#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
Disable context menu for animation editing in the scrub widget used by BlendSpace
#jira UE-112996,UE-113075
#rb thomas.sarkanen
[CL 16141904 by danny chapman in ue5-main branch]
#jira UE-104234
#rb Thomas.Sarkanen, Martin.Wilson, Alexis.Matte, Michael.Zyracki
+ Introduced UAnimDataModel, this currently represents the source data for bone and curve animation. It contains:
+ Bone animation tracks (FBoneAnimationTrack)
+ Key data (coarse)
+ Name
+ Bone tree index
+ Curve data (FAnimationCurveData)
+ Float Curves
+ Transform Curves
+ Play length
+ Sampling rate
+ Used for deriving the expected number of keys/frames when combined with the PlayLength
+ Transient data for supporting backwards compatibility APIs
+ (Dynamic) delegate which broadcasts the mutation Notifies
+ Introduced UAnimDataController, this has sole authority over mutating data contained by UAnimDataModel
+ API functionality allows to transform the contained data in all ways currently expected in the engine.
+ Any mutation will add an undo/redo-able FChange object into the transaction buffer
+ FChangeTransactor helper object allows for keeping track of (compounded) FChange's and inserting them into GUndo
+ Broadcasts change notifies alongside a payload object containing details about the change
+ Interested systems/objects can register to these changes through UAnimDataModel::OnModelModified event
+ Almost all functionality is exposed to both Blueprint and Python scripting
+ Allows for opening 'Brackets', these define the beginning and end of a chain of mutations. Allowing anything registered to OnModelModified to halt responding to the notifies until the (top-level) bracket is closed
+ Undo/redo actions
+ Each mutation to the UAnimDataModel is covered by a 'Action' which is based of FChange and is used to insert a undo/redo-able operation into the transactions buffer
+ Introduced EAnimDataModelNotifType and per-notify payload types. These are used to update views, and any model derived data
+ Introduced FAnimationCurveIdentifier, exposed to scripting, this is used for referencing a curve by name and type when passed to the controller
+ Allows for targetting a specific RichCurve as part of a TransformCurve
+ Introduced FAnimationDataNotifyCollectorused for keeping track of which notifies of type EAnimDataModelNotifType are broadcasted between top-level EAnimDataModelNotifType::BracketOpened and EAnimDataModelNotifType::BracketClosed notifies
+ Added CanTransact to UEngine, returns whether or not a transaction can be made
+ Added UAnimCompositeBase::SetCompositeLength, used for runtime changing of play length value
+ Animation Sequence helpers, containing 'helper' functionality for both AnimSequence and AnimDataModel
* Animation Sequence Base
+ virtual PopulateModel, called during upgrade path for converting existing (legacy) data to the new UAnimDataModel data
+ virtual OnModelModified, registered to the Model's OnModified event to handle any Notifies and payloads
+ Added UAnimDataModel sub-object (editor only)
+ Added UAnimDataController instance (transient and editor only)
+ FAnimationDataNotifyCollector to keep track of model bracketed notifies
* Deprecated
* SetSequenceLength()
* RefreshCurveData()
* MarkRawDataAsModified()
* RegisterOnAnimCurvesChanged()
* UnregisterOnAnimCurvesChanged()
* UnregisterOnAnimTrackCurvesChanged()
* RegisterOnAnimTrackCurvesChanged()
* Public access to RawCurveData
* Animation Sequence
+ Implements PopulateModel/OnModelModified for AnimationSequence related data
+ Added TargetFrameRate, currently locked to the initial sampling rate, but allows for resampling the UAnimDataModel data according to the set rate
+ Added NumberOfSampledKeys (editor only), populated by resampling process
+ Added NumberOfSampledFrames (editor only), populated by resampling process
+ Added ResampledAnimationTrackData (editor only and transient), populated by resampling process
+ Added bBlockCompressionRequests (editor only), used for blocking compression during automation tests
* Deprecated
* SetNumberOfSampledKeys()
* MarkRawDataAsModified()
* GetRawAnimationData()
* GetAnimationTrackNames()
* AddNewRawTrack()
* GetRawTrackToSkeletonMapTable()
* GetRawAnimationTrack()
* GetRawAnimationTrack()
* UpdateFrameRate()
* ExtractBoneTransform()
* CompressRawAnimData()
* GetSkeletonIndexFromRawDataTrackIndex()
* RecycleAnimSequence()
* CleanAnimSequenceForImport()
* CopyNotifies()
* PostProcessSequence()
* AddLoopingInterpolation()
* RemoveAllTracks()
* DoesContainTransformCurves()
* InsertFramesToRawAnimData()
* CropRawAnimData()
* RemoveTrack()
* InsertTrack()
* ResizeSequence()
* Non-editor access to GetUncompressedRawSize()
* Non-editor access to GetApproxRawSize()
* Public access to UpdateCompressedCurveName()
* NumberOfKeys
* SamplingFrameRate
* TrackToSkeletonMapTable
* RawAnimationData
* AnimationTrackNames
* Animation Streamable
* Model from source Sequence is duplicated rather than copying animation data
* Deprecated ERawCurveTrackTypes::RCT_Vector (marked as hidden)
+ Added automated test for
+ All script exposed controller functionality
+ Undo/redo actions
* Updated existing AnimSequence tests with deprecation and new expected data
+ Base data for compression is now populated from the 'resampled' version stored on the AnimSequence
+ Data cleanup and validation is now performed during compression
+ Track sanitization is now performed during compression (normalizing Quats and clamping near-zero values to zero)
+ Key reduction
+ Invalid track (missing bone from skeleton) removal
+ Curve name validation against skeleton
* Replaced RawCurves with Float curves
* Updated DDC key
- Removed all Guid generation related functionality (now part of the model)
* AnimSequenceBase model registers to AnimModel's notify event, used for refreshing the tracks
* Replaces the in-place calling of RefreshTracks()
* All curve tracks now hold a const CurveType* rather than a CurveType*/& for introspection of its data
+ Any mutations now go through the controller API
+ Uses AnimationCurveIdentifier to set Transform's per-channel tracks
* RichCurveEditorModelNamed conformed to model/controller
+ Any modifications are applied to an temporary CurveType which always contains a copy of the const-ptr after any previous mutation
+ Registers to the outer AnimModel's notify event, used for updating the cached curve data
+ Registers to CurveModifiedDelegate, used for copying the temp curve data to the model using SetCurveKeys
* Not-ideal but point that I got to for V1
* Would be replaced with either refactoring FRichCurve to be MVC like, or by calling UAnimDataController functionality from an implementation of FRichCurveEditorModel
* Mark FChange overrides as final for swap/command change permutations
* Changed FCompoundChange GetDescription to return concatenation of all sub-changes
* Added GetDescription to FTransaction which returns the ToString() value of any contained FChange entries.
* Entries in SUndoHistory tab now have a ToolTip showing the GetDescription() value
+ FChangeTransactor helper object allows for keeping track of (compounded) FChange's and inserting them into GUndo
* Deprecation handling, conforming code to new APIs and exposing structure/objects/properties to scripting
* Conforming AnimSequence importing from FBX to Model/Controller changes
[CL 15106211 by Jurre deBaare in ue5-main branch]
- Deprecated NumFrames instead added NumberOfKeys (data is copied over during serialization patch up)
- Deprecated GetNumberOfFrames and GetRawNumberOfFrames instead added GetNumberOfSampledKeys
- Deprecated SetRawNumberOfFrames and instead added SetNumberOfSampledKeys
- Added SamplingFrameRate (FFrameRate), which is populated according to the sequence's actual number of frames and length
- Changed some behaviour to use FFrameRate API to calculate frame number / timings
- Deprecated GetFrameRate and instead added GetSamplingFrameRate
- Fixed uses where NumFrames was assumed to contain the number of frames rather than the number of keys (ResizeSequence, AddLoopingInterpolation, CropAnimation, InsertKeysIntoRawData)
UAnimStreamable:
- Deprecated NumFrames instead added NumberOfKeys (data is copied over during serialization patch up)
ITimeManagementModule:
- Exposed GetCommonFrameRates through the abstract interface to get around circular Engine module dependency
#jira UE-102191
#rb Martin.Wilson
[CL 14608938 by Jurre deBaare in ue5-main branch]
+ Added SetSequenceLength
+ Moved GetPlayLength virtaul from AnimSequenceBase to AnimationAsset and deprecated GetMaxCurrentTime (only used in a single place)
#rb Martin.Wilson
[CL 14298631 by Jurre deBaare in ue5-main branch]
#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]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3198996 on 2016/11/15 by Marc.Audy
BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned
AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead.
#jira UE-21136
Change 3199019 on 2016/11/15 by Marc.Audy
Mark user-facing BeginPlay calls as protected
Change 3200128 on 2016/11/16 by Thomas.Sarkanen
Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks
Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance.
#jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe
Change 3200133 on 2016/11/16 by Martin.Wilson
Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called)
#jira UE-18798
Change 3200167 on 2016/11/16 by Martin.Wilson
Newly added virtual bones are now selected in the skeleton tree
#jira UE-37776
Change 3200255 on 2016/11/16 by James.Golding
Stop SkeletalMeshTypes.h being globally included
Change 3200289 on 2016/11/16 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix Make sure that in PostEditChangeProp we reset the override material arrays
#misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead
#jira UE-38108
Change 3200291 on 2016/11/16 by Jurre.deBaare
Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds
#fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence
#jira UE-37274
Change 3200293 on 2016/11/16 by Jurre.deBaare
Overlapping UV's cause merge actor texture baking issues
#fix Only look for overlapping UVs if vertex data baking is actually expected/enabled
#jira UE-37220
Change 3200294 on 2016/11/16 by Jurre.deBaare
Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive
#fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!)
#jira UE-36679
Change 3200295 on 2016/11/16 by Jurre.deBaare
Merge Actor Specific LOD level can be set to 8
#fix Change clamping value and added UI clamp metadata
#jira UE-37134
Change 3200296 on 2016/11/16 by Jurre.deBaare
In Merge Actors if you select use specific Lod level you have access to all the merge material settings
#fix Added edit condition to non-grayed out material settings
#jira UE-36667
Change 3200303 on 2016/11/16 by Thomas.Sarkanen
Fixed diagonal current scrub value in anim curves
#jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted
Change 3200304 on 2016/11/16 by Thomas.Sarkanen
Rezero is now explicit about what it does (current vs. specified frame)
Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D).
#jira UE-35985 - Rezero doesn't work by frame
Change 3200307 on 2016/11/16 by Thomas.Sarkanen
Add curve panel to anim BP editor
Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.).
#jira UE-35742 - Anim Curve Viewer allowed in Anim BP
Change 3200313 on 2016/11/16 by Jurre.deBaare
Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened
#fix in debug skeletal mesh component just mark the cached parameters dirty every tick
#jira UE-35786
Change 3200316 on 2016/11/16 by Jurre.deBaare
Converted Skeletal To Static Mesh Gets Corrupted When Merged
#fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well)
#misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used
#jira UE-37988
Change 3200321 on 2016/11/16 by Jurre.deBaare
Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down
#fix change the way the layout is constructed
#jira UE-37260
Change 3200323 on 2016/11/16 by Jurre.deBaare
Toggling sky in Persona does not effect reflections
#fix turn of skylight together with the actual environment sphere
#misc found incorrect copy paste in toggling floor/environment visibility with key stroke
#jira UE-26796
Change 3200324 on 2016/11/16 by Jurre.deBaare
Open Merge Actor menu on right clicking two selected actors
#fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport
#jira UE-36892
Change 3200331 on 2016/11/16 by Benn.Gallagher
Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused.
