Commit Graph

24 Commits

Author SHA1 Message Date
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
Andriy Tylychko
2a295eb685 deprecated FTicker and family and replaced by thread-safe FTSTicker
#jira UE-120090
#rb francis.hurteau

[CL 17176325 by Andriy Tylychko in ue5-main branch]
2021-08-16 11:05:18 -04:00
brooke hubert
48113fc77e Adding EditorFramework to build.cs files
#rnx
#Jira UE-96448
#rb chris.gagnon

[CL 14114839 by brooke hubert in ue5-main branch]
2020-08-14 13:24:16 -04:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
jeanmichel dignard
1503613be9 Copied 4393716 JeanMichel.Dignard
Changed Datasmith & MDL entitlements to use the cache on disk (user not required to be logged in)

#jira UE-63433
#rb Anousack.Kitisa

#ROBOMERGE-SOURCE: CL 4405808 in //UE4/Release-4.21/...
#ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21)

[CL 4405813 by jeanmichel dignard in Staging-4.21 branch]
2018-09-28 11:57:17 -04:00
jeanmichel dignard
749d33aac3 Copied 4393315 JeanMichel.Dignard
Better telemetry for plugin warden
- Added more event attributes to track potential issues.

#jira UE-64280
#rb Anousack.Kitisa

#ROBOMERGE-SOURCE: CL 4405792 in //UE4/Release-4.21/...
#ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21)

[CL 4405794 by jeanmichel dignard in Staging-4.21 branch]
2018-09-28 11:55:42 -04:00
anousack kitisa
e1317d4a6e Made the Plugin Warden entitlement check more reliable.
#jira UE-59748

#rb JeanLuc.Corenthin, JeanMichel.Dignard

#ROBOMERGE-SOURCE: CL 4133138 in //UE4/Release-4.20/...
#ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20)
#ROBOMERGE-AUTHOR: anousack.kitisa

[CL 4133139 by anousack kitisa in Staging-4.20 branch]
2018-06-15 14:23:25 -04:00
jerome delattre
9dcdc6c566 #ROBOMERGE-AUTHOR: jerome.delattre
Copying //Tasks/UE4/Release-4.20-EnterpriseLateFeatures to Release-4.20 (//UE4/Release-4.20)
#rb simon.tourangeau
#jira UE-59798, UE-58919, UE-59480

#ROBOMERGE-SOURCE: CL 4119095 in //UE4/Release-4.20/...
#ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20)

[CL 4119100 by jerome delattre in Staging-4.20 branch]
2018-06-07 18:49:50 -04:00
JeanMichel Dignard
81bc574d4c Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 4059031)
#lockdown Nick.Penwarden
#rb none

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

Change 3974233 by Rex.Hill

	Optimized BuildStaticMeshVertexAndIndexBuffers and TEdgeBuilder

Change 3974234 by Rex.Hill

	Reduced number of calls to SaveRawMesh and LoadRawMesh

Change 3974235 by Rex.Hill

	Optimized SaveRawMesh by pre-allocating buffer

Change 3981370 by Jamie.Dale

	Added support for deprecated (renamed) classes, structs, enums, functions, and properties in Python

	The glue code generation will now use the existing redirects system to build deprecated entries for old names. You can also specify deprecated names to the ScriptName and ScriptMethod meta-data values by adding extra semi-colon separated entries (the first entry is the current name).

	Accessing deprecated objects in Python leads to a deprecation warning when developer mode is enabled.

Change 3983875 by Jamie.Dale

	Exposed some asset registry functions that may be useful in a commandlet environment

Change 3983901 by Jamie.Dale

	Hoisted some AssetData helpers onto the struct in Python

Change 3988367 by Jamie.Dale

	Python now honors EditInstanceOnly and EditDefaultsOnly when setting property values

Change 3988369 by Jamie.Dale

	Exposed generic get_default_object function that takes a type and returns you the CDO

	This is needed for types that aren't natively exposed to Python (such as Blueprint generated types)

Change 3989890 by Jamie.Dale

	Moved BlutilityActor to be Private in EditorScriptingUtils

	This can be removed once it's no longer needed.

Change 3989900 by Jamie.Dale

	Updated EditorScriptingUtilities to use the Public/Private folder structure for source code

Change 3990082 by Anousack.Kitisa

	Added plugin for Shotgun integration in Unreal.

	#jira UEENT-959

Change 3990783 by Anousack.Kitisa

	Changed ShotgunMenuItem to a struct.

Change 3991139 by Jamie.Dale

	Minimized use of GUnrealEd (favoring GEditor) so that this code can be used by commandlets

	Removed redundant usages of GEditor/GUnrealEd from within UEditorEngine itself, and fixed cases where null data was being accessed. Testing that loading, saving, and creating a new blank map will now work in a commandlet without crashing.

Change 3993189 by Jamie.Dale

	Fixed some mismatched return types

Change 3993191 by Jamie.Dale

	Inital support for taking the GIL at key points where external C code calls into Python

Change 3993683 by Patrick.Boutot

	[LTC]
	Add a CustomTimeStep that decode a LinearTimecode from the MediaSource. The MediaPlayer need to support buffering and should not run late since it's used to tick the engine time.
	Update DropTimecode to use the new Timecode structure in TimeManagement.

Change 3994430 by Jamie.Dale

	Adjusted how inline structs work so that types known at compile time can inline allocate without being fully hand-wrapped in Python

	They must now be registered via FPyWrapperTypeRegistry::RegisterInlineStructFactory before we start generating wrapped types

Change 3996083 by Jamie.Dale

	Added a distinct type for generated enum types so that you can query their available enum entries

Change 3998253 by conan.reis

	Remove redundant Perforce error output from the log

Change 4000307 by JeanMichel.Dignard

	Optimized FFbxImporter::ValidateAllMeshesAreReferenceByNodeAttribute()
	- Stored all scene nodes geometry ids in a set instead of looping on all scene nodes for every geometry. O(N) instead of O(N^2).
	- For 38685 scene nodes and 5417 geometry, the time went from 2 min 21.688 s to 0 min 0.098 s.

Change 4000605 by Jamie.Dale

	Added support for constant "hoisting"

	This allows you to tag a helper function that returns a constant with ScriptConstant meta-data (providing a potentially overridden name) to "hoist" that helper function to be a constant of the type it operates on when wrapped for Python (ScriptConstantHost can be used to host the constant on a struct rather than its own object).

Change 4001617 by Jamie.Dale

	Updated ScriptMethod and ScriptConstant to allow hoisting onto other classes as well as structs

	This allows you to have a runtime class be extended via methods in an editor-only module

Change 4005287 by Jamie.Dale

	Added a GIL lock when Slate Tick events call back into Python

Change 4005383 by Andrew.Rodham

	Sequencer: Initial scripting exposure and support

	First pass includes the following:
	  - Find/add/interate master tracks
	  - Find/add/interate bindings (both possessables and spawnables)
	  - Find/add/interate tracks on bindings
	  - Add/interate sections on tracks
	  - Get/Set section ranges

Change 4008609 by Jamie.Dale

	Added some missing native Python types to the documentation

	Native modules now build up a list of types and functions associated with them. This information is then passed through to the document generation to ensure that all exposed native types and functions are documented.

	In addition, any native Python module files are now assimilated into the unreal.py stub file and parsed so that they can be documented too.

Change 4008654 by Jamie.Dale

	Allow math operators to use the base type versions unless overridden

Change 4009740 by Patrick.Boutot

	Add BP function to convert a Timecode into a string.

Change 4009763 by Patrick.Boutot

	Update AudioCapture to retreive the SampleRate. Used by the LinearTimecode. Change the requested format from int16 to float since we converted it into that format later on.

Change 4009768 by Andrew.Rodham

	Removed explicit names from ScriptName methods, expanded sequencer scripting range functionality

Change 4009830 by Jamie.Dale

	Added support for UPARAM(ref) on arguments exposed to Python

	For standard functions, this just produces an input and output for the same argument (we can't mutate the input due to potential coercion).

	For ScriptMethod functions that use it on the 'self' argument, this will mark the function as "inline" and have the function apply the result of the 'self' argument back onto the 'self' instance after calling the function.

Change 4010034 by Jamie.Dale

	Added support for init_unreal.py start-up scripts

	These can be placed in any known sys.path in Python, including the Content/Python folders we automatically add, and the UnrealEngine/Python directory under the users home directory.

Change 4010422 by Jamie.Dale

	Improved errror reporting during Python generation

	It will now ensure if a debugger is attached to draw programmer attention to an error.

Change 4010498 by Patrick.Boutot

	Remove unnecessary loop Timecode.ToFrameNumber()

Change 4011312 by Jamie.Dale

	Duplicate deprecated names will no longer assert during Python glue generation

	They will now log a warning and continue

Change 4012068 by JeanMichel.Dignard

	Allow to render thumbnails for newly created packages.
	- To render a thumbnail, you either need a customer thumbnail renderer or a cached thumbnail. Querying cached thumbnails fails for newly created packages because it calls DoesPackageExist which check on disk. This call is unnecessary since we're relying on FindPackage which only works for packages that are loaded in memory.

Change 4013781 by Jamie.Dale

	FFrame::KismetExecutionMessage (or LogRuntimeError or LogRuntimeWarning) will now produce Python exceptions

	You can use these to emit warnings or errors from UFunctions wrapped for scripting, and when called from Python they will produce a Python exception (for errors), or Python warning (for warnings).

Change 4014337 by Jamie.Dale

	Struct coercion now errors if you provide a sequence with too many elements

	This also makes sure that PyConversion doesn't set an error state if ESetErrorState::No is passed (which could have previously happened from type casting calls).

Change 4015290 by Andrew.Rodham

	Sequencer: Moved runtime functionality from ISequencerChannelInterface to IMovieSceneChannelInterface

	  - Rename IBatchChannelInterface to IMovieSceneChannelInterface
	  - Removed MovieScene::Dilate()
	  - Added TMovieSceneChannelTraits::SupportsDefaults to automatically stub out functions relating to channel defaults

Change 4015664 by Jamie.Dale

	Renamed ScriptMathOp meta-data to ScriptOperator

Change 4016230 by Jamie.Dale

	Fixed incorrect make/break path in Importance Sampling Library (for Importance Texture)

Change 4017326 by Jamie.Dale

	Added make and break support in Python

	Structs that have a native make function will now use this as their constructor. This also adds support for breaking a struct into a tuple, either via a native break function, or via generic property enumeration.

Change 4017551 by Jamie.Dale

	Removed redundant outer parameter from find/load_asset/package

Change 4018594 by Jamie.Dale

	Added ScriptMethodSelfReturn as an alternative to UPARAM(ref)

	These two function signatures produce the same behavior and have the same cost in Python, the only difference is how they appear to Blueprints (and Blueprints seem to favor non-reference functions).

	UFUNCTION(..., meta=(ScriptMethod))
	static void DoThing(UPARAM(ref) FThingType&, int32);

	UFUNCTION(..., meta=(ScriptMethod, ScriptMethodSelfReturn))
	static FThingType DoThing(FThingType, int32);

Change 4020956 by Anousack.Kitisa

	Added Shotgun to the Level Editor/World Outliner and Content Browser context menus when there's a selected actor or asset.

	#jira UEENT-1219

Change 4021986 by Anousack.Kitisa

	Used the Python startup scripts mechanism to launch the Shotgun bootstrap script.

	Related to Jira UE-57896.

Change 4022993 by Jamie.Dale

	Added support for extra operators on Python structs

	You can now expose bool conversion and comparison operators (==, !=, <, <=, >, >=) in addition to the previous set of math operators. As part of this there is now stricter signature validation when generating the Python binding.

