net/browse/UE-10674 #rb Benn.Gallagher Change 2766546 on 2015/11/13 by Marc.Audy Throw warning for orphaned looping sounds caused by a looping sound node Don't do somewhat expensive (due to weak pointer) orphaned sound checks in test or shipping #rb Aaron.McLeran Change 2766917 on 2015/11/14 by Jurre.deBaare Fix UE4-23349 Simplygon doens't support sub 64 pixel textures Change 2767742 on 2015/11/16 by Marc.Audy Restructure SignificanceManager to store significance manager references in a FGCObject Module class instead of using a singleton. Improve performance by eliminating StaticFindObjectFast calls in ::Get and force inlining Get calls #rb Zak.Middleton, Rob.Manuszewski Change 2767827 on 2015/11/16 by Zak.Middleton #ue4 - Perf: avoid SmoothClientPosition() calls once the target mesh offset has been reached. - New flag bNetworkSmoothingComplete indicates whether smoothing has reached the destination. This is set to false when a new network position is received. - Also fixes trying to smooth rotation towards identity rotation before receiving network updates. - Deprecated FNetworkPredictionData_Client_Character::CurrentSmoothTime in favor of saving last update time, to prevent needing to update time every tick (since we skip updates now). #rb Dan.Youhon Change 2768070 on 2015/11/16 by Marc.Audy Change StaticDuplicateObject and DuplicateObject to take FName instead of char* (existing usages can automatically convert to FName so no backwards compatibility issues) Fixup usages to avoid unnecessary string -> char* -> name conversions Change AActor::CreateComponentFromTemplate to take an FName instead of FString, deprecated FString version #rb Gil.Gribb Change 2768121 on 2015/11/16 by Marc.Audy Forceinline GetFName Change 2768161 on 2015/11/16 by Aaron.McLeran Checking occlusion back in - Bug was due to improper interpolation of LPFFrequency values in audio volumes. Change 2769428 on 2015/11/17 by Thomas.Sarkanen Fixed backwards-compatibility issues with FExposedValueCopyRecord Added PostSerialize function to patch up older data to the new format (copies properties->property FNames). Made sure to zero FExposedValueCopyRecord in its constructor, prevents uninitialized variable issues when generating CRCs. This is necessary despite these members being UPROPERTYs because they are simply built on the stack then stuffed into the new CDO during compilation. UE-23268 - EDITOR CRASH: Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) #rb James.Golding #codereview Mike.Beach,Bob.Tellez Change 2769488 on 2015/11/17 by Benn.Gallagher DrawCanvas and debug string support for skeletal controls - accessed using "Skeletal Controls" option in Show->Display Info in Persona #rb Martin.Wilson Change 2769545 on 2015/11/17 by Benn.Gallagher Added space conversion options to copy bone node. #jira OR-9430 #rb Martin.Wilson Change 2770228 on 2015/11/17 by Marc.Audy Fix cause of assert firing when detaching if AttachTo(AttachParent) returns false #rb Ori.Cohen #jira UE-23366 Change 2770489 on 2015/11/17 by Marc.Audy Make ::Serialize WITH_EDITORONLY_DATA since it did nothing otherwise Change 2770761 on 2015/11/17 by Aaron.McLeran Removing optimization disablement - Forgot to remove these lines before checking in/testing. Change 2771375 on 2015/11/18 by Thomas.Sarkanen Added initialzation of internal state machine desc ptrs to (finally) remove random crashes when using sub-state machines #rb Benn.Gallagher Change 2771697 on 2015/11/18 by Jeff.Farris Sensible defaults for APlayerController::ClientPlayCameraAnim and ClientPlayCameraShake #rb marc.audy Change 2771755 on 2015/11/18 by Marc.Audy Put back in the recursion block for destroy actor #rb James.Golding Change 2772217 on 2015/11/18 by Marc.Audy Update axis inversion to work the same way as sensitivity instead of old problematic way Also change to use Reset instead of Empty(Array.Num()) #rb Jeff.Farris Change 2772686 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization coordinate bug. Don't need to convert to xaudio2 coordinates for HRTF spatialization #rb chad.taylor Change 2772766 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization with xaudio2 voice pools - Issue was caused by 2 issues: - effect chains weren't properly clearing their state between uses (SetEffectChain(nullptr) releases the effect for use with other voices) - Not re-setting MaxEffectChainChannels = 0 in CreateSource() was causing re-used SoundSources to release their XAudio2 voices to the wrong pool. #rb chad.taylor Change 2773027 on 2015/11/19 by Thomas.Sarkanen PR #1765: Git Plugin can find the git.exe binary installed on the Local AppData user directory (Contributed by SRombauts) #rb Thomas.Sarkanen Change 