#jira UE-38620
Change 3200334 on 2016/11/16 by Jurre.deBaare
Dynamic light settings in Persona viewport cause edges to appear hardened
#fix Makeing the directional light stationary to ups the shadowing quality
#jira UE-37188
Change 3200356 on 2016/11/16 by Jurre.deBaare
Rate scale option for animation nodes in blend spaces
#added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback
#misc bumped framework object version to update all blendspaces on load
#jira UE-16207
Change 3200380 on 2016/11/16 by Jurre.deBaare
Fix for Mac CIS issues
Change 3200383 on 2016/11/16 by Marc.Audy
Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback
Change 3200385 on 2016/11/16 by James.Golding
Refactor SkeletalMesh to use same color buffer type as StaticMesh
Change 3200407 on 2016/11/16 by James.Golding
Fix CIS error in FbxAutomationTests.cpp
Change 3200417 on 2016/11/16 by Jurre.deBaare
Fix for CIS issues
#fix Rogue }
Change 3200446 on 2016/11/16 by Martin.Wilson
Change fix for Set Anim Instance Class from CL 3200133
#jira UE-18798
Change 3200579 on 2016/11/16 by Martin.Wilson
Fix for serialization crash in Odin
#jir UE-38683
Change 3200659 on 2016/11/16 by Martin.Wilson
Fix build errors
Change 3200801 on 2016/11/16 by Lina.Halper
Fix error message
Change 3200873 on 2016/11/16 by Lina.Halper
Test case for Update Rate Optimization
- LOD_URO_Map.umap - test map
- LODPawn - pawn that contains mesh with URO setting
- You can tweak the value in LODPawn
Change 3201017 on 2016/11/16 by Lina.Halper
- Allow slave component to be removed when setting master pose to nullptr
- licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html
Change 3201765 on 2016/11/17 by Jurre.deBaare
Improved tooltip for FBlendParameter.GridNum
Change 3201817 on 2016/11/17 by Thomas.Sarkanen
Added display/edit of bone transforms in details panel
Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick().
Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene.
Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection).
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3201819 on 2016/11/17 by Thomas.Sarkanen
Fix CIS error
Change 3201901 on 2016/11/17 by Lina.Halper
With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids().
- removed GetCurveNumber from skeleton
- changed curve count to use BoneContainer's curve list.
#code review: Laurent.Delayen
Change 3201999 on 2016/11/17 by Thomas.Sarkanen
Add local/world transform editing to bone editing
Added details customization & support code for world-space editing of bone transforms
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3202111 on 2016/11/17 by mason.seay
Potential test assets for HLOD
Change 3202240 on 2016/11/17 by Thomas.Sarkanen
Fixed extra whitespace not being removed in front of console commands.
GitHub #2843
#jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands.
Change 3202259 on 2016/11/17 by Jurre.deBaare
Readded missing shadows in advanced preview scene
Change 3203180 on 2016/11/17 by mason.seay
Moved and updated URO Map
Change 3203678 on 2016/11/18 by Thomas.Sarkanen
Bug fix for menu extenders in PhAT.
GitHub #2550
#jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT.
Change 3203679 on 2016/11/18 by Thomas.Sarkanen
Fixed LOD hysteresis not being properly converted from the old metric
This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed.
#jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently
Change 3203747 on 2016/11/18 by Jurre.deBaare
Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex
#fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc.
#jira UE-38734
Change 3203748 on 2016/11/18 by Jurre.deBaare
Crash Generating Proxy Meshes after replacing static meshes in the level
#fix just calculate bounds for the used UVs (old behaviour was wrong)
#jira UE-38764
Change 3203751 on 2016/11/18 by james.cobbett
Changes to TM-PoseSnapshot and new test assets
Change 3203799 on 2016/11/18 by Thomas.Sarkanen
Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal
Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method.
Also fixed up the naming of some variables that still referred to screen areas & LOD distances.
#jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result
Change 3203856 on 2016/11/18 by james.cobbett
TM-PoseSnapshot - Rebuild lighting and updated anims
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3203940 on 2016/11/18 by Ori.Cohen
Fix missing newline for ps4
Change 3203960 on 2016/11/18 by Ori.Cohen
Readd fix for linux macro expansion warning
Change 3203975 on 2016/11/18 by Ori.Cohen
Fix for linux toolchain not knowing about no-unused-local-typedef
Change 3203989 on 2016/11/18 by Ori.Cohen
Make sure physx automation doesn't try to build html5 APEX.
Change 3204031 on 2016/11/18 by james.cobbett
Minor update to test level
Change 3204035 on 2016/11/18 by Marc.Audy
Additional Attenuation refactor cleanup
Change 3204044 on 2016/11/18 by Ori.Cohen
Fix typo of NV_SIMD_SSE2
Change 3204049 on 2016/11/18 by Ori.Cohen
Fix missing newline for PS4 compiler
Change 3204463 on 2016/11/18 by mason.seay
Finalized URO test map
Change 3204621 on 2016/11/18 by mason.seay
Small improvements
Change 3204751 on 2016/11/18 by Ori.Cohen
Make PhAT highlight selected bodies and constraints in the tree view
Change 3205868 on 2016/11/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744
Change 3205887 on 2016/11/21 by Jurre.deBaare
Fix for similar crash in blendspace editor like UE-38734
Change 3206121 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
#jira UE-38803
#jira UE-38692
Change 3206187 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
Additional bits
#jira UE-38519
#jira UE-38803
#jira UE-38692
Change 3206318 on 2016/11/21 by Marc.Audy
Fix Linux compiler whinging
Change 3206379 on 2016/11/21 by Marc.Audy
Fix crash when streaming in a sublevel with a child actor in it (4.14.1)
#jira UE-38906
Change 3206591 on 2016/11/21 by Marc.Audy
Refactor restrictions to allow hidden and clarify disabled
Change 3206776 on 2016/11/21 by Marc.Audy
ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect.
ForceFeedback Attenuation settings can be defined via the content browser or directly on the component.
#jira UEFW-244
Change 3206901 on 2016/11/21 by Marc.Audy
Fix compile error in automation tests
Change 3207235 on 2016/11/22 by danny.bouimad
Updated Map
Change 3207264 on 2016/11/22 by Thomas.Sarkanen
Disable bone editing in anim blueprint editor
#jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable
Change 3207303 on 2016/11/22 by Lina.Halper
Clear material curve by setting it directly because the flag might not exist
#jira: UE-36902
Change 3207331 on 2016/11/22 by Jon.Nabozny
Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully.
Change 3207357 on 2016/11/22 by Danny.Bouimad
Updating testcontent for pose drivers
Change 3207425 on 2016/11/22 by Lina.Halper
Fix frame count issue with montage
#jira: UE-30048
Change 3207478 on 2016/11/22 by Lina.Halper
Fix so that curve warning doesn't happen when your name is same.
#jira: UE-34246
Change 3207526 on 2016/11/22 by Marc.Audy
Fix crash when property restriction introduces a hidden entry
Change 3207731 on 2016/11/22 by danny.bouimad
MoreUpdates
Change 3207764 on 2016/11/22 by Lina.Halper
#fix order of morphtarget to first process animation and then BP for slave component
Change 3207842 on 2016/11/22 by Ben.Zeigler
Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work.
Change 3208202 on 2016/11/22 by Ben.Zeigler
#jira UE-38811 Fix regression with gimbal locking in player camera manager.
The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise.
Change 3208510 on 2016/11/23 by Wes.Hunt
Disable UBT Telemetry on internal builds #jira AN-1059
#tests build a few different ways, add more diagnostics to clarify if the provider is being used.
Change 3208734 on 2016/11/23 by Martin.Wilson
Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class
#jira UE-38899
Change 3208782 on 2016/11/23 by Thomas.Sarkanen
Fixed material and vert count issues with skeletal to static mesh conversion
Material remapping was not bein gbuilt, so material indices were overwitten inappropriately.
Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase.
#jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh
Change 3208798 on 2016/11/23 by James.Golding
UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds
Change 3208801 on 2016/11/23 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something
#jira UE-38108
Change 3208807 on 2016/11/23 by Thomas.Sarkanen
CIS fix
Change 3208824 on 2016/11/23 by danny.bouimad
More content updates for Testing
Change 3208827 on 2016/11/23 by Danny.Bouimad
Removing Old Pose driver Testassets I created awhile ago.
Change 3209026 on 2016/11/23 by Martin.Wilson
CIS Fix for FRichCurve
Change 3209083 on 2016/11/23 by Marc.Audy
Don't crash if after an undo the previously selected object no longer exists (4.14.1)
#jira UE-38991
Change 3209085 on 2016/11/23 by Marc.Audy
Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1)
#jira UE-38992
Change 3209124 on 2016/11/23 by Ben.Zeigler
#jira UE-38867 Fix some game mode log messages
From PR #2955
Change 3209231 on 2016/11/23 by Marc.Audy
Auto removal
Change 3209232 on 2016/11/23 by Marc.Audy
GetComponents now optionally can include components in Child Actors
Change 3209233 on 2016/11/23 by Marc.Audy
ParseIntoArray resets instead of empty
Change 3209235 on 2016/11/23 by Marc.Audy
Allow child actor components to be selected in viewports
Fix selection highlight not working on nested child actors
#jira UE-16688
Change 3209247 on 2016/11/23 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194
Change 3209299 on 2016/11/23 by Marc.Audy
Use MoveTemp to reduce some memory churn in graph schema actions
Change 3209347 on 2016/11/23 by Marc.Audy
Don't dispatch a tick function that had been scheduled but has been disabled before being executed.
#jira UE-37459
Change 3209507 on 2016/11/23 by Ben.Zeigler
#jira UE-38185 Keep player controllers in their same order during a seamless travel
From PR #2908
Change 3209882 on 2016/11/24 by Thomas.Sarkanen
Copy-to-array now works with the fast path
Refactored the copy record generation/validation code to be clearer with better seperation of concerns.
Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen).
Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped.
Added tests for fast path validity to EditorTests project. Assets to follow.
#jira UE-34569 - Fast Path gets turned off if you link to multiple input pins
Change 3209884 on 2016/11/24 by Thomas.Sarkanen
File I missed
Change 3209885 on 2016/11/24 by Thomas.Sarkanen
Support assets for fast path tests
Change 3209939 on 2016/11/24 by Benn.Gallagher
Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list
#jira UE-35557
Change 3209941 on 2016/11/24 by Jurre.deBaare
Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly.
#fix make sure that when we delete a sample point we reset the preview base pose
#misc changed how the preview base pose is determined/updated
#jira UE-38733
Change 3209942 on 2016/11/24 by Thomas.Sarkanen
Fixed transactions being made when setting bone space in details panel
Also added reset to defaults to allow easy removal of bone modifications.
#jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction
Change 3209945 on 2016/11/24 by james.cobbett
Test assets for Pose Snapshot Test Case
Change 3210239 on 2016/11/25 by Mieszko.Zielinski
Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4
#jira UE-29415
Change 3210279 on 2016/11/25 by Benn.Gallagher
Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation
#jira UE-38040
Change 3210288 on 2016/11/25 by danny.bouimad
Cleaned up Pose Driver Anim BP's
Change 3210334 on 2016/11/25 by Benn.Gallagher
Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr
#jira UE-22145
Change 3210349 on 2016/11/25 by James.Golding
UE-35783 Fix scrolling in PoseAsset editor panels
Change 3210356 on 2016/11/25 by James.Golding
UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables)
Change 3210357 on 2016/11/25 by Jurre.deBaare
Numeric textbox value label incorrect for aimoffset/blendspaces in grid
#fix change lambda capture type (was referencing local variable)
Change 3210358 on 2016/11/25 by Jurre.deBaare
Crash Generating Proxy Mesh with Transition Screen Size set to 1
#fix 1.0 was not included within the possible range
#jira UE-38810
Change 3210364 on 2016/11/25 by James.Golding
Improve BuildVertexBuffers to use stride and avoid copying colors
Change 3210371 on 2016/11/25 by Jurre.deBaare
You can no longer enable tooltip display when using anim offset
#fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down
#jira UE-38808
It's not clear that the user has to hold shift to preview in blend spaces
#fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value
#jira UE-38711
#misc refactored out some duplicate code :)
Change 3210387 on 2016/11/25 by james.cobbett
Updating test asset
Change 3210550 on 2016/11/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927
Brings IWYU in and required substantial fixups
Change 3210551 on 2016/11/26 by Marc.Audy
Delete empty cpp files
Change 3211002 on 2016/11/28 by Lukasz.Furman
added navigation update on editting volume's brush
#ue4
Change 3211011 on 2016/11/28 by Marc.Audy
Roll back CL# 3210334 as it is causing deadlocks during GC
Change 3211039 on 2016/11/28 by Jurre.deBaare
Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors.