Change 4023226 by Jamie.Dale

	Added Make and Break function for FSoftClassPath

Change 4023348 by Jamie.Dale

	Exposed some methods and operators for PrimaryAssetId and PrimaryAssetType

Change 4027911 by Jamie.Dale

	Cross-outer redirects are no longer applied in Python

	#jira UETOOL-1382

Change 4029618 by JeanMichel.Dignard

	Unreal Studio UX
	- Made "Unreal Studio" the default tab in the new project wizard if we're using an installed enterprise build.
	- Create new projects as enterprise projects if we're using an insalled enterprise build.

	#jira UEENT-1231, UEENT-796

Change 4030217 by Jamie.Dale

	Exposed ScopedSlowTask to Python

	#jira UETOOL-1375

Change 4030784 by Matt.Hoffman

	Sequencer curve editor now shows vertical axis labels.

	#jira UE-58160

Change 4030858 by JeanLuc.Corenthin

	Expose LOD creation thru Python:
	- Create one struct to hold onto reduction settings per LOD
	- Create one struct to hold onto an array of reduction settings and a parameter to enable of disable automatic computation of screen size
	- Create new method to apply reduction settings to an array of StaticMeshActors

	#jira UEENT-1232

Change 4032239 by Jamie.Dale

	Cleanup pass over wrapped structs

	- Code dealing with reflected structs now uses UScriptStruct rather than UStruct.
	- The old PyConversion::NativizeStruct and PyConversion::PythonizeStruct have been renamed to PyConversion::NativizeStructInstance and PyConversion::PythonizeStructInstance.
	- New PyConversion::NativizeStruct and PyConversion::PythonizeStruct functions have been added to convert an object (or Python type) to a UScriptStruct (akin to what PyConversion::NativizeClass and PyConversion::PythonizeClass does for UClass).

Change 4032247 by Jamie.Dale

	Cleaned up some Python slow task code

Change 4032251 by Jamie.Dale

	Added functions to get the Python type associated with an Unreal class, struct, or enum

Change 4032258 by Jamie.Dale

	Added Python iterators for Unreal objects, classes, and structs, as well as the Python types wrapped by Unreal classes or structs

	#jira UETOOL-1380

Change 4032320 by Jamie.Dale

	Fixed Python object iterators skipping their first item

Change 4032321 by Jamie.Dale

	Added Python iterators for actors and selected actors

	#jira UETOOL-1380

Change 4033908 by Anousack.Kitisa

	Added Shotgun settings for metadata tags.

	#jira UEENT-1175

Change 4033909 by Anousack.Kitisa

	Added wrapper function to sync Content Browser to assets for scripting.

	#jira UEENT-1218

Change 4034951 by Matt.Hoffman

	Media Tracks now highlight when added to a Sequence/UMG animation.

Change 4034966 by Jamie.Dale

	Added GIL locks around post_init code that can be called from C++

Change 4035019 by Matt.Hoffman

	UMG Render Transforms + Margins now support infinite sections.

Change 4035470 by Andrew.Rodham

	Introduced a common base class for all movie scene channel data, FMovieSceneChannel.
	Removed IMovieSceneChannelInterface.
	Renamed FMovieSceneChannelEditorData to FMovieSceneChannelMetaData.
	Renamed FMovieSceneChannel and TMovieSceneChannel to FMovieSceneChannelData and TMovieSceneChannelData, to make way for common channel base class.
	Renamed instances of 'specialized' channel editor data to 'extended' channel editor data.
	Introduced non-templated FMovieSceneChannelHandle and a templated version. Changed internal implementation to use a lookup rather than a directly resolved weak ptr.
	Various pieces of documentation and cleanup.

Change 4037112 by Max.Chen

	Sequencer: Added some missing RF_Transactional flags to newly created sections.

Change 4037121 by Max.Chen

	Sequence Recorder: Timecode recording

	Introduced an FSourceTimecode which is saved as editor only data to the MovieSceneSection and MovieScene. FSourceTimecode consists of an FFrameNumber delta that correlates the section's initial start time to an FTimecode. The FFrameNumber is adjusted whenever the section is moved.

	One use case for this is through sequence recorder, which captures the timecode at the start of recording and saves an FSourceTimecode per movie scene section it creates. If the section is moved, it can always be returned to its source timecode by the section's right click menu, "Sync to Source Timecode".

	#jira UESEQ-406

Change 4038462 by Jamie.Dale

	Added support for using Python callables with delegates

	All the "x_function" methods on delegates and multicast delegates now have an "x_callable" equivalent that take a Python callable (we attempt basic validation of the signature, but that only allows us to check the input argument count is what we expect).

	Internally the callable is wrapped in a UObject, so certain GC restrictions are present (and is why coercion is disabled for callables). Delegates wrapped in Python (including as a direct property of an object or struct, or inside a container) will be kept alive via the Python reference collection, however once there are no Python references left the proxy object will be allowed to die unless something external has taken a reference to the proxy object.

Change 4039123 by James.McNatton

	Remove dependency on SteamController in VirtualCamera #rb none

Change 4039162 by Jamie.Dale

	Fixed linter warnings about unescaped backslashes in docstrings

Change 4039170 by Jamie.Dale

	No longer expose deprecated functions or properties if they clash with another Python exposed item

Change 4039429 by Max.Chen

	Sequence Recorder: Swap to editor actors on end PIE if the actors to record were set to the PIE actors

Change 4039442 by Max.Chen

	Sequence Recorder: Find the existing object binding and record into it if it exists. When recording to an existing object binding, if the track exists, remove all animation data and reuse the track.

Change 4039477 by Jamie.Dale

	Added warnings for conflicting Python type and field names

Change 4039478 by Jamie.Dale

	Fixed warnings for conflicting Python type and field names

Change 4039511 by Max.Chen

	Sequencer: Remove all animation data for spawn track

Change 4040649 by James.McNatton

	Multiple Virtual Camera bug fixes
	- Removed QAGame mannequin from test map
	- Fixed errors being generated when trying to load preset
	- Presets now properly load and save axis settings
	- Deleted presets should no longer linger in menus
	- Presets now save and load favorite status

Change 4041356 by Max.Chen

	Sequence Recorder: Takes system

	#jira UESP-544

Change 4041589 by Jamie.Dale

	Added C++ source information (plugin, module, and file) to the Python doc string

Change 4041746 by Jamie.Dale

	Made ScriptOperator more relaxed about its signature validation as long as the additional input parameters are defaulted

Change 4041757 by James.McNatton

	Virtual Camera Bug Fixes
	- The Input Source dropdown now accurately reflects user selection
	- Input source changed to EditDefaultsOnly
	- Focus should no longer be set when the settings menu is open

Change 4041823 by Jamie.Dale

	Made ScriptOperator more relaxed about its signature validation for defaulted input parameters

	Existing Blueprint exposed operator functions may both default required arguments, and add additional default arguments. ScriptOperator will now accept both of these as long as there are enough arguments, but not too many non-defaulted arguments.


Change 4042956 by James.McNatton

	VirtualCamera bug fixes related to focus plane visualization
	- Removed extra focus plane that was being displayed
	- Added logic to adjust for nonuniform scaling of objects when settings up tracking focus

Change 4043400 by James.McNatton

	Multiple bug fixes related to saving various values
	- Now saves matte opacity and updates on load
	- Now saves filmback format name and updates on load
	- Now saves desired distance units and updates on load

Change 4043481 by James.McNatton

	Fixed issue in Virtual Camera where joystick movement would not properly apply locks after rotating #rb none

Change 4044358 by Jamie.Dale

	Fixed some cases where empty default values would be lost from UHT

	Eg, empty strings, null objects

Change 4044362 by Jamie.Dale

	Fixed old-style enums being missed by the Python glue generation if they're only referenced by a property of function

Change 4044371 by Jamie.Dale

	Fixed default value application for some struct types that use a custom default value format when exported by UHT

Change 4044417 by Max.Chen

	Sequence Recorder: Better default group names with an underscore separator for letters

Change 4045164 by Jamie.Dale

	Hardened usage of CopyScriptStruct to ensure that the source type is a child of the destination type, and that the destination type is used to copy (to still allow slicing of derived data)

Change 4045195 by Jamie.Dale

	Updated FPropValueOnScope::GetValue to be able to return the value for a particular array index

Change 4045589 by James.McNatton

	Fixed packaging error for VirtualCamera plugin
	- Plugin is now a runtime plugin rather than developer
	- Fixed up associated warnings with saving and loading in editor

Change 4046208 by James.McNatton

	Virtual Camera bug fixes
	- Adjusted how mattes and filmback works together
	- Should now always respond properly to changing filmback settings in UI
	- Should now match the correct view size within the matte under all circumstances

Change 4046372 by Max.Chen

	Sequencer: Fix subsequence binding ids.

	#jira UE-55337

Change 4046694 by Max.Chen

	Sequence Recorder: Compile the template before finding the camera sequence id since the precompiled template is not up to date.

Change 4046801 by Jamie.Dale

	Improved default values and return types used in the unreal.py stub file

	 - Object and Struct types generate an __init__ function with the correct signature.
	 - Struct __init__ functions list the correct default values (including when using make/break functions).
	 - Methods now list the correct default values.
	 - Get/Set getters return a value of the correct type.
	 - Get/Set setters are no longer exported for read-only properties.
	 - Constants resolve to the correct type and value.

	#jira UETOOL-1377

Change 4047023 by Jamie.Dale

	Added missing hook-up for % and %= in Python

Change 4047100 by Jamie.Dale

	Operators are now exposed to unreal.py and generate docs stating which overloads are available

Change 4047105 by Jamie.Dale

	String is now "str" in doc strings to match the Python type

Change 4047714 by Max.Chen

	Sequencer: Resolved merge conflicts with Dev-Sequencer

Change 4048150 by Jamie.Dale

	Fixed single-culture PO import/export failing

	#jira UE-47079

Change 4048653 by Andrew.Rodham

	Sequencer: Automatic re-evaluation is now suppressed for external changes that modified only default values on channels

	  - The issue is that moving an object that is partially-keyed in sequencer, with auto-key off, will set default values for the non-keyed channels. Doing so will dirty the sequence, which causes a re-evaluation, which re-evalutes the keyed channels, which effectively undoes the external change.
	  - This is now fixed by suppressing the automatic re-evaluation for a specific signature of a specific sequence, if that is the only thing that has dirtied the sequence. Any subsequent changes to the sequence will cause a re-evaluation, and the suppression to be wiped.

	#jira UE-57519
	#jira UE-58487

Change 4048814 by Jamie.Dale

	Fixed syntax error if an enum had an unknown value

Change 4048819 by Jamie.Dale

	Fixed struct init functions having the wrong default values

Change 4048856 by JeanLuc.Corenthin

	- Removed LOD & collision functions from UEditorLevelLibrary
	- Created a new class, UEditorMeshLibrary, to hold onto functionalities related to StaticMeshes
	  - Added method to set LODs on a static mesh
	  - Added method to remove LODs from a static mesh
	  - Added method to get number of LODs on a static mesh
	  - Added method to get number of simple collisions onto a static mesh
	  - Added method to get number of convex collisions onto a static mesh
	  - Added method to add convex collision onto a static mesh
	  - Added method to remove all collisions onto a static mesh

	#jira UEENT-1232
	#jira UEENT-1233

Change 4048961 by Jamie.Dale

	Improved formatting of output parameters in doc strings

	#jira UETOOL-1376

Change 4048988 by Jamie.Dale

	Fixed context leakage between the console and files, and import "unreal" by default now in the console

	#jira UETOOL-1379

Change 4049912 by Max.Chen

	Sequence Recorder: Minor recording group name improvements.
	- Initialize newly created actor group with existing actor group's base path.
	- When duplicating, use the current group's name as the base.
	- When typing in a name, if it fits the group format, the name should be allowable if it doesn't conflict with existing group names/assets.