2773142 on 2015/11/19 by Benn.Gallagher Optimized SafeSetCSBoneTransforms, no longer doing 2 iterations over the whole pose. - Only iterating beyond the index of the first bone transform, cutting off all bones before - No longer using a bone mask the size of the skeleton, just an array of interesting nodes - No longer attempting to convert a transform if it isn't necessary (which was happening a lot) #rb Laurent.Delayen Change 2773212 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Removing ugly comment. Not going to remove the node itself for backward compatibility. Change 2773351 on 2015/11/19 by Zak.Middleton #orion - Make sure we don't skip a final visual update when character mesh interpolation tries to stop smoothing once it reaches its destination. We keep setting bNetworkSmoothingComplete to false until the first visual update, at which point if it remains true we will stop getting updates. #rb Dan.Youhon Change 2773599 on 2015/11/19 by Marc.Audy Fix shadow variable, initialization order, and incorrect placement of ENGINE_API that fails compiles on clang #codereview Aaron.McLeran Change 2773661 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Following up by deprecating the CastToPlayerController function for 4.11. Change 2774707 on 2015/11/19 by Stan.Melax FCollisionQueryParams constructor API pitfall Deprecating something that will call the unintended constructor if the programmer provides a string literal instead of explicitly creating an FName. So this line of code: FCollisionQueryParams Param(FName(TEXT("DragDropTrace"))); will invoke: FCollisionQueryParams::FCollisionQueryParams(FName,bool=false,...) But this line of code: FCollisionQueryParams Param(TEXT("DragDropTrace")); invokes: FCollisionQueryParams::FCollisionQueryParams(bool) Yes that actually happens, the string literal (the TEXT("whatever")) ends up specifies a bool parameter instead of a FName parameter. So the name is lost and a flag (that is usually set to false) is now set to true (since the string literal address is non-NULL). Yeah, that's could potentially be not what the programmer had intended. It looks like this interface was introduced in CL 1792949 back in august 2013. Since its been a couple of years, we'll phase it out using the deprecation approach. Making an API change would break things for existing projects. If it had been a more recent change we could have probably just gone down to a single constructor right away. Figured out that going one step further and removing bool param's default and adding a default constructor would minimize the number of places that will be hit with this deprecation. So, yes this is *increasing* the number of construtors temporarily, but this solution has minimal impact on the community. Later after other to-be-deprecated constructor gets removed, the two remaining can be combined into one with defaults for all parameters. see also https://udn.unrealengine.com/questions/269512/dangerous-fcollisionqueryparams-overloads.html #codereview ori.cohen [CL 2775460 by Marc Audy in Main branch] |
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f9cdeb96cd |
Copying //UE4/Dev-Core to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2717513 on 2015/10/06 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1
GC and WeakObjectPtr performance optimizations.
- Moved some of the EObjectFlags to EInternalObjectFlags and merged them with FUObjectArray
- Moved WeakObjectPtr serial numbersto FUObjectArray
- Added pre-allocated UObject array
Change 2716517 on 2015/10/05 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1
Make SavePackage thread safe UObject-wise so that StaticFindObject etc can't run in parallel when packages are being saved.
Change 2721142 on 2015/10/08 by Mikolaj.Sieluzycki@Dev-Core_D0920
UHT will now use makefiles to speed up iterative runs.
Change 2726320 on 2015/10/13 by Jaroslaw.Palczynski@jaroslaw.palczynski_D1732_2963
Hot-reload performance optimizations:
1. Got rid of redundant touched BPs optimization (which was necessary before major HR fixes submitted earlier).
2. Parallelized search for old CDOs referencers.
Change 2759032 on 2015/11/09 by Graeme.Thornton@GThornton_DesktopMaster
Dependency preloading improvements
- Asset registry dependencies now resolve asset redirectors
- Rearrange runtime loading to put dependency preloads within BeginLoad/EndLoad for the source package
Change 2754342 on 2015/11/04 by Robert.Manuszewski@Robert_Manuszewski_Stream1
Allow UnfocusedVolumeMultiplier to be set programmatically
Change 2764008 on 2015/11/12 by Robert.Manuszewski@Robert_Manuszewski_Stream1
When cooking, don't add imports that are outers of objects excluded from the current cook target.