#fix prevent using the wedge map when propagating spline mesh vertex colours
#jira UE-36011
Change 3211053 on 2016/11/28 by Ori.Cohen
Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide
#JIRA UE-38989
Change 3211101 on 2016/11/28 by mason.seay
Adjusting trigger collision so it can't be triggered by projectiles
Change 3211171 on 2016/11/28 by Jurre.deBaare
Previewing outside of Blendspace Graph points causes unexpected weighting
#jira UE-32775
Second Animation Sample added to AimOffset or Blendspace swaps with the first sample
#jira UE-36755
#fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles
- One: fill grid weights to single sample
- Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line
- Colinear: find two closest samples and apply behaviour above
#misc rename variables to make the code more clear and correct
Change 3211491 on 2016/11/28 by Marc.Audy
Provide proper tooltip for GetParentActor/Component
Expose GetAttachParentActor/SocketName to blueprints
De-virtualize Actor GetAttach... functions
#jira UE-39056
Change 3211570 on 2016/11/28 by Lina.Halper
Title doesn't update when asset is being dropped
#jira: UE-39019
Change 3211766 on 2016/11/28 by Ori.Cohen
Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically.
#JIRA UE-36089
Change 3211938 on 2016/11/28 by Mason.Seay
CSV's for testing gameplay tags
Change 3212090 on 2016/11/28 by Ori.Cohen
Expose angular SLERP drive to blueprints
#JIRA UE-36690
Change 3212102 on 2016/11/28 by Marc.Audy
Fix shadow variable issue
#jira UE-39099
Change 3212182 on 2016/11/28 by Ori.Cohen
PR #2902: Fix last collision preset display (Contributed by max99x)
#JIRA UE-38100
Change 3212196 on 2016/11/28 by dan.reynolds
AEOverview Update:
Minor tweaks and fixes
Added Attenuation Curve Tests
Renamed SC to SCLA for Sound Class prefix
WIP SCON (Sound Concurrency)
Change 3212347 on 2016/11/28 by Ben.Zeigler
#jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor
Fix chained tag redirectors to work properly
Const fixes and removed a bad error message spam, and fix rename message
Change 3212385 on 2016/11/28 by Marc.Audy
Avoid duplicate GetWorld() calls
Change 3212386 on 2016/11/28 by Marc.Audy
auto shoo
Change 3213018 on 2016/11/29 by Marc.Audy
Fix shadow variable for real
Change 3213037 on 2016/11/29 by Ori.Cohen
Fix deprecation warnings
Change 3213039 on 2016/11/29 by Marc.Audy
Generalize logic for when a component prevents an Actor from auto destroying
Add forcefeedback component to the components that will hold up the auto destroy of an actor
Change 3213088 on 2016/11/29 by Marc.Audy
Move significance manager out of experimental
Change 3213187 on 2016/11/29 by Marc.Audy
Add InsertDefaulted to mirror options available when Adding
Change 3213254 on 2016/11/29 by Marc.Audy
add auto-complete for showdebug forcefeedback
Change 3213260 on 2016/11/29 by Marc.Audy
Allow systems to inject auto-complete console entries
Change 3213276 on 2016/11/29 by Marc.Audy
add auto-complete entry for showdebug significancemanager
Change 3213331 on 2016/11/29 by James.Golding
Split SkeletalMesh skin weights into their own stream
Remove unused FGPUSkinVertexColor struct
Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool
Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights
Update friendly name for FColorVertexBuffer now it's used by skel mesh as well
Change 3213349 on 2016/11/29 by Ben.Zeigler
Fix tag rename feedback message
Change 3213355 on 2016/11/29 by Ben.Zeigler
#jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome)
Change 3213406 on 2016/11/29 by Ori.Cohen
Make sure body transforms are not set while the physx simulation is running.
#JIRA UE-37270
Change 3213508 on 2016/11/29 by Jurre.deBaare
When performing a merge actor on an actor merging multiple materials certain maps aren't generated
#fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map
#jira UE-38526
Change 3213557 on 2016/11/29 by Ben.Zeigler
#jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away
Change 3213634 on 2016/11/29 by Ori.Cohen
Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor.
Change 3213639 on 2016/11/29 by Ori.Cohen
Fix from nvidia for vehicle suspension exploding when given a bad normal.
#JIRA UE-38716
Change 3213812 on 2016/11/29 by James.Golding
UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead
Change 3213824 on 2016/11/29 by Ori.Cohen
Fix CIS
Change 3213873 on 2016/11/29 by Ori.Cohen
Fix welded bodies not properly computing mass properties.
#JIRA UE-35184
Change 3213950 on 2016/11/29 by Mieszko.Zielinski
Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion
#jira UE-37221
Change 3213951 on 2016/11/29 by Mieszko.Zielinski
Fixed perception system having issue with registering perception listener spawned in sublevels #UE4
#jira UE-37850
Change 3214005 on 2016/11/29 by Ori.Cohen
Fix mass kg override not propagating to blueprint instances.
Change 3214046 on 2016/11/29 by Marc.Audy
Duplicate all instanced subobjects, not just those that are editinlinenew
Make AABrush.Brush instanced rather than export
#jira UE-39066
Change 3214064 on 2016/11/29 by Marc.Audy
Use GetComponents directly where safe instead of copying in to an array
Change 3214116 on 2016/11/29 by James.Golding
Fix tooltip when dragging anim assets onto players
Change 3214136 on 2016/11/29 by Ori.Cohen
Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data
#JIRA UE-35864
Change 3214162 on 2016/11/29 by Mieszko.Zielinski
Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4
#jira UE-12077
Change 3214177 on 2016/11/29 by Marc.Audy
Use correct SocketName (broken in CL#2695130)
#jira UE-39153
Change 3214427 on 2016/11/29 by dan.reynolds
AEOverview Update
Fixed Attenuation tests when overlapping attenuation ranges between streamed levels
Added Sound Concurrency Far then Prevent New testmap
Removed some Sound Concurrency assets
Change 3214469 on 2016/11/29 by dan.reynolds
AEOverview Update
Added Sound Concurrency Test for Stop Farthest then Oldest
Change 3214842 on 2016/11/30 by Jurre.deBaare
LookAt AimOffset in the Anim Graph causes character to explode
#jira UE-38533
#fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime
Change 3214866 on 2016/11/30 by james.cobbett
Updating Pose Snapshot test assets
Change 3214964 on 2016/11/30 by thomas.sarkanen
Added test data for facial animtion curves
Change 3215015 on 2016/11/30 by Jurre.deBaare
When a Aim Offset axis value is edited drastically the preview mesh will be deformed
#fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range
#misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit)
#jira UE-38880
Change 3215029 on 2016/11/30 by Marc.Audy
Fix CIS
Change 3215033 on 2016/11/30 by Marc.Audy
Add a delegate for when new classes are added via hotreload
Change existing hotload class reinstancing delegates to be multicast
Change 3215048 on 2016/11/30 by Jon.Nabozny
Use getKinematicTarget whenever a body is kinematic.
This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics.
#jira UE-37877
Change 3215052 on 2016/11/30 by Marc.Audy
Generalize the volume actor factory logic
Create volume factories when hotreload adds a new volume class
#jira UE-39064
Change 3215055 on 2016/11/30 by Marc.Audy
Probable fix for IOS CIS failure
Change 3215091 on 2016/11/30 by Lina.Halper
Easy alternative fix for blending two curves per bone. For now we just combine.
To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15.
#jira: UE-39182
Change 3215179 on 2016/11/30 by Jurre.deBaare
Preview viewport should only use rendering features supported in project
#fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity
#jira UE-37252
Change 3215189 on 2016/11/30 by Jurre.deBaare
CIS fix
Change 3215326 on 2016/11/30 by Ben.Zeigler
#jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode.
Regression caused by CL #3104976
Change 3215523 on 2016/11/30 by James.Golding
Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash
Change 3215539 on 2016/11/30 by Marc.Audy
Fix failure to cleanup objects in a hidden always loaded sub-level
#jira UE-39139
Change 3215568 on 2016/11/30 by Aaron.McLeran
UE-39197 Delay node of 0.0 causes crash
Change 3215719 on 2016/11/30 by Aaron.McLeran
UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528
Change 3215773 on 2016/11/30 by Aaron.McLeran
PR #2819 : Fixed typo in SoundWave.h
Change 3215828 on 2016/11/30 by James.Golding
PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus)
Change 3215831 on 2016/11/30 by James.Golding
UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode
Change 3215904 on 2016/11/30 by Marc.Audy
Fix significance calculations
Change 3215955 on 2016/11/30 by James.Golding
UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data.
Change 3215959 on 2016/11/30 by James.Golding
Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass
Change 3216057 on 2016/11/30 by Marc.Audy
Don't reset expose on spawn properties when in a PIE world
#jira UE-36771
Change 3216114 on 2016/11/30 by James.Golding
Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files
Change 3216144 on 2016/11/30 by Jon.Nabozny
Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.
InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with.
This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset.
#jira UE-38434
Change 3216148 on 2016/11/30 by Jon.Nabozny
Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling.
Change 3216160 on 2016/11/30 by Aaron.McLeran
Fixing a memory leak in concurrency management
Change 3216164 on 2016/11/30 by James.Golding
Move SkeletalMeshActor code into its own cpp file
Fix CIS for SkeletalMeshComponent.cpp
Change 3216371 on 2016/11/30 by dan.reynolds
AEOverview Update
Minor tweaks
Completed Sound Concurrency Rule Test Maps
Added additional test files
Change 3216509 on 2016/11/30 by Marc.Audy
Fix missing include
Change 3216510 on 2016/11/30 by Marc.Audy
Code cleanup
Change 3216723 on 2016/12/01 by Jurre.deBaare
When clearing a blend sample animation the animation will try and blend to the ref pose
#fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation
#fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error)
#misc weird whitespace changes
#jira UE-39078
Change 3216745 on 2016/12/01 by Jurre.deBaare
- Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised.
- UDN user was hitting a check within the triangle flipping behaviour
#fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle
#fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check
#misc refactored triangle flipping code to make it smaller (more readible)
Change 3216903 on 2016/12/01 by mason.seay
Imported mesh for quick test
Change 3216904 on 2016/12/01 by Jurre.deBaare
CIS Fix
#fix replaced condition by both non-editor as editor valid one
Change 3216998 on 2016/12/01 by Lukasz.Furman
fixed AI slowing down on ramps due to 3D input vector being constrained by movement component
#jira UE-39233
#2998
Change 3217012 on 2016/12/01 by Lina.Halper
Checking in James' fix on drag/drop to replace assets
#code review: James.Golding
#jira: UE-39150
Change 3217031 on 2016/12/01 by james.cobbett
Updating Pose Snapshot Assets. Again.