Change 4049934 by Andrew.Rodham

	Sequencer: Minor clean-up of sequencer interfaces and overloads

	  - Replaced remaining instances of void* with FMovieSceneChannel* now that we mandate a common base class
	  - Changed remaining explicit calls to SetDefault to SetChannelDefault overload so it works correctly with the SupportsDefaults trait
	  - Exposed ability to manually implement an ISequencerChannelInterface rather than using the default templated one

Change 4050608 by conan.reis

	Was getting link error about use of FFrameTime in  ULevelSequencePlaybackController::PlayFromBeginning() in the VirtualCamera plugin so added TimeManagement to its dependant modules so it compiles again.

Change 4050899 by Max.Chen

	Sequencer: Allow actor components for synchronization

	#jira UE-58468

Change 4050900 by Max.Chen

	Sequence Recorder: Don't create a spawn section if the object is a possessable

	#jira UE-58272

Change 4050904 by Max.Chen

	Curve Editor: Fix for evaluation a section of time when one key is non-weighted and the other is weighted.  What we do is evaluate them both as being weighted, but we don't have the weight value for the non-weighted tangent. The weight of the non-weighted tangent is implicilty 1/3rd the distance between the two points, so we just calculate that if needed.

	#jira UE-58573

Change 4050905 by Max.Chen

	Curve Editor: When calculating vertical extents find feature points where slopes are zero and check them in addition to the keys if the curve is cubic. Curves now fit correclty vertically.

	Also changed fudge to 5% from 10% to match up old editor. Tighter fits seems better.

	#jira UE-58571

Change 4050972 by James.McNatton

	Added functions to ISequenceRecorder
	- Calling StartRecording with an empty array now triggers recording without clearning queued recordings
	- Added function to queue an actor to be recorded
	- Added function to check the next take number for a given actor when using groups

Change 4050994 by James.McNatton

	Bug fixes for Virtual Camera
	- Preset menu now shows dates in the timestamp
	- Resetting offsets now alerts the system to update UI

Change 4051431 by David.Hibbitts

	Added a component and blueprint library to access LiveLink data in blueprints which also works in editor.
	Deprecated LiveLink Driven component

	#jira UESP-577

Change 4051475 by Patrick.Boutot

	Rename EditorMeshLibrary
	Merge AssetScriptingUtilititesEditor with EditorScriptingUtilities. Add Redirects.

Change 4051558 by Patrick.Boutot

	EngineCustomTimeStep returns true when we also want to perform the default engine code.

Change 4052106 by Andrew.Rodham

	Sequencer: Adding an example that creates a sequence out of the current editor selection

Change 4052205 by Anousack.Kitisa

	Fixed selected asset paths referenced by selected actors when using context Shotgun menu.
	Added function to retrieve the work area directory for Shotgun.

	#jira UEENT-1220

Change 4052951 by James.McNatton

	Virtual Camera Sequence Recorder updates to integrate new take system
	- Takes no longer display unless sequence recorder has a group selected
	- Adjusted fix to packaging error
	- FPS value will no longer appear if sequence recorder isn't available

Change 4053130 by mason.seay

	Updated Game Mode Override

Change 4053273 by James.McNatton

	Virtual Camera cleanup adjustments

Change 4053627 by Max.Chen

	Sequencer: Disable bind sequencer to PIE/simulate while recording.

Change 4053628 by Max.Chen

	Sequence Recorder: Fix target animation not persisting

	#jira UE-58508

Change 4053871 by Max.Chen

	Image Plate: Fix icon path

Change 4054370 by Patrick.Boutot

	Remove LiveLink warning. Create base a class for FLiveLinkFrameRate as suggested in GenericPlatformCompilerPreSetup.h

Change 4054447 by Darren.Pegg

	AJA low level device API
	Blackmagic low level API
	MediaIOCore changes to support AJA/Blackmagic changes
	AJA Module converted to use MediaIOCore
	Blackmagic Module changes for MediaIOCore
	Blackmagic/AJA Binary files

Change 4054769 by Patrick.Boutot

	Packaging error issue introduce with CL 4054370.

	#jira UE-58749

Change 4055443 by Max.Chen

	Sequencer: Fix crash in adding filler shot

	#jira UE-58767

Change 4056577 by JeanMichel.Dignard

	Fixed crash with automation tests.
	We would bind the default UEditorEngine to Automation and on map load, it would call PIE on GEditor but with recent changes, PIE is called on this and the default UEditorEngine is not initialized so it would crash with a null GameViewportClass. Now we'll bind Automation on UEditorEngine InitializeObjectReferences so that we're in a good state and it's only called for GEditor.

	#jira UE-58792

Change 4057238 by Jamie.Dale

	Fixed crash when renaming Python generated classes or structs

Change 4058435 by Jamie.Dale

	Fixed lingering exception state when converting a dict to a struct

Change 4058486 by mason.seay

	Removed remote.host call from map

[CL 4060164 by JeanMichel Dignard in Main branch]
2018-05-09 10:24:50 -04:00
Ben Marsh
348616bd78 Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
  MAJOR FEATURES & CHANGES
============================

Change 3873906 by Dan.Oconnor

	Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type

	#jira UE-51726

Change 3873614 by Dan.Oconnor

	Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled

	#jira UE-51726

Change 3873428 by Ben.Zeigler

	#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
	Copy of 3873408

Change 3873083 by Ethan.Geller

	[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron

Change 3872714 by Dan.Oconnor

	Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
	#jira UE-53840

Change 3872648 by Ben.Zeigler

	#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
	Copy of CL #3872636

Change 3872500 by Arne.Schober

	Back out changelist 3870283
	#jira UE-54838

Change 3872412 by Mark.Satterthwaite

	Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.

	#jira UE-54853

Change 3872313 by Martin.Wilson

	Add UI to Live Link Client to warn live link users about background performance throttling

	#jira none

Change 3872272 by Martin.Wilson

	Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance

	#jira none

Change 3872238 by Mark.Satterthwaite

	Duplicate CL #3871025
	Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.

	#jira UE-54843

Change 3872087 by Yasiman.Ahsani

	Adding Python, libdisasm, musl, and LSS licenses.

	#JIRA n/a - adding licenses for new TPS

Change 3872037 by Ben.Marsh

	BuildGraph: Add a task for compiling MSBuild projects.

	#jira

Change 3871934 by Lina.Halper

	#jira: UE-54703

Change 3871595 by Michael.Trepka

	Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function

	#jira UE-54830

Change 3870829 by Joe.Barnes

	Fix unintentional change to PhysX libs used in Debug builds.

	#jira ue-54817

Change 3870820 by Nick.Atamas

	Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)

	#jira UE-54816

Change 3870755 by Chance.Ivey

	Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas

Change 3870547 by Krzysztof.Narkowicz

	Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.

	#jira UE-53640

Change 3870546 by Krzysztof.Narkowicz

	Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path

	#jira UE-54471

Change 3870284 by Ben.Zeigler

	#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
	Copy of CL #3870279

Change 3870283 by Arne.Schober

	SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
	Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary

	#jira none

Change 3870098 by Ben.Marsh

	Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.

	#jira UE-53855

Change 3870013 by Ben.Marsh

	UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.

	#jira UE-54179

Change 3870010 by Ben.Marsh

	UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.

	#jira

Change 3869814 by Ben.Marsh

	UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.

	Also remove the RemoteRoot option, which was not used anywhere.

	#jira

Change 3869786 by Martin.Wilson

	Fix Live Link Remove Source button not working

	#Jira UE-54652

Change 3869660 by Martin.Wilson

	Fix missing message bus sources in the live link client (not repolling for new sources)

	#Jira UE-54712

Change 3869659 by Guillaume.Abadie

	Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.

	Credits for fixing the issue to Ron Radeztsk.

	#jira UE-54780

Change 3869401 by Lauren.Ridge

	Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent

	#jira UE-51470

Change 3869384 by Brandon.Schaefer

	Open the project in the explorer when NullSourceCodeAccess is done creating the project

	#jira UE-54630

Change 3869308 by Ben.Marsh

	PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)


	#jira UE-54568

Change 3869265 by Martin.Wilson

	Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
	-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
	-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
	-rebuild binaries for Engine/Extras

	#Jira UE-54643

Change 3869206 by Benn.Gallagher

	Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.

	#jira UE-54116

Change 3869064 by Benn.Gallagher

	Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.

	#jira UE-52557

Change 3869062 by Guillaume.Abadie

	Fixes "dynamic resolution is not supported on this platform" warning message being always visible.

	#jira UE-54655

Change 3868202 by Lauren.Ridge

	Fix for assert on expanding vector param in layered material
	#jira UE-54737

Change 3868161 by zak.parrish

	Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639

Change 3867750 by Ethan.Geller

	[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron

Change 3867657 by Lauren.Ridge

	Adding if with editor wrapper to new function
	#jira cis fix

Change 3867646 by Aaron.McLeran

	#jira UE-53867 Access violation on Switch when playing sound with specified time out of range

Change 3867340 by Lauren.Ridge

	Fixes to Material Layers from 4.19 preview feedback
	-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
	-Parent in function should be editable
	-Enforce only two layers in a blend
	-Mat layer should warn if it has incorrect output in the layer itself
	-Enforce not being able to delete outputs
	-Warn about creating a MAL node inside a function

	#jira UETOOL-1312

Change 3867317 by Aaron.McLeran

	#jira UE-53867 Access violation on Switch when playing sound with specified time out of range

Change 3867000 by Lauren.Ridge

	Fix for folder favorites possibly becoming very large
	#jira UE-54704

Change 3866892 by Martin.Wilson

	Fix crash if clicking ok on message bus add source without having a source selected

	#jira UE-54572

Change 3866391 by Matt.Kuhlenschmidt

	Fix static analysis

	#jira UE-53379

Change 3866241 by Ryan.Vance

	#jira UE-54681
	Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.

Change 3866071 by Nick.Shin

	UDN 412414

	update HTMl5 readme file

	#jira none

Change 3866005 by Max.Preussner

	Messaging: Preventing dangling references when removing message subscribers

	#jira UE-54680

Change 3865988 by Simon.Tourangeau

	Fix static analysis warnings

	#jira none

Change 3865895 by zachary.wilson

	Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.

	#JIRA UE-29618

Change 3865469 by Simon.Tourangeau

	Support for DX11 quad buffer stereo rendering

	#jira UEENT-704

Change 3865461 by Chris.Babcock

	Add a wait for audio thread to pause audio on going to background
	#jira UE-54301
	#ue4
	#android

Change 3865350 by Matt.Kuhlenschmidt

	Fix issue where cascade emitter UI would disapper

	#jira UE-53379

Change 3865336 by Arne.Schober

	REL - Fix UE-52356 Bone Weight

	#jira UE-52356

Change 3865257 by Ben.Marsh

	Fix editor failing to load content-only projects when compiled in DebugGame.

	#jira UE-54661

Change 3865238 by Simon.Tovey

	Pulling Olaf's fix from 3832595 over to release

	#tests EngineTests boots in vulkan
	#JIRA UE-54394

Change 3865191 by Sorin.Gradinaru

	UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format

	#jira UE-54317
	#Android
	#4.19

	From //Dev-Mobile/3863322

Change 3865190 by Sorin.Gradinaru

	UE-54175 Selecting For Distribution no longer sets configuration to Shipping

	#UE4
	#4.19
	#jira UE-54175

	From //Dev-Mobile/3863371
	"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)

Change 3865056 by Jamie.Dale

	Fixed culture being incorrect when added via the Localization Dashboard

	#jira none

Change 3864826 by Max.Preussner

	WmfMedia: Added missing scope lock

	#jira UE-54365

Change 3864055 by Aaron.McLeran

	#jira UE-54213

	Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.