Change 2755562 on 2015/11/05 by Steve.Robb@Dev-Core
Inline storage for TFunction.
Fix for delegate inline storage on Win64.
Some build fixes.
Visualizer fixes for new TFunction format.
Change 2735084 on 2015/10/20 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
CrashReporter Web - Search by Platform
Added initial support for streams (GetBranchesAsListItems, CopyToJira)
Change 2762387 on 2015/11/11 by Steve.Robb@Dev-Core
Unnecessary allocation removed when loading empty files in FFileHelper::LoadFileToString.
Change 2762632 on 2015/11/11 by Steve.Robb@Dev-Core
Some TSet function optimisations:
Avoiding unnecessary hashing of function arguments if the container is empty (rather than the hash being empty, which is not necessarily equivalent).
Taking local copies of HashSize during iterations.
Change 2762936 on 2015/11/11 by Steve.Robb@Dev-Core
BulkData zero byte allocations are now handled by an RAII object which owns the memory.
Change 2765758 on 2015/11/13 by Steve.Robb@Dev-Core
FName::operator== and != optimised to be a single comparison.
Change
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11fe6bd1f0 |
CPF_ContainsInstancedReference in a generated UProperty
- Fix for instanced array properties getting wiped out on recompile #codereview Phillip.Kavan [CL 2682293 by Maciej Mroz in Main branch] |
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5543fef63c |
UE-17809 Clicking the Add Variable button in a Struct that is referenced as two inputs in a function that is called in an Actor Blueprint's Construction Script causes a crash
#codereview Dan.OConnor, Michael.Schoell [CL 2614897 by Maciej Mroz in Main branch] |
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b609e8df7c |
[UE-16488] Adding or removing members from structures and saving referencing blueprints prior to compiling them no longer causes "innapropriate outermost" warnings. Bytecode was referencing the properties that we had moved into the TRASHSTRUCT
#codereview Mike.Beach, Maciej.Mroz
[CL
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a96989f147 |
Add includes to files to remove the need of including Engine.h.
[CL 2508000 by Mikolaj Sieluzycki in Main branch] |
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c5287f7431 |
UDS: default values for properties of class type.
#codereview Robert.Manuszewski [CL 2505582 by Maciej Mroz in Main branch] |
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8fe5db30e3 |
Merging UE4-Streaming to UE4
- Linkers are no longer UObjects. Renamed ULinker, ULinkerLoad and ULinkerSave to FLinker, FLinkerLoad, FLinkerSave respectively - Linkers are now associated with their UPackages - Linker version is now stored in UPackages - Async loading is now performed on a separate thread (if platform supports it and only in cooked builds), with the exception of PostLoad which is still done on the game thread - Added UObject::IsPostLoadThreadSafe() function to determine if PostLoad is thread safe and can be executed on the async loading thread (defaults to false) - UObject creation is now thread safe and can be performed on any thread - Move many of the linker/UObject globals into FUObjectThreadContext (TLS) - GetAsyncLoadPercentage() now takes PostLoad into account - More async loading stats - Added AtomicallySetFlags/ClearFlags to UObject - Made FModuleManager thread safe. - Added FGCScopeGuard as means of preventing GC from executing from non-game thread - It's possible to disable async loading thread through ini settings. - Cancelling async loading will now also trigger GC - Implemented a basic version of async streaming priorities. Change 2410813 by Mikolaj Sieluzycki: Change Sleep in while loop to ConditionalSleep in FMultiReaderSingleWriterGT Change 2410734 by Mikolaj Sieluzycki: Make FModuleManager thread safe. Change 2399879 by Mikolaj Sieluzycki: Basic version of async streaming priorities. Change 2410707 by Mikolaj Sieluzycki: Implement conditional and no stat versions of sleep. Change 2371939 by Robert Manuszewski: Async Loading Improvements: adding more stats (accumulators) Change 2372403 by Robert Manuszewski: Fixing compile errors when STATs are not enabled Change 2371526 by Robert Manuszewski: AsyncLoading Improvements (WIP) Change 2407198 by Robert Manuszewski: Re-implementing delegate fixes for Async Loading Change 2407425 by Robert Manuszewski: Re-implementing cancelling async loading in the async loading branch. Change 2484362 by Robert Manuszewski: Making it possible to disable async loading thread