Change 3217033 on 2016/12/01 by Martin.Wilson
Update bounds on all skel meshes when physics asset is changed
#jira UE-38572
Change 3217181 on 2016/12/01 by Martin.Wilson
Fix imported animations containing a black thumbnail
#jira UE-36559
Change 3217183 on 2016/12/01 by Martin.Wilson
Add some extra debugging code for future animation compression / ddc issues
Change 3217184 on 2016/12/01 by james.cobbett
Fixing a test asset by checking a check box. Sigh.
Change 3217216 on 2016/12/01 by Martin.Wilson
Undo part of CL 3217183. Will need to add this back differently.
Change 3217274 on 2016/12/01 by Marc.Audy
When serializing in an enum tagged property follow redirects
#jira UE-39215
Change 3217419 on 2016/12/01 by james.cobbett
Changes to test assets for more Pose Snapshot tests
Change 3217449 on 2016/12/01 by Aaron.McLeran
Adding new audio setting to disable EQ and reverb.
Hooked up to XAudio2 (for now).
Change 3217513 on 2016/12/01 by Marc.Audy
Improve bWantsBeginPlay deprecation message
Change 3217620 on 2016/12/01 by mason.seay
Updated test assets for HLOD
Change 3217872 on 2016/12/01 by Aaron.McLeran
UEFW-113 Adding master reverb to audio mixer
- Added new submix editor to create new submixes
- Created new default master submixes for reverb and EQ and master submixes
- Fixed a number of minor issues found in auido mixer while working on feature
Change 3218053 on 2016/12/01 by Ori.Cohen
Added mass debug rendering
#JIRA UE-36608
Change 3218143 on 2016/12/01 by Aaron.McLeran
Fixing up reverb to support multi-channel (5.1 and 7.1) configurations.
- Added default reverb send amount
Change 3218440 on 2016/12/01 by Zak.Middleton
#ue4 - Made some static FNames const.
Change 3218715 on 2016/12/02 by james.cobbett
Fixed bug in test asset.
Change 3218836 on 2016/12/02 by james.cobbett
Fixing up test asset
Change 3218884 on 2016/12/02 by james.cobbett
Moar test asset changes
Change 3218943 on 2016/12/02 by Ori.Cohen
Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space
#JIRA UE-35184
Change 3218955 on 2016/12/02 by Marc.Audy
Fix initialization order issues
Remove monolithic includes
Change signature to pass string by const ref
Change 3219149 on 2016/12/02 by Ori.Cohen
Fix SetCollisionObjectType not working on skeletal mesh components
#JIRA UE-37821
Change 3219162 on 2016/12/02 by Martin.Wilson
Fix compile error when blend space on aim offset nodes is exposed as pin
#jira UE-39285
Change 3219198 on 2016/12/02 by Marc.Audy
UEnum::FindValue/IndexByName will now correctly follow redirects
#jira UE-39215
Change 3219340 on 2016/12/02 by Zak.Middleton
#ue4 - Optimized and cleaned up some Actor methods related to location and rotation.
- Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors.
- Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent().
- Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods.
Change 3219482 on 2016/12/02 by Ori.Cohen
Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent.
#JIRA UE-39172
Change 3219676 on 2016/12/02 by Martin.Wilson
Make clearer that ref pose is from skeleton
Change 3219687 on 2016/12/02 by Aaron.McLeran
Supporting multi-channel reverb with automatic downmixing of input to stereo
Change 3219688 on 2016/12/02 by Martin.Wilson
Fix crash when remapping additive animations after skeleton hierarchy change
#jira UE-39040
Change 3219699 on 2016/12/02 by Zak.Middleton
#ue4 - Fix template's use of old GetActorRotation() function.
Change 3219969 on 2016/12/02 by Ben.Zeigler
#jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication
Modified from shelve Zak.Middleton made of PR #1885, after some more testing
Change 3220010 on 2016/12/02 by Aaron.McLeran
Fixing up sound class editor
Change 3220013 on 2016/12/02 by Aaron.McLeran
Deleting monolithic file
Change 3220249 on 2016/12/02 by Aaron.McLeran
Changing reverb settings parameter thread sync method
- Switching to a simple ring buffer rather than using a crit sect
Change 3220251 on 2016/12/02 by Aaron.McLeran
Removing hard-coded audio mixer module name for the case when using -audiomixer argument,
-added new entry to ini file that allows you to specify the audio mixer module name used for the platform.
Change 3221118 on 2016/12/05 by Jurre.deBaare
Back out changelist 3220249 to fix CIS
Change 3221363 on 2016/12/05 by Martin.Wilson
Change slot node category from Blends to Montage
Change 3221375 on 2016/12/05 by Jon.Nabozny
Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set.
#jira UE-39325
Change 3221402 on 2016/12/05 by Jon.Nabozny
Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path.
#jira UE-33562
Change 3221441 on 2016/12/05 by Thomas.Sarkanen
Fixed crash when reimporting a mesh when a different animation was open
#jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents
Change 3221473 on 2016/12/05 by Marc.Audy
Get rid of auto.
Use GetComponents directly instead of copying in to temporary arrays
Change 3221584 on 2016/12/05 by Jon.Nabozny
Fix CIS for Mac builds from CL-3221375
Change 3221631 on 2016/12/05 by Martin.Wilson
Possible fix for rare marker sync crash on live servers
#jira UE-39235
#test ai match, animation seemed fine, no crashes
Change 3221660 on 2016/12/05 by mason.seay
Resubmitting to add Viewport Bookmark
Change 3221683 on 2016/12/05 by Mieszko.Zielinski
Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4
#jira UE-30355
Change 3221750 on 2016/12/05 by Jon.Nabozny
Real CIS fix.
Change 3221917 on 2016/12/05 by Jon.Nabozny
Fix CIS for real this time.
Change 3222370 on 2016/12/05 by mason.seay
Start of Gameplay Tag testmap
Change 3222396 on 2016/12/05 by Aaron.McLeran
UEFW-44 Implementing EQ master submix effect for audio mixer
- New thread safe param setting temlate class (for setting EQ and Reverb params)
- Hook up reverb submix effect to source voices
- Implementation of FBiquad for biquad filter coefficients and audioprocessing
- Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once
- Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type
Change 3222425 on 2016/12/05 by Aaron.McLeran
Checking in missing files
Change 3222429 on 2016/12/05 by Aaron.McLeran
Last missing file!
Change 3222783 on 2016/12/05 by Jon.Nabozny
Update SkelMeshScaling map.
Change 3223173 on 2016/12/06 by Martin.Wilson
Fix crash in thumbnail rendering when creating a new montage
#jira UE-39352
Change 3223179 on 2016/12/06 by Marc.Audy
auto/NULL cleanup
Change 3223329 on 2016/12/06 by Marc.Audy
Fix (hard to explain) memory corruption
#jira UE-39366
Change 3223334 on 2016/12/06 by Jon.Nabozny
Add HasBeenInitialized check inside AActor::InitializeComponents
Change 3223340 on 2016/12/06 by Jon.Nabozny
Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid.
#jira UE-39238
Change 3223372 on 2016/12/06 by Marc.Audy
Probably fix HTML5 CIS failure
Change 3223511 on 2016/12/06 by Jon.Nabozny
Fix Mac CIS shadow warning
Change 3223541 on 2016/12/06 by Lukasz.Furman
fixed missing NavCollision data in static meshes
#jira UE-39367
Change 3223672 on 2016/12/06 by Ben.Zeigler
#jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button
Remove unnecessary code from both customizations
Change 3223751 on 2016/12/06 by Marc.Audy
Properly remove components from their owner when manipulating through editinlinenew properties
#jira UE-30548
Change 3223831 on 2016/12/06 by Ben.Zeigler
#jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled
#jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children
Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive
Add Tag Source to tooltip in management mode
Fix RequestGameplayTagChildrenInDictionary to work properly
Change 3223862 on 2016/12/06 by Marc.Audy
Hide deprecated attach functions for all games not just Paragon
Change 3224003 on 2016/12/06 by Marc.Audy
Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way.
#jira UE-39207
Change 3224602 on 2016/12/07 by Jurre.deBaare
Crash on creating LODs with Medic
#fix Added clamp for UVs -1024 to 1024
#jira UE-37726
Change 3224604 on 2016/12/07 by Jurre.deBaare
Fix for incorrect normal calculation in certain circumstances
#fix Make sure we propagate the matrices to samples after we (re)calculated normals
#fix Conditionally swap/inverse the vertex data buffers instead of always
#fix Set preview mesh for alembic import animation sequences
#misc removed commented out code and added debug code
Change 3224609 on 2016/12/07 by Jurre.deBaare
Alembic Import Issues (skeletal) w. UVs and smoothing groups
#fix Changed the way we populate smoothing group indices for alembic caches
#misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences
#jira UE-36412
Change 3224783 on 2016/12/07 by James.Golding
Support per-instance skeletal mesh vertex color override
Change 3224784 on 2016/12/07 by James.Golding
Add skelmesh vert color override map. Fix my vert color material to work on skel mesh.
Change 3225131 on 2016/12/07 by Jurre.deBaare
Crash when baking matrix animation when importing an alembic file as skeletal
#fix condition whether or not to apply matrices had not been moved over in previous change
#jira UE-39439
Change 3225491 on 2016/12/07 by Lina.Halper
- Morphtarget fix on the first frame
#jira: UE-37702
Change 3225597 on 2016/12/07 by mason.seay
Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting
Change 3225758 on 2016/12/07 by Aaron.McLeran
UE-39421 Fix for sound class graph bug
Change 3225957 on 2016/12/07 by Ben.Zeigler
#jira UE-39433 Fix crash with mass debug data
Change 3225967 on 2016/12/07 by Lina.Halper
Fix not removing link up cache when removed.
#jira: UE-33738
Change 3225990 on 2016/12/07 by Ben.Zeigler
#jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues
Change 3226123 on 2016/12/07 by Aaron.McLeran
Fix for sound class asset creation from within the sound class graph
Change 3226165 on 2016/12/07 by mason.seay
Replaced skelmesh gun with static mesh cube
Change 3226336 on 2016/12/07 by Aaron.McLeran
Fixing up sound class replacement code.
If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them
Change 3226701 on 2016/12/08 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613
Change 3226710 on 2016/12/08 by Jurre.deBaare
Fix for alembic import crash
#misc update num mesh samples and take into account user set start frame in case of skipping preroll frames
Change 3226834 on 2016/12/08 by Jurre.deBaare
Fix for incorrect matrix samples being applied during Alembic cache importing
#fix Change way we loop through samples and determine correct matrix and mesh sample indices
Change 3227330 on 2016/12/08 by Jurre.deBaare
Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error
#UE-39499
#fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad
#misc corrected socket name output, removed unnecessary nullptr check
Change 3227575 on 2016/12/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387
Change 3227602 on 2016/12/08 by Marc.Audy
Copyright 2016 to 2017 updates for new Framework files
[CL 3227721 by Marc Audy in Main branch]
#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]
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182087 on 2016/11/01 by Lina.Halper
PR #2328: fix morph target weight application order. (Contributed by tmiv)
- changed order of morphtarget application to be animation and THEN SetMorphTarget
- made sure you could clear the weight also if SetMorphTarget to be 0.f
#jira: UE-29999
Change 3182090 on 2016/11/01 by Lina.Halper
Fix issue where import doesn't display any message when import type hasn't been detected
Change 3182123 on 2016/11/01 by Wes.Hunt
ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.
Change 3182177 on 2016/11/01 by Lina.Halper
Fix not being able to modify Joint Target Location in detail panel
#jira: UE-30900
Change 3182181 on 2016/11/01 by Ben.Zeigler
Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
Some header cleanup
Change 3182876 on 2016/11/02 by Danny.Bouimad
Moving files
Change 3182912 on 2016/11/02 by Thomas.Sarkanen
Added access to the viewport client from IPersonaViewport
Allows systems to hook into the state of the client.