Change 3863775 by Andrew.Porter

	MediaFrameworkTest: Removing Platform Media Source TVOS test content

	#jira UE-29618

Change 3863714 by Dan.Oconnor

	Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred

	#jira UE-54634

Change 3863696 by Max.Chen

	Sequencer: Fix crash open a new sequence while another is still active.

	#jira UE-54620
	#jira UE-54624

Change 3863638 by Dan.Oconnor

	Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
	#jira UE-54193

Change 3863494 by Jamie.Dale

	Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized

	#jira UE-54345

Change 3863433 by Max.Preussner

	MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets

	tvOS currently reports itself as iOS, so it cannot have its own setting.

	#jira UE-54559

Change 3863406 by Lauren.Ridge

	Fix for a crash when filtering a dropdown with no set value
	#jira UE-54631

Change 3863238 by Michael.Kirzinger

	#jira UE-52730: Fix mac voip crash

Change 3862586 by Marc.Audy

	Clean up rendering thread heartbeat checks that got mangled in various integrations

	#jira

Change 3862247 by Guillaume.Abadie

	Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.

	#jira UE-53830

Change 3862120 by Guillaume.Abadie

	Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.

	#jira UE-51458

Change 3861363 by Jamie.Dale

	Static analysis fixes

	#jira none

Change 3861150 by Matt.Kuhlenschmidt

	Fix static mesh editor displaying 0 for all stats on LODs > 0

	#jira UE-53776

Change 3860990 by Dan.Oconnor

	Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
	#jira UE-54551

Change 3860972 by Nick.Shin

	HTML5 - detect "SyntaxError: " and do a forced reload

	- an actual syntax error would be caught during compile time
	- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page

	#jira UE-54017  QAGame fails to launch properly on HTML5 Firefox 64 bit

Change 3860951 by Arne.Schober

	Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.

	#jira UE-54587

Change 3860950 by tim.gautier

	QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
	#jira UE-29618

Change 3860833 by Michael.Dupuis

	#jira UE-54181: Repopulate the foliage list when existing simulate mode
	Let the GC know that internal struct hold UObject ptr

Change 3860762 by Jamie.Dale

	Ensure we invoke the correct version of Python from UBT

	#jira UE-54345

Change 3860676 by Simon.Tourangeau

	Remove DirectoryWatcher warning in output log

	#jira UEENT-846

Change 3860598 by Lauren.Ridge

	Fix for crash on opening new material instance
	#jira UE-54589

Change 3860338 by Michael.Lentine

	Integrate changes for fixing MorphTargets.

	#jira 54398

Change 3860215 by Ben.Marsh

	UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.

	#jira UE-54578

Change 3860186 by Matt.Kuhlenschmidt

	Fix crash top 10 with the font editor shutting down and then a dpi event occuring

	#jira UE-54543

Change 3859854 by Graeme.Thornton

	PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)


	#jira UE-51289

Change 3859848 by Graeme.Thornton

	Fix crypto.cs reading the wrong ini setting names for uasset encryption settings

	#jira UE-54566

Change 3859684 by Ben.Marsh

	PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)


	#jira UE-54392

Change 3859657 by Ben.Marsh

	Fix FTransform being passed by value, causing alignment error when compiling for Win32.

	#jira

Change 3859312 by nick.bullard

	Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
	Still need to update menu to remove selection

	#jira UE-50784

Change 3859278 by Nick.Bullard

	Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.

	"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.

	We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."

	#jira UE-50784

Change 3859124 by Dan.Oconnor

	Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16

	#jira UE-54468

Change 3859086 by Ryan.Vance

	#jira UE-54470

	We need to set the viewport in both cases.

Change 3859006 by Dan.Oconnor

	Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class

	#jira UE-54541

Change 3858990 by mason.seay

	Cleaned up blueprints to remove compile errors

	#jira UE-29618

Change 3858945 by Aaron.McLeran

	#jira UE-54265

	PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)


Change 3858719 by Aaron.McLeran

	#jira UE-54552 Fix for sample buffer reader

Change 3858647 by Ethan.Geller

	PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)

	#jira UE-54407

Change 3858364 by Michael.Dupuis

	#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.

Change 3858268 by Dan.Oconnor

	Prevent postload logic running on REINST and SKEL classes

	#jira UE-54531

Change 3858205 by Mitchell.Wilson

	Removed particle looping from some emitters to resolve anim notify warnings.
	#jira UE-53823

Change 3858148 by Lauren.Ridge

	Changes based on Material Layer Feedback from previews
	- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
	- Sections of the stack that have been disabled now inactivate that part of the UI
	- Create Function Instance now indicates if you are making a layer or a blend
	- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.

	#jira UETOOL-1328

Change 3857933 by Michael.Dupuis

	#jira UE-45854: Properly unregister callback when replacing foliage type with another one

Change 3857898 by Michael.Dupuis

	#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation

Change 3857878 by Max.Chen

	Sequencer: Assign the sequence id after the template is compiled.

	Copy from Dev-Sequencer

	#jira UE-54462

Change 3857808 by Michael.Dupuis

	#jira UE-54421: Prevent edition during Simulate when clicking on actor

Change 3857786 by Rolando.Caloca

	UE4.19 - Fix recompute tangents and skin cache for OpenGL

	#jira UE-42108
	PR #3271

Change 3857549 by Lina.Halper

	another jittering issue due to revision number change
	clear the motion vector after compile

	#jira: UE-53930

Change 3857439 by Lina.Halper

	Clear motion vector when end of sequencer when in editor world

	#jira:UE-54057

Change 3857384 by Graeme.Thornton

	Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio

	#jira UE-50020

Change 3856596 by Chris.Babcock

	Fix ResonanceAudioApi Android library architecture filtering
	#jira UE-54478
	#ue4
	#android

Change 3856449 by Michael.Dupuis

	#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.

Change 3856415 by Dan.Oconnor

	Fix regression when loading instances that have had their class deleted. Issue detected by static analysis

	#jira UE-54467

Change 3856332 by Ben.Marsh

	Resaving TP_HandheldARBP assets to fix version again.

	#jira

Change 3856319 by Ben.Marsh

	Back out changelist 3855588

	Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.

	#jira UE-54472

Change 3856292 by Ben.Marsh

	Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.

	#jira UE-54448

Change 3856190 by Martin.Wilson

	Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)

	#jira UE-54266

Change 3856169 by Ben.Marsh

	Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.

	#jira UE-54283

Change 3856123 by Chris.Babcock

	Fix missing ARCore file
	#jira UE-54453
	#ue4
	#android

Change 3856005 by Richard.Wallis

	Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.

	#jira UE-52928

Change 3855961 by Jian.Ru

	Copy 3855047 - fix DFAO Nan problem
	#jira UE-54403

Change 3855811 by Martin.Wilson

	Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)

	#jira none

Change 3855758 by Cosmin.Sulea

	UE-53569 - tvOS does not package or launch-on

	#jira UE-53569

Change 3855727 by Ben.Marsh

	Resaving assets with a versioned build in the editor, to fix warnings building DDC.

	#jira

Change 3855626 by Adrian.Siminciuc

	https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)

	#jira UE-50979

Change 3855588 by Graeme.Thornton

	Fix visual studio solution path being incorrect for content projects

	#jira UE-50020

Change 3855283 by Ben.Marsh

	Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.

	#jira

Change 3855009 by Chance.Ivey

	Resaving with version number. #JIRA-54330 #rb none

Change 3854943 by Dan.Oconnor

	Fix archetype lookup when searching hierarchy that has been partially reinstanced

	#jira UE-53840

Change 3854882 by Ryan.Vance

	#jira UE-54438

	Removing vr related references to screen percentage.
	Removing previously removed gvr screen percentage code that came back in an integration from google.

Change 3854806 by Mike.Beach

	Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.

	#jira UE-54214

Change 3854680 by Chance.Ivey

	Saving assets with version number#JIRA UE-54330 #rb none

Change 3854652 by Uriel.Doyon

	Added a tooltip to the EV100 slider in the exposure menu.
	Using game settings now disables the slider.
	#jira UE-53945

Change 3854605 by Dan.Oconnor

	Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)

	#jira UE-53954

Change 3854274 by Brandon.Schaefer

	Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux

	#jira UE-54302

	#codeview Arciel.Rekman

Change 3854255 by Phillip.Kavan

	Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.

	- Mirrored from //UE4/Dev-Framework (3853349).

	#jira UE-53960

Change 3854177 by Ethan.Geller

	#jira UE-54415 set EnabledByDefault to false for Resonance Audio

Change 3854123 by Ethan.Geller

	#jira UE-54410 set AudioComponentID

Change 3853775 by Lauren.Ridge

	Minor cleanup
	#jira UE-54054

Change 3853772 by Lauren.Ridge

	Don't create widgets when just testing if the selected widget is a replacement candidate
	#jira UE-54054

Change 3853715 by Rolando.Caloca

	UE4.19 - Fix for OpenGL overwriting texture units

	#jira UE-54401

Change 3853655 by Ben.Marsh

	Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.

	#jira

Change 3853535 by Ben.Marsh

	Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.

	#jira

Change 3852583 by Nick.Atamas

	Resaved assets so they don't produce DDC warnings.
	#jira none

Change 3852552 by Uriel.Doyon

	Fixed Pre-Exposure shader compilation and Temporal AA issue.

	#jira UE-54276

Change 3852354 by Nick.Atamas

	Hopefully fixes the static analysis warning from jira issue.
	#jira UE-54332

Change 3852281 by Nick.Atamas

	Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
	#jira UE-54331

Change 3852274 by Simon.Tourangeau

	Back out changelist 3851041 until Win7 issue is resolved.

	#jira UE-54354

Change 3852208 by Jamie.Dale

	Merging CL# 3821754 from //UE4/Dev-Enterprise

	Class property conversion now goes through NativizeClass/PythonizeClass

	This allows it to coerce from Python wrapped object types

	#jira none

Change 3852202 by Jamie.Dale

	More explicit handling of EngineDir for Python SDK

	#jira UE-54345

Change 3851982 by Brandon.Schaefer

	Workaround using a hardcoded path

	#jira UE-54136

Change 3851748 by Michael.Dupuis

	#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions

Change 3851545 by Marc.Audy

	Remove debugging code that slipped in

	#jira none

Change 3851461 by Ben.Marsh

	Fix #includes with backslashes from crashing UBT.

	#jira UE-53996

Change 3851391 by Jamie.Dale

	Updated Python to prefer our TPS SDK

	#jira UE-54345

Change 3851372 by Jamie.Dale

	Added bat file to copy the Python SDK into TPS

	#jira UE-54345

Change 3851218 by Ben.Marsh

	Add missing template to installed engine build.

	#jira UE-54339

Change 3851117 by andrew.porter

	QAGame: Removing duplicate map

	#jira UE-29618

Change 3851041 by Simon.Tourangeau

	Support for DX11 quad buffer stereo rendering

	#jira UEENT-704

Change 3850548 by Ben.Marsh

	Add TP_HandheldARBP to installed engine build.

	#jira

Change 3850424 by Ben.Zeigler

	Fix reported memory for asset registry to be correct, extracted from a larger change

	#jira none

Change 3850324 by Ryan.Vance

	#jira UEVR-1050

	Hook up the Rift dynamic res to the new IDynamicResolutionState framework

Change 3849819 by JeanLuc.Corenthin

	Unhide Datasmith plugins in "regular" projects to allow easy project conversion

	#jira UEENT-795

Change 3849302 by Martin.Wilson

	Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)

	#jira none

Change 3849238 by Max.Chen

	Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.