through ini settings. Change 2484744 by Robert Manuszewski: Minimizing locks in GC and other threads when handling UObjects Change 2480190 by Robert Manuszewski: Fixing infinite stall after canceling async loading in non-cooked builds Change 2484268 by Robert Manuszewski: Fixing crash when allocating permanent object pool. Change 2489761 by Robert Manuszewski: Fixing BulkData using linker archive on the main thread even if the linker was created on the async loading thread. Change 2493624 by Robert Manuszewski: Cancelling async loading will now also trigger GC Change 2487881 by Robert Manuszewski: Making ShaderIdMap operations thread safe. Change 2488067 by Robert Manuszewski: Fixing GetAsyncLoadPercentage. It will now also respect PostLoad. Change 2458640 by Robert Manuszewski: Fixing crash in PIE Change 2458825 by Robert Manuszewski: Fixing a few crashes when streaming and the package is missing. Change 2476935 by Robert Manuszewski: Fixing crash while async loading ANavigationData Change 2477361 by Robert Manuszewski: Fixing crashes in cooked game Change 2480095 by Robert Manuszewski: Making FUObjectArray more thread safe Change 2475443 by Robert Manuszewski: Re-enabling single-threaded async loading path for the editor and platforms that don't support multithreading. Change 2475458 by Robert Manuszewski: Making sure bulk data is only loaded on a separate thread if it's not being loaded on the async loading thread. Change 2476661 by Robert Manuszewski: Fixing FlushAsyncLoading not flushing everything Change 2401089 by Jaroslaw Surowiec: Core - Added AtomicallySetFlags/ClearFlags to UObject, added a comment to ThisThreadAtomicallyClearedRFUnreachable [CL 2498249 by Robert Manuszewski in Main branch] |
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3ab3f78559 |
Default values in UDS does not override values in BPGC.
STRUCT_REINST_ uses the same GUID as the original struct. [CL 2494771 by Maciej Mroz in Main branch] |
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fa01cacb6c |
Trim down the amount of UObject constructors.
#codereview Robert.Manuszewski [CL 2429641 by Mikolaj Sieluzycki in Main branch] |
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149375b14b |
Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch] |
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2b902de633 |
UDS Fix: Crash when modifying data layout of instanced UDS
[CL 2344957 by Maciej Mroz in Main branch] |
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d7cb25b330 |
UserDefinedStruct - properties won't be (unnecessarily) reloaded by linker
[CL 2328810 by Maciej Mroz in Main branch] |
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4ad81351db |
Change how types are displayed in blueprint pin tooltips
Deprecate TypeToString Make ConstructBasicPinTooltip take FText for Description Make SpawnActorFromClass pin tooltips consistent with other nodes [CL 2286449 by Marc Audy in Main branch] |
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c2716cb296 |
DataTable can use UserDefinedStructure.
When UDS is modified, DT stroes it's data serialized (with tags). [CL 2265789 by Maciej Mroz in Main branch] |
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4e272a43ac |
UDS can be based on TableRowBase - first version.
Better handling CPF_BlueprintVisible. DataTable uses DisplayName. [CL 2248538 by Maciej Mroz in Main branch] |
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d9bb0a3090 |
UDS sends notification about change while compilation.
ttp#339577 CRASH: EDITOR: UDS: Crash when operating on variables default values [CL 2115671 by Maciej Mroz in Main branch] |
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327c79b48c |
Fix issues with user defined structs and pin splitting
#codereview Nick.Whiting, Maciej.Mroz [CL 2109584 by Marc Audy in Main branch] |
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530d2b7c83 |
UDS: member variables in UDS have no category metadata (previously the category was taken from PinType, it was an error).
[CL 2094345 by Maciej Mroz in Main branch] |
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b316c92abf |
bp: user defined structs: we need the ability to expose struct "transforms" and "vectors" as widgets in the editor ttp#334937
Structure Editor Utils refactored. [CL 2078830 by Maciej Mroz in Main branch] |
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17d3d6cc4c |
UDS: CPF_DisableEditOnInstance flag for variables in UDS. WIP
[CL 2071398 by Maciej Mroz in Main branch] |