#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails
Change 3182927 on 2016/11/02 by Thomas.Sarkanen
Initially select current asset in the asset family shortcut bar dropdown
#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does
Change 3182970 on 2016/11/02 by Lukasz.Furman
CIS fix for gameplay debugger
copy of CL# 3165005
Change 3183123 on 2016/11/02 by Mieszko.Zielinski
Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4
Change 3183310 on 2016/11/02 by Jurre.deBaare
Blendspace changes:
- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
- Re-ordered blendspace.h/cpp
- const correctness where possible
- Removed unused code paths
- Wrapped non-runtime code paths in WITH_EDITOR
Blendspace editor refactor:
- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
- New Grid Widget class
- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)
Change 3183344 on 2016/11/02 by James.Golding
UEFW-181 : Move PhysX vehicle support to a plugin
- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs
Change 3183351 on 2016/11/02 by Ben.Zeigler
Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry
Change 3183354 on 2016/11/02 by Ben.Zeigler
Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved
Change 3183383 on 2016/11/02 by Thomas.Sarkanen
Persona camera fixes
Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).
#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor
Change 3183409 on 2016/11/02 by Jon.Nabozny
#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.
#jira UE-35660
Change 3183625 on 2016/11/02 by James.Golding
Hopeful fix for Mac CIS issue in PhysXVehiclesEditor
Change 3183652 on 2016/11/02 by Ben.Zeigler
Fix issue where commonly replicated tags didn't work if load from ini was turned off.
Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.
Change 3183856 on 2016/11/02 by Richard.Hinckley
#jira UEDOC-4006
Editing GameMode and GameState documentation (in Framework branch).
Change 3183902 on 2016/11/02 by Mieszko.Zielinski
Fixed EQS debug drawing not showing item labels #UE4
Proper implementation of CL#3183899
#jira UE-38122
Change 3183996 on 2016/11/02 by Jon.Nabozny
Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.
Change 3184129 on 2016/11/02 by Ben.Zeigler
#jira UE-38022 Move GameplayAbilities to a plugin.
Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object
Change 3184130 on 2016/11/02 by Ben.Zeigler
Internal game fixups for moving gameplayabilities to a plugin
Change 3184469 on 2016/11/02 by Ben.Zeigler
Change abilities plugin to be more obviously unsupported
Change 3184565 on 2016/11/02 by dan.reynolds
AEOverview update with HRTF test map
Change 3184800 on 2016/11/03 by Thomas.Sarkanen
Added "Show Selected and Parents" to bone display options
Also fixed mis-named menu section.
#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport
Change 3184810 on 2016/11/03 by James.Golding
Remove WoflPlat PhysX 3.3 and Apex 1.3 files
Change 3184817 on 2016/11/03 by Thomas.Sarkanen
Added facial animation support
Added curve table to sound wave (internal or external). Added UI support for manipulating these.
Improved curve table editor.
- Editor can now display curves as well as tables.
- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).
Added curve source interface.
Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.
Added bulk importer plugin.
This imports audio & FBX files and builds cuirve data into SoundWave assets.
- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
- Added new support for importing curves to a curve table.
Added preview of audio to Persona.
- Added display, filtering and playback of sound waves from the anim sequence browser.
- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
- Persona now uses an Actor rather than disparate components.
- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.
#jira UEFW-7 - Routing Sound Curves to AnimBP
#jira UEFW-5 - Support importing curves
#jira UE-37950 - Spawn preview actor in animation editor
Change 3184837 on 2016/11/03 by James.Golding
PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
#jira UE-37978
Change 3184847 on 2016/11/03 by Thomas.Sarkanen
Fixed editor shutdown crash
Dont try to save config when UObjects are all gone.
Change 3184853 on 2016/11/03 by James.Golding
Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.
Change 3184884 on 2016/11/03 by Thomas.Sarkanen
Anim Blueprint thread safety is now checked in the compiler
Added new metadata keys for classes and functions to describe their thread safety.
Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.
#doc Added link to new section of AnimGraph page, which may benefit from images etc.
#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.
Change 3184886 on 2016/11/03 by Thomas.Sarkanen
Content fixes for anim BP thread safety warnings
Ocean:
Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.
Odin:
Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.
Fortnite:
Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh
Change 3184894 on 2016/11/03 by Thomas.Sarkanen
Fix Mac CIS
Change 3184951 on 2016/11/03 by Thomas.Sarkanen
Fix CIS warning on clang platforms
Change 3185176 on 2016/11/03 by James.Golding
Hopeful fix for building PhysXVehicles plugin for mac
Change 3185289 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:
-Addition of a tag with comments and a specific INI location
-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array
Change 3185331 on 2016/11/03 by Marc.Audy
Remove duplicated condition from if
Change 3185426 on 2016/11/03 by James.Golding
Another attempt at fixing mac builds of PhysXVehicles plugin
Change 3185487 on 2016/11/03 by James.Golding
- Remove TireType assets from templates/sample, add TireConfigs instead
- Make deprecated vehicle vars visible (but not editable), to help converting content
- Change icon for PhysX vehicle plugin
Change 3185520 on 2016/11/03 by James.Golding
Trying yet again to fix Mac CIS!
Change 3185542 on 2016/11/03 by Ben.Zeigler
#jira UE-34086
Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent
#jira UE-35652
Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate
Change 3185570 on 2016/11/03 by Marc.Audy
Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
Remove some autos
Change 3185749 on 2016/11/03 by dan.reynolds
AEOverview test map addition: testing Virtual Voice
Change 3185946 on 2016/11/03 by dan.reynolds
AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps
Change 3185972 on 2016/11/03 by Lina.Halper
Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser
#jira: UE-31890
#code review: Thomas.Sarkanen
Change 3186043 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback
-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
-Tags with comments will now display both their name and their comment in tooltips
Change 3186207 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names
Change 3186321 on 2016/11/03 by Dan.Reynolds
Removed deprecated test asset (BP_ProceduralSoundWaveTest)
Change 3186740 on 2016/11/04 by Thomas.Sarkanen
Removed FPersona and supporting classes
Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).
#jira UEFW-222 - Remove FPersona
Change 3186741 on 2016/11/04 by Thomas.Sarkanen
Fix non-unity builds
Change 3186755 on 2016/11/04 by Thomas.Sarkanen
Prevent adding keys to read-only curves in curve tables
Lock off the shift-LMB shortcut to add keys
#jira UE-38210 - Crash trying to add a key to a curve table in curve view
Change 3186798 on 2016/11/04 by James.Golding
UE-37503 - Add FHitResult output to K2_LineTraceComponent
Change 3186800 on 2016/11/04 by James.Golding
- Remove deprecated collision functions in KismetSystemLibrary
- Remove _NEW from collision function names, add redirectors
- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)
Change 3186989 on 2016/11/04 by James.Golding
Fix CIS fail in Fortnte
Change 3187081 on 2016/11/04 by Wes.Hunt
EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125
Change 3187135 on 2016/11/04 by Jurre.deBaare
Fix for incorrect framework version in blendspace serialization code.
Change 3187682 on 2016/11/04 by Ben.Zeigler
#jira UE-38289 Fix crash when replicated tag array is empty
Change 3188113 on 2016/11/05 by Mieszko.Zielinski
Removed a bunch of deprecated AI module functions #UE4
Cut-off point at v4.10
Change 3188119 on 2016/11/05 by Mieszko.Zielinski
Deprecated AI functionality removal fallout fixes #UE4
Change 3188121 on 2016/11/05 by Mieszko.Zielinski
PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)
Did some massaging on change.
#jira UE-37685
Change 3188122 on 2016/11/05 by Mieszko.Zielinski
Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4
Change 3188442 on 2016/11/07 by James.Golding
Check in trace debug draw test map
Change 3188463 on 2016/11/07 by james.cobbett
Submitting Pose Snapshot test map and asset
Change 3188618 on 2016/11/07 by Thomas.Sarkanen
Expanded pose snapshot system
Allows poses to be stored in variables.
Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.
#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)
Change 3188619 on 2016/11/07 by Thomas.Sarkanen
Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h
Change 3188642 on 2016/11/07 by Thomas.Sarkanen
Added new test for pose variables
Change 3188716 on 2016/11/07 by Ben.Zeigler
#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file
Change 3189020 on 2016/11/07 by dan.reynolds
Added a test map for Audio Volume Ambient Zone test for Play Sound at Location
AVOverviewAZPlaySoundAtLocation
Change 3189188 on 2016/11/07 by Jon.Nabozny
Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.
#jira UE-36607
Change 3189199 on 2016/11/07 by Jon.Nabozny
Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.
#jira UE-33038
Change 3189271 on 2016/11/07 by Aaron.McLeran
UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module
- Fixups for removals
- Several bug fixes for sound classes
Change 3189450 on 2016/11/07 by Aaron.McLeran
Fixes for facial animation playback progress
- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.
Change 3189507 on 2016/11/07 by Wes.Hunt
* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
* Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
* Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802
* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
* Removed GetUniqueDeviceId code from LauncherInstaller.
* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
* Removed DeviceID from SessionStart analytics event.
#FYI: justin.sargent, Chris.Wood, Wes.Fudala
* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.
Change 3190032 on 2016/11/08 by Wes.Hunt
Fix a few places I forgot to deprecate regarding GetMacAddress.
Change 3190107 on 2016/11/08 by Wes.Hunt
Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.
Change 3190326 on 2016/11/08 by Aaron.McLeran
Fixing CIS build warning
Change 3190495 on 2016/11/08 by Jon.Nabozny
Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.
#jira UE-37512
Change 3190566 on 2016/11/08 by Martin.Wilson
Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)
#jira UE-27323
Change 3190631 on 2016/11/08 by Martin.Wilson
Fix notify validation not triggering when using set time/set frame context menu options
#jira UE-37857
Change 3190666 on 2016/11/08 by Martin.Wilson
Add info about anim instance to additive warning
#jira UE-35930
Change 3191290 on 2016/11/09 by Thomas.Sarkanen
Fix skeleton tree selection disappearing when filtering changes
Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)
Split SSkeletonTree into multiple files
Items now derive from the common base class ISkeletonTreeItem.
New skeleton tree item RTTI added modlled on the drag/drop RTTI.
Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
Item selection is now preserved on filter change.
Filtering now (optionally) keeps the hierarchy in place.
#jira UE-31017 - Skeleton Selection is Lost When Changing Filters
Change 3191325 on 2016/11/09 by Thomas.Sarkanen
Fix clang CIS
Change 3191344 on 2016/11/09 by Thomas.Sarkanen
More clang CIS fixes
Change 3191345 on 2016/11/09 by Thomas.Sarkanen
CIS fix: Missed another enum fwd declaration
Change 3191374 on 2016/11/09 by Thomas.Sarkanen
Remove 4.11 deprecated functions from animation systems
Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).
#jira UE-35748 - Clean up 4.11 Deprecated functions
Change 3191375 on 2016/11/09 by Thomas.Sarkanen
Fixup Orion hero instance after deprecation
Change 3191739 on 2016/11/09 by Marc.Audy
PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.