	#jira UE-54248

Change 3849211 by Michael.Dupuis

	#jira UE-54181: Prevent foliage edition during PIE or simulate mode

	#coderevire jack.porter

Change 3849123 by Benn.Gallagher

	Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices

	#jira UE-53741

Change 3849120 by Benn.Gallagher

	Fixed crash adding empty materials to destructible meshes in the destructible mesh editor

	#jira UE-53938

Change 3849047 by Jurre.deBaare

	Move material baking out of experimental
	#fix follow-up also remove the entry from experimental settings
	#jira UE-52685

Change 3848808 by Michael.Dupuis

	#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
	Fixed dynamic shadow code path issue vs static code path

Change 3848659 by Lina.Halper

	Fix issue with animation resetting in the sequencer

	#jira: UE-54047

Change 3848635 by Rolando.Caloca

	UE4.19 - Fix static analysis

	#jira UE-50449

Change 3848515 by Sorin.Gradinaru

	Unshelved from pending changelist '3843541':

	WebBrowser Android crash on 4.4.3

	#jira UE-53247
	#Android
	#4.19

	Crash on Android 4.x.x caused by a call to a Api Level 21 method

Change 3848514 by Jurre.deBaare

	Moving over:
	CL 3832173
	"Failed to import Alembic files
	#jira UE-53941
	#fix Change Alembic thirdparty library setup
		- Removed old unused library files
		- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
		- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
		- Added DLLs for HDF5 to build.cs file

	CL 3838053
	"Adding missing hdf5 dynamic libraries

Change 3848245 by Ben.Marsh

	Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.

	#jira UE-54237

Change 3847300 by Phillip.Kavan

	Fix shadowed local variable.

	#jira UE-54141

Change 3846922 by Max.Preussner

	ImgMedia: Fixed image media player never finished initialization if loading failed

	Copied from Dev-Sequencer CL# 3846902

	#jira UE-54247

Change 3846831 by Arciel.Rekman

	Linux: only use lld for x86_64 (UE-54144).

	- lld support for other architectures seems to not ready for prime time.

	#jira UE-54144

Change 3846771 by Lauren.Ridge

	Material window now uses the background color set in preview scene.
	#jira UE-52215

Change 3846705 by Ben.Marsh

	Fix batch file paths not being quoted correctly when run through XGE.

	#jira

Change 3846550 by Lauren.Ridge

	Toggling Show Background now updates the background as well
	#jira UE-52250

Change 3846417 by Matt.Kuhlenschmidt

	Fix crash resizing shootergame window

	#jira UE-53137

Change 3846295 by Rolando.Caloca

	UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)

	#jira UE-50449

Change 3846273 by tim.gautier

	QAGame: Updating Material Layer test assets to include more Params
	- Added temp assets, quicker repros for bugs
	#jira UE-54176, UE-54165

Change 3846255 by Lauren.Ridge

	Parameter tab is the primary tab for material instances

	#jira UE-54092

Change 3846086 by Chris.Babcock

	Add missing SecureHash.h include
	#jira UE-54026
	#PR #4417
	#ue4
	#android

Change 3846049 by Martin.Wilson

	Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)

	#jira UE-54220

Change 3846033 by Martin.Wilson

	Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )

	#Jira UE-54219

Change 3845991 by andrew.porter

	QAGame: Updating bindings on activechannels sequencer test content

	#jira UE-29618

Change 3845933 by Lauren.Ridge

	Check for original material being valid

	#jira UE-54166

Change 3845920 by Martin.Wilson

	Optimized redundant key removal

	#jira UE-51303

Change 3845812 by Matt.Kuhlenschmidt

	Fix not being able to change BSP brush shape

	#jira UE-53738

Change 3845790 by Martin.Wilson

	Fix for assert failure when accumulating root motion in debug.

	#jira UE-53955

Change 3845730 by JeanLuc.Corenthin

	Fix build breakage
	warning: resaved disc.uasset with 4.19.0 preview #1
	failure: set the correct default mesh for AreaLightStruct.uasset

	#jira none

Change 3845693 by Lina.Halper

	Fix issue with previewing pose asset with curve data

	#jira: UE-53967

Change 3845533 by Andrew.Rodham

	Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects

	#jira UE-54173

Change 3845472 by Thomas.Sarkanen

	Prevented debug object selection dropdown from displaying objects with pending kill outers

	#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance

Change 3845401 by Yannick.Lange

	Reverting thumbnail capture from viewport.
	#jira UE-53775
	#jira UE-53701

Change 3844693 by JeanMichel.Dignard

	Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.

	#jira UEENT-632

Change 3844689 by JeanLuc.Corenthin

	Update Datasmith content assets to latest

	Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
	Updated assets with correct release version
	Cleanup some paths on static meshes and texture

	#jira UEENT-759
	#jira UEENT-657

Change 3844571 by Martin.Wilson

	Fix motion controller motion source pin still showing when pin is connected to something

	#Jira UE-53236

Change 3844564 by Martin.Wilson

	Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them

	#Jira UE-54174

Change 3844545 by Jamie.Dale

	No longer attempt to parse group separators for numeric inputs

	This avoids some ambiguity when parsing numbers for languages such as German

	#jira UE-54170

Change 3844221 by Nick.Shin

	HTML5 - filter out "windows/super" keys - these are not used in UE4

	- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...

	#jira UE-54056  HTML5 crashes inside browser upon pressing windows key

Change 3843937 by JeanMichel.Dignard

	Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).

	#jira UEENT-764

Change 3843929 by Peter.Sauerbrei

	pull over fix for bad directory when copying launch images
	#jira UE-53177

Change 3843658 by Thomas.Sarkanen

	Text is red again in anim viewports

	#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages

Change 3843657 by Thomas.Sarkanen

	Enable picking via Enter for details panel asset pickers

	The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.

	#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry

Change 3843120 by Dan.Oconnor

	Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
	#jira UE-54009

Change 3842841 by Ben.Zeigler

	#jira UE-50020
	Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157

Change 3842582 by Lauren.Ridge

	Guards against the widget passed to scrollwidgetintoview being null
	#jira UE-54037

Change 3842575 by Max.Chen

	Sequence Recorder: Stop recording if the preview window is destroyed.

	#jira UE-49778

Change 3842551 by Michael.Dupuis

	#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.

Change 3842371 by Max.Preussner

	Media: Merged 4.19 fixes from Dev-Sequencer

	CL 3807293 WmfMedia: Fixed YUY2 video format strides
	CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
	CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
	CL 3804183 MediaAssets: Added missing lock in media sound component
	CL 3831580 MfMedia: Media open events generated in same order as on other platforms
	CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks

	#jira UE-53532
	#jira UE-53328

Change 3842356 by Max.Preussner

	ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource

	#jira UE-51631

Change 3842335 by Aaron.McLeran

	#jira UE-54087

	PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)


Change 3842286 by Rolando.Caloca

	UE4.19 - Fix for static analysis
	- Glslang 1.0.65.1

	#jira UE-54128

Change 3842222 by andrew.porter

	QAGame: Updating framerate of EXR_Sequence

	#jira UE-29618

Change 3842211 by Ben.Marsh

	Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().

	#jira UE-54035

Change 3842163 by Cosmin.Sulea

	UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured

	#jira UE-53303

Change 3841770 by Max.Chen

	Sequencer: Fix to allow keying of an arbitrarily deep property path.

	#jira UE-54095

Change 3841758 by Max.Chen

	Sequencer: Fix unbound possessable components when pasting spawnables.

	#jira UE-54104

Change 3841415 by Lauren.Ridge

	Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
	#jira UE-53942

Change 3841327 by Arciel.Rekman

	Linux: fix Debug build (UE-53855)

	- A workaround. UBT should be using proper PCH files instead.

	#jira UE-53855

Change 3840975 by Rolando.Caloca

	UE4.19 - Updated VulkanRHI
	- Fixes for GPU frame time
	- Fixes for CPU performance

	#jira UE-50449

Change 3840838 by Michael.Dupuis

	#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash

Change 3840693 by Ben.Zeigler

	#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
	Copy of CL #3840692

Change 3840680 by Aaron.McLeran

	Bringing fixes from Dev-AnimPhys to 4.19.

	#jira UE-53903 crash on load with oculus audio and old audio engine
	#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.

Change 3840663 by Rolando.Caloca

	UE4.19 - Fix for layout ensure on HMD projects on Vulkan

	#jira UE-50265

Change 3840577 by Rolando.Caloca

	UE4.19 - Fix for CPUs with more than 16 cores

	#jira UE-53434

Change 3840551 by andrew.porter

	QAGame: Setting Allow Bindings from Asset to false

	#jira UE-29618

Change 3840491 by Ben.Zeigler

	#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
	Copy of CL #3840489

Change 3840297 by Max.Chen

	Sequencer: Fix copy/paste crash for lights

	#jira UE-54084

Change 3840284 by Michael.Dupuis

	#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove

Change 3840215 by Sorin.Gradinaru

	Unshelved from pending changelist '3812852':

	UE-53550 Level doesn't render on Lenovo 939
	UE-53592 Assertion right after rendering scene on Lenovo S939

	#jira UE-53550
	#jira UE-53592
	#4.19
	#Android

	UE-53550
	Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
	The problem was that the shader compiler complains about code lines before the #extension directives.
	Placeholder // end extensions in the original shader code - to be replaced with round() functions

	UE-53592
	Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread

Change 3840048 by Michael.Dupuis

	#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate

Change 3840005 by Richard.Wallis

	Clone of CL 3835252

	Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook.  This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.

	Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.

	Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.

	#jira UE-53815

Change 3839968 by Michael.Dupuis

	#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
	Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing

	##codereview jack.porter

Change 3839924 by Richard.Wallis

	Clone of CL 3838093

	Fix for rewind / seek bugs in AvfMediaPlayer.

	- Don't initialise and send audio buffers that have a duration of Zero from the audio tap.  This chokes the audio sink and adds overhead we don't need.
	- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
	- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.

	#jira UE-54019, UE-53027

Change 3839321 by andrew.porter

	QAGame: Adding missing bookmark to QA-Sequencer_Blending

	#jira UE-29618

Change 3839286 by Marcus.Wassmer

	Duplicate CL: 3823296
	#jira UE-52784

Change 3839229 by Brandon.Schaefer

	Fix audio clean up crash when exiting PIE

	#jira UE-54050

	#review-3839109 @Arciel.Rekman, @Aaron.McLeran

Change 3839223 by andrew.porter

	QAGame: Rebinding pointlight actor to sequences

	#jira UE-29618

Change 3839098 by andrew.porter

	QAGame: Fixing missing sequencer blending test content

	#jira UE-29618

Change 3838919 by Mike.Erwin

	glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.

	Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177

	Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.

	#jira UE-50695

Change 3838909 by Mike.Erwin

	glTF: base64 decoding of data buffers and images

	Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.

	#jira UE-50695

Change 3838812 by Uriel.Doyon

	Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.

	#jira none

Change 3838773 by Lauren.Ridge

	Fixing material layer filters

	#jira UE-54064

Change 3838748 by Michael.Trepka

	Fixed EngineTest runtime warning caused by CL 3838626

	#jira UE-53893

Change 3838730 by Max.Chen

	Sequencer: Add notification when the blend type is changed.

	#jira UE-54046

Change 3838626 by Michael.Trepka

	Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.

	#jira UE-53893

Change 3838392 by Arciel.Rekman

	Fix assert on a policy removal (UE-54042).

	- Applying Gil's safe fix which just sweeps the problem under the rug.

	#jira UE-54042

Change 3838162 by Arciel.Rekman

	Linux: fix crash due to lambda lifetime issues (UE-54040).

	- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).