Change 3191827 on 2016/11/09 by Marc.Audy
Raw Input plugin allowing support of steering wheels and flightsticks
#jira UEFW-237
Change 3191828 on 2016/11/09 by Ben.Zeigler
#jira UE-38384 Comment cleanup for gameplay tag library
Change 3191889 on 2016/11/09 by Ben.Zeigler
#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
If a settings file does not yet exist on disk, also try adding to source control after writing it
Change 3191911 on 2016/11/09 by Marc.Audy
Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
#jira UEFW-237
Change 3191915 on 2016/11/09 by Marc.Audy
Provide useful tooltips for raw input setting properties
#jira UEFW-237
Change 3192039 on 2016/11/09 by dan.reynolds
AEOverview Update
- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap
- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes
Change 3192059 on 2016/11/09 by Martin.Wilson
Fix montage thumbnail rendering with ref pose
#jira UE-35578
Change 3192065 on 2016/11/09 by Martin.Wilson
Widen bone reference widget to give a better view of the name and added full name to tooltip
#jira UE-36264
Change 3192217 on 2016/11/09 by Martin.Wilson
Auto selected current bone when opening bone reference tree
#Jira UE-36264
Change 3192332 on 2016/11/09 by Marc.Audy
Fix RawInput compiling when WITH_EDITOR is false
#jira UE-38433
Change 3193061 on 2016/11/10 by Thomas.Sarkanen
Marked facial animation plugin & component as experimental/beta
Change 3193072 on 2016/11/10 by Martin.Wilson
Correct reference skeleton fix up order
Change 3193112 on 2016/11/10 by Danny.Bouimad
Pesudo hair asset usintphat for testing
Change 3193243 on 2016/11/10 by Martin.Wilson
Fix removal of USkeleton bone tree entries
#Jira UE-37363
Change 3193249 on 2016/11/10 by Marc.Audy
Raw input compile fixes:
Fix additional not with_editor compile issues
Fix static analysis warnings
#jira UE-38433
Change 3193558 on 2016/11/10 by Martin.Wilson
Move "Number of Curves" label creation to attribute so that it updates dynamically
#jira UE-26767
Change 3193664 on 2016/11/10 by Marc.Audy
PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
#jira UE-38436
Change 3193719 on 2016/11/10 by Lukasz.Furman
fixed vertical jitter in replicated NavWalking movement
#jira UE-33260
Change 3193802 on 2016/11/10 by Marc.Audy
Remove some autos, fix NULL to nullptr, call GetWorld just once
Change 3193809 on 2016/11/10 by Marc.Audy
Fix Mac CIS compile error
#jira UE-38501
Change 3194053 on 2016/11/10 by Aaron.McLeran
Fixed crash on shutdown when using audio mixer
- Switching audio mixer to use a runnable thread rather than async tasks
- Fixed issue where audio buffers weren't taking ownership of wave data
Change 3194057 on 2016/11/10 by Aaron.McLeran
Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.
- Added support for 8 channel source files.
Change 3194070 on 2016/11/10 by Aaron.McLeran
Fixing stupid compile error
Change 3194779 on 2016/11/11 by Jon.Nabozny
Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
Missed the '=true' portion.
Change 3194967 on 2016/11/11 by Mieszko.Zielinski
PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)
#jira UE-38443
#jira UE-30906
Change 3195741 on 2016/11/11 by Ben.Zeigler
#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures
Change 3196655 on 2016/11/14 by Marc.Audy
Remove pointless remove/adds from Odin DefaultEngine.ini.
This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
#jira UE-38562
Change 3196678 on 2016/11/14 by Lukasz.Furman
pass on gameplay debugger's EQS category
copy of CL# 3195071, 3195152, 3196617 with local fixes
Change 3196700 on 2016/11/14 by Ben.Zeigler
#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows
Change 3196719 on 2016/11/14 by Thomas.Sarkanen
Added extra output to anim BP compiler when a blueprint function call is used
This allows us to give more info to users when unsafe things (like blueprint functions) are used.
Change 3196799 on 2016/11/14 by Jurre.deBaare
Fix for blendspace tooltip crash
#fix Check before dereferencing animation ptr on samples :)
Change 3196971 on 2016/11/14 by Lukasz.Furman
replaced hardcoded value for pathfollowing's focal point distance with a parameter
#ue4
Change 3196994 on 2016/11/14 by Marc.Audy
Slightly improve performance of boolean check
Change 3197768 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP
- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)
- Added Categorization menu to Main staging map to help sorting maps by category
- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.
Change 3197782 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP
Change 3197801 on 2016/11/14 by dan.reynolds
AEOverviewMain Stage 2 WIP:
- Added Select All Buttom to select all loaded menu items
Change 3197988 on 2016/11/15 by Thomas.Sarkanen
Add the ability to use incompatible meshes with snapshots
We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.
#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies
Change 3198062 on 2016/11/15 by Thomas.Sarkanen
Disabled threaded update on various anim blueprints to remove cook warnings
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198071 on 2016/11/15 by Thomas.Sarkanen
Fix default values not being available to change post anim BP compilation
Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).
#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected
Change 3198082 on 2016/11/15 by Jurre.deBaare
CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
#fix UI and ClampMin to 1
#jira UE-38587
Change 3198138 on 2016/11/15 by Thomas.Sarkanen
Expose montage functions to Blueprint
Made sure to flag appropriate functions as not thread safe.
Also const-corrected a few functions that should be.
Github #2918: Blueprint Callable Montage Set/Get Position
#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position
Change 3198141 on 2016/11/15 by Jurre.deBaare
Crash from generated Merged Actor with no created lightmap UV
#fix Always flag UV channel 0 to be occupied
#jira UE-38520
Change 3198420 on 2016/11/15 by Thomas.Sarkanen
Move thread-safety check flags to the UAnimBlueprint
Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198485 on 2016/11/15 by Thomas.Sarkanen
Properly fix compile-on-load/cook warnings about anim blueprint thread safety
Content only re-save.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198622 on 2016/11/15 by Ben.Zeigler
#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature
[CL 3198987 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3136629 on 2016/09/22 by Marc.Audy
bye bye auto
Change 3136631 on 2016/09/22 by Marc.Audy
Allow objects to be marked as duplicate transient or non PIE duplicate transient
ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
#jira UE-35680
Change 3136636 on 2016/09/22 by Marc.Audy
ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints
Component Activate/Deactivate events now provide component as a property
#jira UE-35191
Change 3136640 on 2016/09/22 by Marc.Audy
Expose bReplicates to blueprint component properties
#jira UE-34433
Change 3136709 on 2016/09/22 by Ori.Cohen
Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.
#JIRA UE-36234
Change 3136710 on 2016/09/22 by Ori.Cohen
Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.
#JIRA UE-35899
Change 3136770 on 2016/09/22 by Marc.Audy
Fix compile error
Change 3136854 on 2016/09/22 by Marc.Audy
Sprite components need to be text export transient
#jira UE-36064
Change 3136926 on 2016/09/22 by Ori.Cohen
Fix ensure when skeletal mesh bodies have no collision.
Change 3137054 on 2016/09/22 by Aaron.McLeran
PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)
Change 3137058 on 2016/09/22 by Aaron.McLeran
PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)
Change 3137060 on 2016/09/22 by Aaron.McLeran
UE-36336 Fixing A3D for mono/2D sounds
- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
- Fixing A3D mono sources from failing after a time
Change 3137066 on 2016/09/22 by Aaron.McLeran
Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0
Change 3137098 on 2016/09/22 by dan.reynolds
AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.
Change 3137132 on 2016/09/22 by Aaron.McLeran
PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)
Change 3137175 on 2016/09/22 by Aaron.McLeran
Fixing compile error with PhysXCollision.cpp from CL 3136710
Change 3137540 on 2016/09/23 by Thomas.Sarkanen
Fixed crash when generating LODs automatically for skeletal meshes
Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.
#jira UE-36253 - Crash applying LOD changes in Persona
Change 3137720 on 2016/09/23 by Thomas.Sarkanen
Changed asset shortcut bar to display asset names & reworked padding
#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text
Change 3137761 on 2016/09/23 by Martin.Wilson
Fix typo in root motion from everything accumulation code
Change 3137877 on 2016/09/23 by Thomas.Sarkanen
Fixed undo/redo forcing skeletal meshes into t-pose
Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.
#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function
Change 3137885 on 2016/09/23 by Benn.Gallagher
Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
#jira UE-35151
Change 3137888 on 2016/09/23 by Benn.Gallagher
Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
#jira UE-24860
Change 3137889 on 2016/09/23 by Benn.Gallagher
Fixed transform and widget inconsistencies in IK edit mode
#jira UE-20628
Change 3137890 on 2016/09/23 by Jurre.deBaare
Alembic Cached Geometry Does Not Display in Stand Alone Game
#fix required to force load the GeometryCache module during runtime
#jira UE-36187
Change 3137892 on 2016/09/23 by Jurre.deBaare
Geometry cache playback should work in sequencer
#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
#jira UE-35447
Change 3137893 on 2016/09/23 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
#jira UE-35091
Change 3137894 on 2016/09/23 by Jurre.deBaare
Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
#misc added a new check + message in case this occurs again
#jira UE-36059
Change 3137938 on 2016/09/23 by Jurre.deBaare
Alembic Importing with Incorrect UV's
#fix adding option for flipping UVs on import
#jira UE-36190
Alembic import axis not aligned correctly
#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
#jira UE-35510
Change 3137949 on 2016/09/23 by Jurre.deBaare
Frame range importing causes confusion during Alembic importing
#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
#misc changed settings UI listview layout (extra columns and resized old ones)
#jira UE-35498
Change 3137994 on 2016/09/23 by Martin.Wilson
Fix for creating an empty state when dragging a montage into a state machine graph
#jira UE-33371
Change 3138103 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
Change 3138104 on 2016/09/23 by Aaron.McLeran
UE-35392 Copy pasting local node into separate project crashes the engine
Change 3138224 on 2016/09/23 by Aaron.McLeran
UE-36312 Fixing sound node distance cross fade for case of looping sounds
- Adding a check for wave instance count to account for virtualized sounds (one-shots)
Change 3138666 on 2016/09/23 by Ben.Zeigler
#UEFW-204 Add more comprehensive gameplay tag tests
Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon
Change 3138779 on 2016/09/23 by Marc.Audy
Get rid of pointless casts
Change 3138782 on 2016/09/23 by Marc.Audy
remove some GWorlds
Change 3139701 on 2016/09/26 by Jurre.deBaare
Assert failed on GemetryCache for PS4 package
#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
#jira UE-36392
Change 3139704 on 2016/09/26 by Jurre.deBaare
Fix for -1 begin frame
#fix do the max as an signed int, to make sure we don't wrap around
Change 3139748 on 2016/09/26 by Benn.Gallagher
PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)
Moved the definition of the boundary to a FPhysScene class static
Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary
#jira UE-35736
Change 3139903 on 2016/09/26 by Benn.Gallagher
Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
#jira UE-34366
Change 3140409 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
copy of CL# 3140399
Change 3140516 on 2016/09/26 by dan.reynolds
AEOverview Map Update - Ambient Zone + Focus Test
Change 3140526 on 2016/09/26 by Jon.Nabozny
#rn Fixed CanJump inconsistencies with previous versions.
Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
jump count and hold time were compared in CanJump.
#jira UE-35524, UE-35582
Change 3140745 on 2016/09/26 by dan.reynolds
AEOverview Test Map Update + Occlusion Test
Change 3140839 on 2016/09/26 by dan.reynolds
AEOverview - minor updates
Change 3141101 on 2016/09/27 by Thomas.Sarkanen
Preview scene worlds now render correctly
Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
Fixed up UT cases where this was being used.
FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.
#jira UE-22883 - Using FPreviewScenes in-game for scene captures
Change 3141106 on 2016/09/27 by Thomas.Sarkanen
Column toggling improvements
Column toggle menu now does not close when items are selected.
This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
Also allowed columns to be hidden by default for specific use cases (like the sequence browser).