	#jira UE-54040

	(Edigrating 3819174 to Release-4.19)

Change 3838156 by Rolando.Caloca

	UE4.19 - Support for Vulkan devices that have no cached memory type

	#jira UE-54039

Change 3838096 by Brandon.Schaefer

	Set sound to unfocused volume multiplier if not focused

	#jira UE-51327

	#review-3835736 arciel.rekman

Change 3838087 by Brandon.Schaefer

	Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides

	#jira UE-53901

	#review-3838088 arciel.rekman

Change 3837072 by Phillip.Kavan

	Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.

	- Mirrored from //UE4/Dev-Framework (3836768).

	#jira UE-53908

Change 3837071 by Phillip.Kavan

	Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.

	- Mirrored from //UE4/Dev-Framework (3835944, 3835965).

	#jira UE-42614

Change 3837070 by Phillip.Kavan

	#4202 -  Blueprint nativization bug fixes (PR).

	- Mirrored from //UE4/Dev-Framework (3830562, 3832292).

	#jira UE-52188

Change 3836507 by Ryan.Vance

	#jira UE-53992

	Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.

Change 3836390 by Dan.Oconnor

	Fix failure to resolve archetype when using the compilation manager

	#jira UE-53840

Change 3836251 by Ryan.Vance

	#jira UE-53992

Change 3835852 by Mark.Satterthwaite

	Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
	- The control points idnex buffer shouldn't collide with anything else.
	- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.

	#jira UE-53851

Change 3835802 by JeanMichel.Dignard

	UBT changes for Enterprise deployment
	- Allow building enterprise against an installed engine version
	- Added enterprise to the cleanup process if its not installed

	#jira UEENT-748

Change 3835625 by Bogdan.Vasilache

	UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
	#jira UE-50257

Change 3833649 by Mike.Beach

	Enabling debug layer when multiview is enabled.

	#jira UE-49954

Change 3833525 by Ethan.Geller

	Fix copyright in ActiveSound.cpp #jira none #rb none

Change 3642649 by Stewart.Lynch

	Renamed loctext key to stop it clashing with an existing entry

	#jira UE-49432

Change 3644762 by Stewart.Lynch

	LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.

	* removed CheckSize arg from OnLowLevelFree
	* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
	* minor optimization in LLMMap::GetMaxIndex - cache Mask value
	* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
	* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
	* renamed Binned stats to FMemory to make it more general
	* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
	* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
	* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
	* Trackers now maintain totals for each enum tag
	* tracking of Texture and mesh allocation on Windows D3D11 & D3D12

Change 3651334 by Joe.Barnes

	Fix misspelled function name.

	#jira 39441
	#3016

Change 3653857 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...

Change 3656553 by Joe.Barnes

	Add path for SCS_DeviceDepth.

Change 3662703 by Ben.Woodhouse

	Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:

	[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
	 - Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
	 - Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
	 - r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.

	Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
	A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
	In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.

	[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
	 - 1 == 60Hz
	 - 2 == 30Hz
	 - 3 == 20Hz

Change 3675239 by Keith.Judge

	Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.

	#jira UE-50626

Change 3676709 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...

Change 3689712 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...

Change 3701778 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...

Change 3677043 by Ben.Woodhouse

	From StewartL:
	I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336

Change 3726532 by Luke.Thatcher

	[CONSOLE] [~] Enable XGE shader compilation by default.
	 - Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.

Change 3726554 by Luke.Thatcher

	[CONSOLE] [+] Improved Scoped Named Events
	 - Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
	 - Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
	 - Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.

Change 3751378 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...

Change 3751812 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...

Change 3728571 by Luke.Thatcher

	[CONSOLE] [!] Drop another XGE controller warning to log.

Change 3747150 by Joe.Barnes

	Add AuthoringToolHelper.bat file to installed build copy list.

Change 3768585 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...

Change 3772333 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...

Change 3786872 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...

Change 3787279 by Luke.Thatcher

	[CONSOLE] [~] Unified present threshold CVars.
	 - CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
	 - Platform implementations will be checked in shortly.

Change 3787445 by Luke.Thatcher

	[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console

	Original CLs
	 - 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
	 - 3712693 - Fix for crash on startup in new frame syncing.
	 - 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).

Change 3788417 by Ben.Woodhouse

	Duplicate from FN CL 3712515
	CSV profiler GPU and pre-declared stat support
	- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
	- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
	- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
	Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats

Change 3807818 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...

Change 3818577 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...

Change 3821198 by Ben.Woodhouse

	Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...

Change 3821519 by Ben.Woodhouse

	Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
	#robomerge none

Change 3813513 by Ben.Woodhouse

	CSV profiler refactor+ bug fix
	- Move the CSV profiler to core, so we can use it in modules other than engine
	- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
	- Make begin/end requests more robust, enqueued via a command queue and processed in order
	- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
	- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
	- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
	- Fix longstanding bug in first frame renderthread time in the engine

Change 3814039 by Ben.Woodhouse

	More Csvprofiler improvements
	- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
	- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types

Change 3814041 by Ben.Woodhouse

	Integrate as edit CL 3796390 from Fortnite/Main:

	Fix CsvProfiler not compiling in shipping for now

Change 3814229 by Ben.Woodhouse

	Integrate + refactor of CL 3792591 to reduce complexity and fix bugs

	Original changelist description:
	CSV profiler improvements:
	- The CSV profiler is now always compiled in on the server
	- The CSV profiler can now handle both int32 and float stats
	- In BeginCapture, the function can take additional arguments for some customization of filenames

	Fixes to the above:
	 - Remove FCustomValue class
		- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
		- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
		- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
	 - Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride

Change 3814242 by Ben.Woodhouse

	Disable CSV unit stats on the dedicated server

Change 3817339 by Ben.Woodhouse

	Duplicate from 3816641: CSV profiler improvements
	- Added a low-pri processing thread to compress raw timing data into a much more efficient format
	   - Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
	   - Processing time : 0.1ms per frame
	- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to  a single stat
	- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
	-  Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
	-  Reduced #include dependencies for CSVProfiler.h
	-  Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
	-  Added a simple test harness

Change 3817582 by Ben.Woodhouse

	Fix android compile warning

Change 3823242 by Ben.Woodhouse

	Integrate as edit from Fortnite/Main 3820067:

	Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.

	Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:

		// This function should be used with caution.
		// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
		// not treat it as such.
		// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.

Change 3823840 by Ben.Woodhouse

	Edigrate from 3823816
	Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen

	Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.

Change 3827787 by Ben.Woodhouse

	Integrate-as-edit CL 3820678 from Fortnite/Main
	Allow the CSV Profiler to be compiled in to shipping dedicated server builds

Change 3827842 by Ben.Woodhouse

	Integrate-as-edit CL 3827079 from Fortnite/Main
	CSV profiler category support

Change 3827918 by Luke.Thatcher

	[CONSOLE] [!] Fix compile error in CSV custom stats.

Change 3827964 by Luke.Thatcher

	[CONSOLE] [!] Fix inverted logic and spelling of boolean.
	 - Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.

Change 3831661 by Ben.Woodhouse

	Integrate-as-edit CL 3830630 from Fortnite/Main
	Fix CSVProfiler assert in dev builds on XB1

Change 3860300 by Joe.Barnes

	Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.

Change 3860347 by Joe.Barnes

	Delete existing SourceConfigFile before allocating a new one to prevent them leaking.

Change 3860348 by Joe.Barnes

	Completely encapsulate GetLLMAlloc() in #ifdef.

Change 3861772 by Ben.Woodhouse

	Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes

Change 3861774 by Ben.Woodhouse

	Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
	D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.

Change 3862214 by Ben.Woodhouse

	Integrate-as-edit CL 3859637 from Fortnite/Main
			Dynamic resolution console tweaks
			- Dynamic resolution high level switch driven by a cvar instead of code
			- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
			- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds

Change 3863919 by Ben.Woodhouse

	[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639

Change 3864347 by Ben.Woodhouse

	Fix the editor build. This will need a proper fix before 4.19 ships.

#lockdown Nick.Penwarden
#rb none

[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Simon Tourangeau
614ad8db40 Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3797699)
#lockdown Nick.Penwarden
#rb JeanMichel.Dignard

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

Change 3770717 by Simon.Tourangeau

	Fix Blank Enterprise template project creation

Change 3773186 by Simon.Tourangeau

	Fix asset migration to correctly handle the migration of content from Content Plugins

Change 3773230 by JeanLuc.Corenthin

	Adding new material asset for CAD importer
	Removing old material assets for CAD importer

Change 3774391 by JeanMichel.Dignard

	Added support for IES asymmetrical light profile
	- IES textures are now 2D (256*256) and the shader will use the light tangent to sample the texture.
	- Point light tangent is now the Z axis to match the spot lights. Tube shaped point lights will be automatically rotated to compensate for this change. Dynamically generated point lights with a source length will need to have a 90 degrees pitch added to their orientation.

	#jira UEENT-55

Change 3775668 by JeanMichel.Dignard

	Fixed linux and mac editor builds. Use FVector::DotProduct instead of Dot3 since we're using FVectors.

Change 3781147 by Jamie.Dale

	[Python] Prevent the Xcode version of Python being used by default

Change 3781991 by JeanMichel.Dignard

	Send the IES texture profile to lightmass in a separate TArray to fix warning 6262 about using too much stack during static analysis.

Change 3783479 by Simon.Tourangeau

	Fix NewProjectWizard crash if starter content was enabled

	#jira UEENT-635

Change 3784279 by Jamie.Dale

	[Python] Added ScopedEditorTransaction and an editor specific module

Change 3787566 by JeanLuc.Corenthin

	Fixed issue with display of units which were not reflecting the project settings when enbling unit display.

	Got Jamie Dale to help me find the correct solution to this problem: a lambda function.

	Thanks, Jamie!

Change 3788178 by Martin.Sevigny

	Make sure that FLightPropagationVolume is properly initialized before using it. Can currently trigger a check in  FProjectedShadowInfo::SetupWholeSceneProjection because of an uninitialized BoundingBox if LPVIntensity is saved at 0.

	Solves: https://udn.unrealengine.com/questions/354040/switching-gi-lpvs-at-runtime.html

Change 3788301 by JeanLuc.Corenthin

	On behalf of Anousack:

	UE assets necessary to properly handle Cropped procedural textures.

	#jira UEENT-522

Change 3789146 by Martin.Sevigny

	Bringing back the LPVIntensity test as per MarcusW review.

Change 3789467 by Patrick.Boutot

	Add Analytics to PythonScriptPlugin.

Change 3789473 by Patrick.Boutot

	Add a slow task dialog when executing a Python script.

Change 3790809 by Patrick.Boutot

	Add GIsRunningUnattendedScript. If true, we are running an editor script that should not prompt any dialog modal. The default value of any model will be used. This is used when running a Blutility or script like Python and we don't want an OK dialog to pop while the script is running. Could be set for commandlet with -RUNNINGUNATTENDEDSCRIPT

Change 3790970 by Patrick.Boutot

	Add SavePackages with Dialog version in EditorLoadingAndSavingUtils. Refactor some internal save & checkout function in FileHelpers to prevent dialogs from showing when it was not requested.

Change 3790976 by Patrick.Boutot

	Add RenameAssetsWithDialog to AssetTools. All previous implementation now use the WithDialog version.
	Allow DeleteObject & DuplicatedAsset to be completed without dialog.

Change 3791597 by Simon.Tourangeau

	Fix custom window positions in "windowed mode"

	#jira UE-52873

Change 3791633 by Patrick.Boutot

	Expose to Blueprint the actor' label and folder path.

Change 3791634 by Patrick.Boutot

	Change size of the OutputLog's SuggestionList box.

Change 3791637 by Patrick.Boutot

	Make sure the suggestions panel is closed before executing the command. Some command wants to run dialog and the suggestions panel may prevent it from opening.