#jira UE-35818 - Anim asset browser column picker should stay up
Change 3141131 on 2016/09/27 by Thomas.Sarkanen
Fix CIS warnings
Fallout from preview world changes
Change 3141143 on 2016/09/27 by Jurre.deBaare
Fix for CIS errors
Change 3141235 on 2016/09/27 by Thomas.Sarkanen
Fix offset of Persona floor mesh when auto-alignment is enabled
When auto alignment was disabled, the offset wasnt getting taken into account.
#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled
Change 3141327 on 2016/09/27 by Marc.Audy
Ensure that the client side AttachChildren array remains accurate
#jira UE-26025
Change 3141474 on 2016/09/27 by mason.seay
Updating test map name and moving PlayerStart
Change 3141501 on 2016/09/27 by Benn.Gallagher
Loading time improvements for destructibles from Nvidia
Updated to use new framework custom version instead of global object version
Fixed usage of TArray to enable correct loading and saving of the cached data.
#jira UE-29680
Change 3141889 on 2016/09/27 by Marc.Audy
Fix DestructibleMesh when WITH_APEX is 0
#jira UE-36484
Change 3142034 on 2016/09/27 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971
Change 3142131 on 2016/09/27 by Ori.Cohen
Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.
#JIRA UE-36381
Change 3142154 on 2016/09/27 by Ori.Cohen
Fix build, ModuleCachedData instead of NxApexModuleCachedData
Change 3142159 on 2016/09/27 by mason.seay
Blueprint for testing Child Actor Templates
Change 3142255 on 2016/09/27 by Jon.Nabozny
Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.
#jira UE-35199, UE-35197, UE-35201
Change 3142717 on 2016/09/27 by dan.reynolds
AEOverview Update + Sound Class Test
Change 3142764 on 2016/09/27 by Marc.Audy
Fix Ocean deprecation warnings
Change 3142962 on 2016/09/28 by Thomas.Sarkanen
Fixed bounds calculations for local camera animations
Correctly calculated bounds as local to the initial transform in the track.
Implemented suggested fixes from UDN user chhaddon (The Coalition).
#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true
Change 3143007 on 2016/09/28 by Martin.Wilson
Added virtual bones to USkeleton
API Breaking change:
-Added USkeleton pointer to RemoveBonesByName
-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead
#jira UEFW-81
Change 3143040 on 2016/09/28 by James.Golding
Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
Fix up game projects to compile in Shipping/Test after this change
PR #2757: (Contributed by projectgheist)
#jira UE-35488
Change 3143046 on 2016/09/28 by James.Golding
Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)
Change 3143047 on 2016/09/28 by James.Golding
PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
#jira UE-35142
Change 3143050 on 2016/09/28 by Martin.Wilson
Update DDC key as some animation have stale data
Change 3143088 on 2016/09/28 by Martin.Wilson
CIS Fixes for Ocean after FReferenceSkeleton changes
Change 3143090 on 2016/09/28 by Benn.Gallagher
Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
#jira UE-36482
Change 3143091 on 2016/09/28 by Thomas.Sarkanen
Fix play/pause keyboard shortcut toggle in Persona based editors
Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
Added the ability for FEdModes to specify whether they can use a widget mode.
Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).
#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused
Change 3143100 on 2016/09/28 by James.Golding
UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown
Change 3143107 on 2016/09/28 by Martin.Wilson
Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us
#jira UE-34431
Change 3143125 on 2016/09/28 by Jurre.deBaare
PR #2749: Fix blend space triangulation (Contributed by tmiv)
Change 3143225 on 2016/09/28 by Jurre.deBaare
Mesh/material merging basic test files
Change 3143235 on 2016/09/28 by Martin.Wilson
Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section
#jira UE-35929
Change 3143312 on 2016/09/28 by Marc.Audy
Don't globally reregister components, globally recreate render state instead when force deleting assets
Fixes crash force deleting a blueprint with a child actor component in it from the content browser
Change 3143340 on 2016/09/28 by Mieszko.Zielinski
Improved consistency of loudness usage in AISense_Hearing #UE4
Change 3143359 on 2016/09/28 by Marc.Audy
Fix spelling error in comment
Change 3143372 on 2016/09/28 by Jurre.deBaare
HLOD meshes are causing degenerate triangles
#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
#jira UE-34336
Change 3143420 on 2016/09/28 by Mieszko.Zielinski
Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4
Change 3143421 on 2016/09/28 by Martin.Wilson
Allow reading on animation sequence length in blueprints
#jira UE-34168
Change 3143455 on 2016/09/28 by James.Golding
Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions
Change 3143518 on 2016/09/28 by Jurre.deBaare
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
#misc set texture sampling for HLOD proxy base material to clamp
#jira UE-35221
Change 3143542 on 2016/09/28 by James.Golding
Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
Fix comment
Enable by default for FN
Change 3143543 on 2016/09/28 by Benn.Gallagher
Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.
Change 3143556 on 2016/09/28 by Aaron.McLeran
UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE
Change 3143566 on 2016/09/28 by Benn.Gallagher
Readded early out alongside new ensure for catching bad preFilter shapes
Change 3143568 on 2016/09/28 by Marc.Audy
Fix deprecation warnings in UT
Change 3143572 on 2016/09/28 by Jurre.deBaare
More test content for mesh/material merging
Change 3143581 on 2016/09/28 by Jurre.deBaare
More content :D
Change 3143585 on 2016/09/28 by Jurre.deBaare
Geometry cache cleaning
#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
#misc cleaning out unecessary code
Change 3143594 on 2016/09/28 by Marc.Audy
Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
#jira UE-36511
Change 3143658 on 2016/09/28 by Marc.Audy
RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
#jira UE-36553
Change 3143776 on 2016/09/28 by Marc.Audy
Properly reinstance child actor templates when using the fast reinstancing path
#jira UE-36516
Change 3143896 on 2016/09/28 by Ori.Cohen
Remove UPROPERTY on aggregate threshold which is always read from the physics settings.
Change 3144022 on 2016/09/28 by Ben.Zeigler
Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system
Change 3144252 on 2016/09/28 by mason.seay
More blueprints for child actor template testing
Change 3144262 on 2016/09/28 by Mason.Seay
Deleting assets
Change 3144283 on 2016/09/28 by dan.reynolds
AEOverview update + Sound Priority Test
Change 3144411 on 2016/09/28 by dan.reynolds
AEOverview end of day update and tweaks
Change 3144679 on 2016/09/29 by Benn.Gallagher
Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.
Change 3144856 on 2016/09/29 by Jurre.deBaare
HLOD Outliner scrolls back to the top when generating proxy meshes
#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
#jira UE-30384
Change 3144864 on 2016/09/29 by Thomas.Sarkanen
Preview mesh fixes
Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).
#jira UE-36582 - Cannot set preview mesh per-animation
Change 3144865 on 2016/09/29 by Jurre.deBaare
More test content
Change 3144885 on 2016/09/29 by James.Golding
UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor
Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)
Change 3144903 on 2016/09/29 by Thomas.Sarkanen
Deprecating StaticMesh in UStaticMeshComponent
Added GetStaticMesh to access the value as read-only.
SetStaticMesh is now called in all locations that used to call "StaticMesh =".
Lots of fixups.
#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent
Change 3145020 on 2016/09/29 by Thomas.Sarkanen
Fix bounds calculations that include bones to respect LOD (and other requried bones)
Sometimes bones would not be updated if we LOD switched, extending the bounds.
#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD
Change 3145041 on 2016/09/29 by Jurre.deBaare
Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
#misc ignore the source lightmap uv channels to reduce data
#jira UE-36595
Change 3145219 on 2016/09/29 by Benn.Gallagher
Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
#jira UE-36552
Change 3145222 on 2016/09/29 by Jurre.deBaare
Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
#fix on import set _all_ bone influence to 0
#jira UE-36602
Change 3145267 on 2016/09/29 by Ori.Cohen
Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.
#JIRA UE-36483
Change 3145306 on 2016/09/29 by Jon.Nabozny
Fixed PhAT so multiple constraints can be selected and edited properly at the same time.
#JIRA: UE-31493
Change 3145342 on 2016/09/29 by Marc.Audy
Do not update cull distance volumes whenever any property changes
* Any movement or property change of a cull distance volume still does a global update
* Any movement of a component belong to any other Actor updates only the components of that Actor
* Any property change of a primitive component only updates that component
#jira UE-36399
Change 3145958 on 2016/09/29 by Marc.Audy
In game worlds don't auto activate components until the actor is ready to process them
#jira UE-35189
Change 3146110 on 2016/09/29 by dan.reynolds
AEOverview update + Soundwave Procedural Test Map
Change 3146375 on 2016/09/30 by Benn.Gallagher
Fixed crash saving newly created destructible mesh after material refactor.
#jira UE-36619
Change 3146378 on 2016/09/30 by James.Golding
UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
Also add stat for FBodyInstance::LineTrace
Change 3146379 on 2016/09/30 by James.Golding
Add test assets for creating procmesh collision in non-editor builds
Change 3146386 on 2016/09/30 by Thomas.Sarkanen
Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports
Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.
#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints
Change 3146464 on 2016/09/30 by Thomas.Sarkanen
Fix layered blend per bone odd/even connection counts alternately working/not working
Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.
#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs
Change 3146652 on 2016/09/30 by Benn.Gallagher
Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
#jira UE-34141
Change 3146673 on 2016/09/30 by Martin.Wilson
Make RawAnimationData (and associated anim sequence data) private
#jira ue-25869
Change 3146680 on 2016/09/30 by Benn.Gallagher
Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
#jira UE-29847
Change 3146681 on 2016/09/30 by Benn.Gallagher
Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
#jira UE-30885
Change 3146711 on 2016/09/30 by Jon.Nabozny
Fix PhAT SnapConstraintToBone.
#jira UE-31491
Change 3146717 on 2016/09/30 by Danny.Bouimad
Adding Jurres really useful merge actor test assets to somewhere QA can get em.
Change 3146738 on 2016/09/30 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3146750 on 2016/09/30 by Jurre.deBaare
Material baking issue
#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
#misc Replaced incorrect masks with _way_ better approach thanks to Martin
Change 3146755 on 2016/09/30 by Jurre.deBaare
Need better progress bar for HLOD
#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
#jira UE-34334
Change 3147085 on 2016/09/30 by Marc.Audy
PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
#jira UE-36632
Change 3147224 on 2016/09/30 by Martin.Wilson
CIS Fix
Change 3147280 on 2016/09/30 by Marc.Audy
Mouse smoothing should use application frame rate, not the dilated game frame rate
#jira UE-31040
Change 3147446 on 2016/09/30 by Aaron.McLeran
UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly
Change 3147693 on 2016/09/30 by Ben.Zeigler
#jira UE-36657
If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location
Change 3147697 on 2016/09/30 by Jon.Nabozny
Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX
#jira UE-30486
Change 3147761 on 2016/09/30 by Jon.Nabozny
Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.
Change 3148533 on 2016/10/03 by Thomas.Sarkanen
Fix new deprecation warnings introduced by the pull from main
Change 3148567 on 2016/10/03 by Marc.Audy
Fix crash when exiting PIE while a panoramic screenshot is being taken
Make stereo panorama tick with the world it is operating on
#jira UE-36492
Change 3148571 on 2016/10/03 by Marc.Audy
Allow modification of components that are EditAnywhere but don't exist in the CDO
#jira UE-36694
Change 3148607 on 2016/10/03 by Martin.Wilson
Properly end notify states when we clear the anim instance on a skeletal mesh.
#jira UE-32488
Change 3148711 on 2016/10/03 by Martin.Wilson
Fix type in virtual bone tooltip
#jira UE-36703
Change 3148746 on 2016/10/03 by Benn.Gallagher
Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
#jira UE-36529
Change 3148807 on 2016/10/03 by Martin.Wilson
Fix mismatch skeleton error when undoing virtual bone changes
#jira UE-36705
Change 3148812 on 2016/10/03 by Martin.Wilson
Add undo support to removing virtual bones
#jira UE-36706
Change 3148975 on 2016/10/03 by Jurre.deBaare
Issue with combining meshes both with/without normal maps
#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
#misc fixed issue in function to set texture rectangle to a single colour
#misc spotted comparison error
Change 3148976 on 2016/10/03 by Ori.Cohen
Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs
#JIRA UE-36639
Change 3148991 on 2016/10/03 by Jurre.deBaare
Changing LOD materials on Merged Actors Crashes Editor
#fix take into account LOD that is using the material when remapping (removing duplicate) materials
#jira UE-35883
Change 3148997 on 2016/10/03 by Jurre.deBaare
Make sure we remove matrix samples that fall outside of the import range and remap those that are in range
Change 3149002 on 2016/10/03 by Jurre.deBaare
Issues with importing Alembic caches using matrix transformations
#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from
Change 3149030 on 2016/10/03 by Martin.Wilson
Dont show save warning on animations when we have curve data
#jira UE-34145
Change 3149115 on 2016/10/03 by Mieszko.Zielinski
Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4
#jira UE-35153
Change 3149186 on 2016/10/03 by Ben.Zeigler
#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
This code is weird but this solution is better than the old version and handles inconsistent results
Change 3149235 on 2016/10/03 by Martin.Wilson
Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.
#jira UE-20005
Change 3149245 on 2016/10/03 by Marc.Audy
Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.
Change 3149397 on 2016/10/03 by Ori.Cohen
Fix collision profile writing out response values to channels that don't exist.
#JIRA UE-36359
Change 3149679 on 2016/10/03 by Zak.Middleton
#ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.
Change 3149929 on 2016/10/04 by Jurre.deBaare
Fix for CIS errors
#fix Mac didn't like undefined struct
Change 3149977 on 2016/10/04 by danny.bouimad
Massive update to Merge Actor test files
Change 3150014 on 2016/10/04 by James.Golding
UE-36686 Fix crash when slicing and not creating other section
Change 3150016 on 2016/10/04 by James.Golding
UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging
Change 3150019 on 2016/10/04 by James.Golding
UE-36737 Fix LineTraceComponent not returning face index
Change 3150020 on 2016/10/04 by James.Golding
UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module
Change 3150027 on 2016/10/04 by Ben.Marsh
Add PhysX build option into Dev-Framework.
Change 3150042 on 2016/10/04 by Benn.Gallagher
Fixed clothing example 1.3 collision glitches
Change 3150172 on 2016/10/04 by Benn.Gallagher
Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
#jira UE-36589
Change 3150319 on 2016/10/04 by Ori.Cohen
Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.
#JIRA UE-36535, UE-36504
Change 3150355 on 2016/10/04 by Zak.Middleton
#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.
Change 3150370 on 2016/10/04 by Ori.Cohen
Fix deferred actors not getting flushed.
Change 3150386 on 2016/10/04 by Martin.Wilson
Fix additive animation check failing in cooked builds when using virtual bones
#jira UE-36743
Change 3150424 on 2016/10/04 by Ori.Cohen
Exclude kinematic actors from active transforms generation.
Change 3150613 on 2016/10/04 by Zak.Middleton
#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.
(Mirror CL 3138304 in Orion-DevGeneral)
#jira UE-36810
#tests compiled
Change 3150679 on 2016/10/04 by Ben.Zeigler
Crash fix with no async scene
Change 3150765 on 2016/10/04 by Ben.Zeigler
Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing
Change 3150796 on 2016/10/04 by Marc.Audy
Fix LOCTEXT warnings related to blueprint class menu options
Change 3150806 on 2016/10/04 by Ben.Zeigler
Fix bad text format in import error message, lead to double error
Change 3150891 on 2016/10/04 by Ben.Zeigler
#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global
Change 3150914 on 2016/10/04 by Marc.Audy
Don't try to recreate render state if it has already been recreated while the recreate context was active
#jira UE-36590
Change 3151195 on 2016/10/04 by Dan.Reynolds
Updates to QASoundWaveProcedural
QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.
Change 3151233 on 2016/10/04 by Ben.Zeigler
#jira UE-36836 Fix variable shadowing warnings
Change 3151328 on 2016/10/04 by dan.reynolds
AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP
Change 3151461 on 2016/10/05 by Thomas.Sarkanen
Fix localization warnings
#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings
Change 3151546 on 2016/10/05 by Martin.Wilson
Fix pose watch regression due to persona refactor changes.
#jira UE-36851
Change 3151587 on 2016/10/05 by Jurre.deBaare
Updating Simplygon to SDK version 8.0
#misc removed redundant files
#misc fixed landscape culling in merge actor path
#misc added support for volume culling using simplygon
#misc fixed when or not to use mesh data for material baking
#notes
Change: 3137650
Date: 23/09/2016 07:57
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
-Renamed commandline variables for ZipUtils AutomationScript
-Implemented Execute instead of ExecuteBuild
-Updated commandline arguments in SimplygonSwarm
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
Change: 3137649
Date: 23/09/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Moved file hash computation to ImportObject
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
Change: 3137646
Date: 23/09/2016 07:55
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Fixes CL3099204
EditorPerProjectUserSetting
Removed ConfigRestartRequired attribute from properties where it was not required
MeshUtilities
-Added FProxyFailedDelegate
-Extended IMeshMerging to include FProxyFailed delegate
-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
SimplygonMeshReduction
-Added check for invalid texture id
-Updated notes and removed commented code that is not required.
-Setup failed delegate
-Fixed issue where image data was never hooked into the texture.
-Fixed issue where texture table was never passed into casters
SimplygonSwarm
-Setup failed delegate
-Fixed RawMesh pointer usage.
-Move helper method into SimplygonSwarmHelpers.h.
-Added SimplygonSwarmHelpers
-Removed redundant constant path to 7-zip
-Removed GetSimplygonDirectory instead using inplace.
-Removed commented code that is currently not required.
-Fixed Typos
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
Change: 3099204
Date: 24/08/2016 07:56
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Simplygon 8.0 Updates
Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
EditorPerProjectSettings
*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
SPL, SimplygonSwarm, RESTClient
*Bumped up SPL Version to 8
*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
*Removed SPL Templates for version 7.0
*Added conditional logging to REST methods
*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
*Updated method to take in texturepath
SimplygonMeshReduction
*Removed minimum version requirement.
*Bumped up minimum version
*Chagned license file name to refelect 8.0 changes
*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
Change: 3099200
Date: 24/08/2016 07:48
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
Change: 3099199
Date: 24/08/2016 07:47
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
This will remove any dependency on external zip program and should work across platforms
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
Change: 3099197
Date: 24/08/2016 07:40
Client: Mustafa.Tungekar_Dev-Partner-Simplygon
User: Mustafa.Tungekar
Status: submitted
Type: restricted
ImportedBy:
Identity:
Description:
*Speed improvements for FBX Scene Importer
*Added a static method to compute Hash.
JobStatus:
Jobs:
Files:
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2
Change 3151664 on 2016/10/05 by Richard.Hinckley
Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.
Change 3151729 on 2016/10/05 by Thomas.Sarkanen
Audit of remaining NaN checks
Some checks remain on in shipping (generally those called from blueprint):
- AActor::TeleportTo
- AActor::SetActorRelativeScale3D
#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test
Change 3151742 on 2016/10/05 by Ori.Cohen
Make sure that if physical animation component doesn't find a body and bone it doesn't crash.
#JIRA UE-36839
Change 3151756 on 2016/10/05 by Jurre.deBaare
Fixing d3dcompiler_47.dll missing issue
#fix added runtime dependency and dll name to build.cs file
#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL
Change 3151761 on 2016/10/05 by Thomas.Sarkanen
Fix deprecation warning from last integration
Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.
#jira UE-36858 - Compile UE4Editor* completed with 1 warning
Change 3151782 on 2016/10/05 by Jurre.deBaare
Simplygon patch up
#misc linker errors popping up from JSONCPP
#misc incorporated emissive material property fix from other shelve
#misc static analysis fix
Change 3151804 on 2016/10/05 by Marc.Audy
Clear need end of frame update when unregistering a component
Change 3151928 on 2016/10/05 by Ori.Cohen
Fix runtime DLLs not including all delay loaded physx dll files.
#JIRA UE-36816
Change 3151977 on 2016/10/05 by Martin.Wilson
Notifies can no longer occupy the same time on the same track.
#jira UE-30658
Change 3151989 on 2016/10/05 by Jon.Nabozny
Fix ArchVis character rotation pitch when looking up/down.
#jira UE-35706
Change 3152083 on 2016/10/05 by Marc.Audy
Ensure that pending kill components get their marked for end of frame state cleared.
Change 3152086 on 2016/10/05 by Ben.Zeigler
#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid
Change 3152093 on 2016/10/05 by Marc.Audy
Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
#jira UE-36146
#jira UE-24647
Change 3152100 on 2016/10/05 by Ben.Zeigler
Remove pragma optmize
Change 3152112 on 2016/10/05 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072
Change 3152134 on 2016/10/05 by Jurre.deBaare
Simplygon/Merge actor issues
#fix for emissive output on meshes that do not have emissive properties
#fix for texture binning, not removing invalid split area causing overlapped textures
Change 3152136 on 2016/10/05 by James.Golding
UE-36859 Fix tooltip saying you can click to stop recording
Change 3152169 on 2016/10/05 by James.Golding
UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh
Change 3152202 on 2016/10/05 by Jurre.deBaare
Mac/Linux fix
Change 3152303 on 2016/10/05 by Marc.Audy
Fix deprecation warning post merge from main
Change 3152320 on 2016/10/05 by Martin.Wilson
Fix root motion from everything calculating incorrect root motion when animations haven't been ticking
#jira UE-35364
Change 3152354 on 2016/10/05 by James.Golding
PoseDriver should pass through if no poses activated
Change 3152357 on 2016/10/05 by James.Golding
UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.
Change 3152556 on 2016/10/05 by Marc.Audy
Remove autos
Change 3152560 on 2016/10/05 by Marc.Audy
Don't allow child actor references to be dragged from the outliner to a level script
#jira UE-16700
Change 3152568 on 2016/10/05 by Marc.Audy
Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
Remove deprecated bNoCollisionFail
#jira UE-35928
Change 3152575 on 2016/10/05 by Marc.Audy
Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move
Change 3153101 on 2016/10/06 by Thomas.Sarkanen
Fix crash re-opening the viewport in Persona-based editors
#jira UE-36775 - Editor crashes when re-opening viewport in Persona
Change 3153139 on 2016/10/06 by James.Golding
UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported
Change 3153160 on 2016/10/06 by Thomas.Sarkanen
Fix for crash when deleting additive layer track
Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).
#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona
Change 3153175 on 2016/10/06 by Benn.Gallagher
Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
#jira UE-36900
Change 3153223 on 2016/10/06 by Thomas.Sarkanen
Fixed crash when opening an asset from the blend space editor
Code was still trying to open 'old' Persona when it was disabled.
Also fix other call sites where this was being done outside of asset type actions.
#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona
Change 3153324 on 2016/10/06 by Thomas.Sarkanen
Prevented invalid GUIDs from being saved into smart name containers
AddOrFindName now checks to see if existing GUIDs are valid before using them.
AddName now requires a valid GUID to be passed in.
Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved.
Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).
#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset
Change 3153348 on 2016/10/06 by Martin.Wilson
Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)
#jira UE-36751
Change 3153426 on 2016/10/06 by Mieszko.Zielinski
Added missing elements of block comments support in BT editor #UE4
Change 3153454 on 2016/10/06 by Benn.Gallagher
Fixed crash using anim debug with subinstances that are preceded by branching nodes.
#jira UE-36935
[CL 3153517 by Ori Cohen in Main branch]
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]