Change 3791661 by Jamie.Dale

	[Python] Fixed a bug where we could return an object of the incorrect type from the cache

	This could happen if the same instance pointer actually represented two different things, such as when a struct had a different struct as its first member as both of those have the same address, but reflect two different things.

	We now treat the type as significant in the cache, and only return something if it matches both the instance and the type.

	#jira UEENT-651

Change 3794968 by Patrick.Boutot

	Extend File menu to include Python menu. Save the last 10 scripts executed in the user config.

Change 3795084 by Jamie.Dale

	[Python] Added a way to purge all references to a given UObject (or set of UObjects) from any living Python objects

Change 3795324 by Jamie.Dale

	[Python] Ensure that Python objects referencing the current world/level are purged when the active world/level is changed

	This is needed to avoid a fatal assert about a GC leak

	#jira UEENT-658

Change 3796248 by Jamie.Dale

	FilterAssetDataWithNoTags no longer implicitly removes localized assets


Change 3773185 by Simon.Tourangeau

	Move DatasmithImporter plugin content to a content-only plugin under Engine/Plugins/Enterprise/DatasmithContent

	This makes it possible to load content created with the DatasmithImporter without having access to Enterprise plugins.

	#jira UEENT-544

Change 3790982 by Patrick.Boutot

	Set GIsRunningUnattendedScript to EditorScriptUtilities callable functions.
	Load level without a prompt.

Change 3791539 by Jamie.Dale

	[Python] Added ScriptName and ScriptNoExport meta-data to allow control over how things are exposed to scripts

	ScriptName can be used to override the basic name we use when converting classes, structs, enums, properties, and functions to their Python names. It has been used here to remove all the K2_ and BP_ prefixes, and to remove Kismet and Blueprint from some library names.

	ScriptNoExport can be used to prevent a property or function from exporting to Python. It has been used here to prevent exporting some deprecated functions that had names that would conflict if we stripped off the K2_ prefix of some newer functions (there were only a handful of these cases).

Change 3773163 by Patrick.Boutot

	Improve ConvertActors implementation. Check if the StaticMesh path is valid and do not use dialog in the case we are converting a Brush to a StaticMesh.

Change 3776401 by Patrick.Boutot

	Add function to spawn and destroy an actor in editor mode. Spawn use the Place functionality of the editor, you can spawn from an asset, class, archetype or factory.

Change 3778137 by Patrick.Boutot

	Add 2 functions to EditorAssetLibrary. GetPathNameForLoadedAsset, wrapper for UObject.GetPathName(). FindPackageReferencersForAsset similar to AssetRegistry.FindPackageReferencer. It will load the assets and all the referencers to confirm the reference.
	EditorAssetLibrary now support full path.

Change 3778139 by Patrick.Boutot

	Update example data for EditorScriptingUtilities.

Change 3778768 by Patrick.Boutot

	Update EditorScriptingUtilities py file with the new naming convention.

Change 3779291 by Patrick.Boutot

	Remove const& on TSubLassOf because Blueprint do not show the Pick tool  with it.
	Update py script & blueprint to point to the new paths.

Change 3783246 by Patrick.Boutot

	After review. Tech art prefer to have a filter that check the class and not have the class pass as argument for GetAllLevelActor.
	Fix return type in Blueprint for SpawnActorFromClass.

Change 3789367 by Patrick.Boutot

	Gets all TagValues associated with an asset as strings value.

Change 3789438 by Patrick.Boutot

	Split EditorLevelLibrary into EditorFilterLibrary. All filter function are now in their own modules.

Change 3789489 by Patrick.Boutot

	Update script examples with copyright and with the split from EditorFilterLibrary.

Change 3790980 by Patrick.Boutot

	Prevent all dialog modal from showing up when running a Python script via command line.

Change 3790984 by Patrick.Boutot

	Fix typo in content_browser.py. Delete asset with the loaded version. Fix double values initialized by float.

[CL 3797855 by Simon Tourangeau in Main branch]
2017-12-08 16:18:46 -05:00
Matt Kuhlenschmidt
c72e1e1e70 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none

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

Change 3358367 by tim.gautier

	Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters

Change 3624848 by Jamie.Dale

	Added a composite font for the editor (and Slate core)

	This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.

	This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.

	This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.


Change 3654993 by Jamie.Dale

	'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer

	This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer

	Breaking changes:
	 - Native has been renamed to FNativeFuncPtr.
	 - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
	 - Use P_THIS if you were previously using the 'this' pointer in your native function.

Change 3699591 by Jamie.Dale

	Added support for displaying and editing numbers in a culture correct way

	Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).

	#jira UE-4028


Change 3719568 by Jamie.Dale

	Allow platforms to override the default ICU timezone calculation


Change 3622366 by Bradut.Palas

	#jira UE-46677

	Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
	Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.

Change 3622378 by Bradut.Palas

	#jira UE-46590

	we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
	The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
	Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.

Change 3622552 by Jamie.Dale

	Added support for per-culture sub-fonts within a composite font

	This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).

Change 3623170 by Jamie.Dale

	Fixing warning

Change 3624846 by Jamie.Dale

	Composite font cache optimizations

	- Converted a typically small sized map to a sorted array + binary search.
	- Converted the already sorted range array to use binary search.
	- Contiguous ranges using the same typeface are now merged in the cache.

Change 3625576 by Cody.Albert

	We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.

	#jira UE-47971

Change 3626057 by Matt.Kuhlenschmidt

	Expose EUmgSequencePlayMode to blueprints

	#jira UE-49255

Change 3626556 by Matt.Kuhlenschmidt

	Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is.  Causes flickering and incorrect window positioning.

	#jira UE-48922, UE-48957

Change 3627692 by Matt.Kuhlenschmidt

	PR #3977: Source control submenu menu customization (Contributed by Kryofenix)


Change 3628600 by Arciel.Rekman

	Added AutoCheckout to FAssetRenameManager for commandlet usage.

Change 3630561 by Richard.Hinckley

	Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.

Change 3630656 by Richard.Hinckley

	Compile fix.

Change 3630964 by Arciel.Rekman

	Fix CrashReporterClient headless build.

Change 3631050 by Matt.Kuhlenschmidt

	Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp

	Causes major problems with resizing splitters in editor

Change 3631140 by Arciel.Rekman

	OpenAL: update Linux version to 1.18.1 (UETOOL-1253)

	- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
	- Bulk of the change from Cengiz.Terzibas

	#jira UETOOL-1253

Change 3632924 by Jamie.Dale

	Added support for a catch-all fallback font within composite fonts

	This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.

Change 3633055 by Jamie.Dale

	Fixed some refresh issues in the font editor

Change 3633062 by Jamie.Dale

	Fixed localization commands being reported as unknown

Change 3633906 by Nick.Darnell

	UMG - You can now store refrences to widgets in the same UserWidget.  If you need to create links between widgets this is valuable.  Will likely introduce new ways to utilize this in the future, for now just getting it working.

Change 3634070 by Arciel.Rekman

	Display actually used values of material overrides.

Change 3634254 by Arciel.Rekman

	Fix ResavePackages working poorly with projects on other drives (UE-49465).

	#jira UE-49465

Change 3635985 by Matt.Kuhlenschmidt

	Fixed typo in function name used by maps

	PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)


Change 3636012 by Matt.Kuhlenschmidt

	PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)


Change 3636706 by Lauren.Ridge

	Epic Friday: Save parameters to child or sibling  instance functionality

Change 3638706 by Jamie.Dale

	Added an improved Japanese font to the editor

	This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).

	#jira UE-33268

Change 3639438 by Arciel.Rekman

	Linux: Repaired ARM server build (UE-49635).

	- Made Steam* plugins compile.
	- Disabled OpenEXR as the libs aren't compiled (need to be done separately).

	(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)

Change 3640625 by Matt.Kuhlenschmidt

	PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)


Change 3640626 by Matt.Kuhlenschmidt

	PR #4011: Remove space from filename (Contributed by projectgheist)


Change 3640697 by Matt.Kuhlenschmidt

	PR #4010: PNG alpha fix (Contributed by mmdanggg2)


Change 3641137 by Jamie.Dale

	Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch

	It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.

Change 3641351 by Jamie.Dale

	Fixing incorrect weights on the Japanese sub-font

Change 3641356 by Jamie.Dale

	Fixing inconsistent font sizes between CoreStyle and EditorStyle

Change 3641710 by Jamie.Dale

	Fixed pure-virtual function call on UMulticastDelegateProperty

Change 3641941 by Lauren.Ridge

	Adding a Parameter Details tab to the Material Editor so users can change default parameter details

Change 3644141 by Jamie.Dale

	Added an improved Korean font to the editor

	This is only used when displaying Korean text when the editor is set to Korean

Change 3644213 by Arciel.Rekman

	Fix the side effects of a fix for UE-49465.

	- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
	  and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.

	#jira UE-49465

Change 3644777 by Jamie.Dale

	Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished

Change 3644879 by tim.gautier

	QAGame: Optimized assets for Procedural Foliage testing
	- Added camera bookmarks to Stations in QA-Foliage
	- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
	- Fixed up redirectors

Change 3645109 by Matt.Kuhlenschmidt

	PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)


Change 3645114 by Matt.Kuhlenschmidt

	PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)


Change 3645116 by Matt.Kuhlenschmidt

	PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)


Change 3645118 by Matt.Kuhlenschmidt

	PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)


Change 3645876 by Arciel.Rekman

	Linux: fix submenus of context menu not working (UE-47639).

	- Change by icculus (Ryan Gordon).
	- QA-ClickHUD seems to be not affected by this change (it is already broken alas).

	#jira UE-47639

Change 3648088 by Jamie.Dale

	Fixed some case-sensitivity issues with FText format argument names/pins

	These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.

	#jira UE-47122

Change 3648097 by Jamie.Dale

	Moved common macOS/iOS localization implementation into FApplePlatformMisc

	#jira UE-49940

Change 3650858 by Arciel.Rekman

	UBT: improve CodeLite project generator (UE-49400).

	- PR #3987 submitted by yaakuro (Cengiz Terzibas).

	#jira UE-49400

Change 3651231 by Arciel.Rekman

	Linux: default to SM5 for Vulkan.

	- Change by Timothee.Bessett.

Change 3653627 by Matt.Kuhlenschmidt

	PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)


Change 3653628 by Matt.Kuhlenschmidt

	PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)


Change 3653984 by Jamie.Dale

	Fixed some redundant string construction

Change 3658528 by Joe.Graf

	UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files

Change 3658594 by Jamie.Dale

	Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues

	#jira UE-27263

Change 3659643 by Michael.Trepka

	Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior

	#jira UETOOL-1238

Change 3661908 by Matt.Kuhlenschmidt

	USD asset importing improvements

Change 3664100 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3664107 by Matt.Kuhlenschmidt

	PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)


Change 3664125 by Matt.Kuhlenschmidt

	PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)


Change 3664340 by Jamie.Dale

	PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)


Change 3664403 by Jamie.Dale

	PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)


Change 3664539 by Jamie.Dale

	PR #3280: Added EditableText functionality (Contributed by projectgheist)


Change 3665433 by Alexis.Matte

	When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
	#jira UE-50231

Change 3666747 by Cody.Albert



Change 3669280 by Jamie.Dale

	PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)


Change 3669718 by Jamie.Dale

	PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)


Change 3670838 by Alexis.Matte

	Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
	#jira UE-50387

Change 3671559 by Matt.Kuhlenschmidt

	Update SimpleUI automation test ground truth

	#jira UE-50325

Change 3671587 by Alexis.Matte

	Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
	#jira UE-50147

Change 3671730 by Jamie.Dale

	Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances

Change 3672104 by Michael.Dupuis

	#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings

Change 3674906 by Alexis.Matte

	Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
	#jira UE-50248

Change 3674942 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3675401 by Alexis.Matte

	-fix export animation, do not truncate the last frame anymore
	-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.

	#jira UE-48231

Change 3675990 by Alexis.Matte

	Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
	This is to avoid driving random vertex with old morph target.
	#jira UE-50391

Change 3676169 by Alexis.Matte

	When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.

Change 3676396 by Alexis.Matte

	Make all LOD 0 name consistent in staticmesh editor
	#jira UE-49461

Change 3677730 by Cody.Albert

	Enable locking of Persistent Level in Levels tab

	#jira UE-50686

Change 3677838 by Jamie.Dale

	Replaced broken version of Roboto Light

Change 3679619 by Alexis.Matte

	Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
	#jira UE-50001

Change 3680093 by Alexis.Matte

	Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.

Change 3680931 by Arciel.Rekman

	SlateDialogs: show image icon for *.tga (UE-25106).

	- Also reworked the logic somewhat.

	#jira UE-25106

Change 3681966 by Yannick.Lange

	MaterialEditor post-process preview.
	#jira UE-45307

Change 3682407 by Lauren.Ridge

	Fixes for material editor compile errors

Change 3682628 by Lauren.Ridge

	Content browser filters for Material Layers, Blends, and their instances

Change 3682725 by Lauren.Ridge

	Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default

Change 3682921 by Lauren.Ridge

	Fix for instance layers not initializing fully

Change 3682954 by Lauren.Ridge

	Creating Material Layer Test Assets

Change 3683582 by Alexis.Matte

	Fix static analysis build

Change 3683614 by Matt.Kuhlenschmidt

	PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)


Change 3684130 by Lauren.Ridge

	Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.

Change 3686289 by Arciel.Rekman

	Remove the pessimization (UE-23791).

Change 3686455 by Lauren.Ridge

	Fixes for adding/removing a layer parameter from the parent not updating the child

Change 3686829 by Jamie.Dale

	No longer include trailing whitespace in the justification calculation for soft-wrapped lines

	#jira UE-50266

Change 3686970 by Lauren.Ridge

	Making material parameter preview work for functions as well

Change 3687077 by Jamie.Dale

	Fixed crash using FActorDetails with the struct details panel

Change 3687152 by Jamie.Dale

	Fixed the row structure tag not appearing in the Content Browser for Data Table assets

	The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.

	#jira UE-48691

Change 3687174 by Lauren.Ridge

	Fix for material layer sub-parameters showing up in the default material parameters panel

Change 3688100 by Lauren.Ridge

	Fixing static analysis error

Change 3688317 by Jamie.Dale

	Fixed crash using the widget reflector in a cooked game

	Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.

Change 3689054 by Jamie.Dale

	Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes

	#jira UE-45751

Change 3689513 by Jamie.Dale

	Fixed justification bug with RTL text caused by CL# 3686829

	Also implemented the same alignment fix for visually left-aligned RTL text.

	#jira UE-50266

Change 3690231 by Lauren.Ridge

	Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor

Change 3690234 by Lauren.Ridge

	Adding Material Layers Function Parameter to Static Parameter Compare

Change 3690750 by Chris.Bunner

	Potential nullptr crash.

Change 3690751 by Chris.Bunner

	Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.

Change 3691010 by Jamie.Dale

	Fixed some clipping issues that could occur with right-aligned text

	FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)

	#jira UE-46760

Change 3691091 by Jamie.Dale

	Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type

Change 3691134 by Alexis.Matte

	Make sure we instance also the collision mesh when exporting a level to fbx file.
	#jira UE-51066

Change 3691157 by Lauren.Ridge

	Fix for reset to default not refreshing sub-parameters

Change 3691192 by Jamie.Dale

	Fixed Content Browser selection resetting when changing certain view settings

	#jira UE-49611

Change 3691204 by Alexis.Matte

	Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
	#jira UE-51023

Change 3692335 by Lauren.Ridge

	Setting displayed asset to equal filter asset if no instance has been selected

Change 3692479 by Jamie.Dale

	Fixed whitespace

Change 3692508 by Alexis.Matte

	Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
	We also prevent the export dialog to show
	#jira UE-50973

Change 3692639 by Jamie.Dale

	Translation Editor now shows stale translations as "Untranslated"

Change 3692743 by Lauren.Ridge

	Smaller blend icons, added icon size override to FObjectEntryBox

Change 3692830 by Alexis.Matte

	Fix linux build

Change 3692894 by Lauren.Ridge

	Tooltip on "Parent" in material layers

Change 3693141 by Jamie.Dale

	Removed dead code

	FastDecimalFormat made this redundant

Change 3693580 by Jamie.Dale

	Added AlwaysSign number formatting option

	#jira UE-10310

Change 3693784 by Jamie.Dale

	Fixed assert extracting the number formatting rules for Arabic

	It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.

	#jira UE-10310

Change 3694428 by Arciel.Rekman

	Linux: make directory watch request a warning so they don't block cooking.

	- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html

Change 3694458 by Matt.Kuhlenschmidt

	Made duplicate keybinding warning non-fatal

Change 3694496 by Alexis.Matte

	fix static analysis build

Change 3694515 by Jamie.Dale

	Added support for culture correct parsing of decimal numbers

	#jira UE-4028

Change 3694621 by Jamie.Dale

	Added a variant of FastDecimalFormat::StringToNumber that takes a string length

	This can be useful if you want to convert a number from within a non-null terminated string

	#jira UE-4028

Change 3694958 by Jamie.Dale

	Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing

	You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.

	#jira UE-4028

Change 3695083 by Alexis.Matte

	Optimisation of the morph target import
	- We now compute only the normal for the shape the tangent are not necessary
	- The async tasks are create when there is some available cpu thread to avoid filling the memory
	- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
	#jira UE-50945

Change 3695122 by Jamie.Dale

	GetCultureAgnosticFormattingRules no longer returns a copy

Change 3695835 by Arciel.Rekman

	TestPAL: greatly expanded malloc test.

Change 3695918 by Arciel.Rekman

	TestPAL: Added thread priority test.

Change 3696589 by Arciel.Rekman

	TestPAL: tweak thread priorities test (better readability).

Change 3697345 by Alexis.Matte

	Fix reorder of material when importing a LOD with new material
	#jira UE-51135

Change 3699590 by Jamie.Dale

	Updated SGraphPinNum to use a numeric editor

	#jira UE-4028

Change 3699698 by Matt.Kuhlenschmidt

	Fix crash opening the level viewport context menu if the actor-component selection is out of sync

	#jira UE-48444

Change 3700158 by Arciel.Rekman

	Enable packaging for Android Vulkan on Linux (UETOOL-1232).

	- Change by Cengiz Terzibas

Change 3700224 by Arciel.Rekman

	TestPAL: fixed a memory leak.

Change 3700775 by Cody.Albert

	Don't need to initialize EnvironmentCubeMap twice.

Change 3700866 by Michael.Trepka

	PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)


	#jira UE-41643

Change 3701132 by Michael.Trepka

	Copy of CL 3671538

	Fixed issues with editor's game mode in high DPI on Mac.

	#jira UE-49947, UE-51063

Change 3701421 by Michael.Trepka

	Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression

Change 3701495 by Alexis.Matte

	Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
	#jira UE-UE-51359

Change 3702982 by Jamie.Dale

	Cleaned up some localization setting names

	These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.

Change 3703517 by Arciel.Rekman

	TestPAL: improved thread test.

	- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).

Change 3704378 by Michael.Trepka

	Disable Zoom button on Mac if project requests a resizeable window without it.

	#jira UE-51335

Change 3706316 by Jamie.Dale

	Fixed the asset search suggestions list closing if you clicked on its scrollbar

	#jira UE-28885

Change 3706855 by Alexis.Matte

	Support importing animation that has some keys with negative time
	#jira UE-51305

Change 3709634 by Matt.Kuhlenschmidt

	PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)


Change 3711085 by Michael.Trepka

	Reenabled UBT makefiles on Mac

Change 3713049 by Josh.Engebretson

	The ConfigPropertyEditor now generates a unique runtime UClass.  It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone).  I also removed some static qualifiers for Section and Property names which were incorrect.

	#jira UE-51319

Change 3713144 by Lauren.Ridge

	Fixing automated test error

	#jira UE-50982

Change 3713395 by Alexis.Matte

	Fix auto import mountpoint
	#jira UE-51524

Change 3713881 by Michael.Trepka

	Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.

	#jira UE-31093

Change 3714197 by Michael.Trepka

	Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.

	#jira UE-47915

Change 3714911 by Joe.Graf

	Merge of cmake changes from Dev-Rendering

Change 3715973 by Michael.Trepka

	Disable OS close button on Windows if project settings request that

	#jira UE-45522

Change 3716390 by Lauren.Ridge

	The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.

	#jira UE-50916

Change 3716529 by Josh.Engebretson

	Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1

	#jira UE-51341

Change 3716885 by Josh.Engebretson

	Tracking transactions such as a duplication operation can modify a selection which differs from the initial one.  Added package state tracking to restore unmodified state when necessary.

	#jira UE-48572

Change 3716929 by Josh.Engebretson

	Unshelved from pending changelist '3364093':

	PR #3420: Exe's icons and properties (Contributed by projectgheist)


Change 3716937 by Josh.Engebretson

	Unshelved from pending changelist '3647428':

	PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)


Change 3717002 by Josh.Engebretson

	Fix FileReference/string conversion

Change 3717355 by Joe.Graf

	Fixed CMake file generation on Windows including Engine/Source/ThirdParty source

Change 3718256 by Arciel.Rekman

	TestPAL: slight mod to the malloc test.

	- Touch the allocated memory to check actual resident usage.

Change 3718290 by Arciel.Rekman

	BAFO: place descriptor after the allocation to save some VIRT memory.

	- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.

Change 3718508 by Michael.Trepka

	Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)

	#jira UE-46148

Change 3718855 by Lauren.Ridge

	Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.

Change 3718932 by Cody.Albert

	Update ActorSequence plugin loading phase to PreDefault

	#jira UE-51612

Change 3719378 by tim.gautier

	QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
	Added additional Text Widgets for testing

Change 3719413 by Lauren.Ridge

	Resubmit of content browser favorites

Change 3719803 by Yannick.Lange

	VREditor: Fix crash with null GEditor
	#jira UE-50103

Change 3721127 by tim.gautier

	QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
	- Added M_ParamDefaults and MF_ParamDefaults
	- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
	- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions

Change 3721255 by Alexis.Matte

	Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
	#jira UE-51363

Change 3721594 by Lauren.Ridge

	Material Blends now have plane mesh previews in their icons.

Change 3722072 by tim.gautier

	QAGame: Updated MF_ParamDefaults - using red channel as roughness
	Updated M_ParamDefaults - tweaked Scalar values

Change 3722180 by Michael.Trepka

	Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.

	#jira UE-25941

Change 3722220 by Michael.Trepka

	Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly

	#jira UE-40246

Change 3722806 by Lauren.Ridge

	Fixing non-editor compiles

Change 3722914 by Alexis.Matte

	Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.

	#jira UE-51665

Change 3723446 by Michael.Trepka

	Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME

	Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.

	#jira UE-48257

Change 3723505 by Matt.Kuhlenschmidt

	Fix duplicate actors being created for USD primitives that specify a custom actor class

Change 3723555 by Matt.Kuhlenschmidt

	Fix crash loading the gameplayabilities module

	#jira UE-51693

Change 3723557 by Matt.Kuhlenschmidt

	Fixed tooltip on viewport dpi scaling option

Change 3723870 by Lauren.Ridge

	Fixing incorrect reset to default visibility, adding clear behavior to fields

Change 3723917 by Arciel.Rekman

	Linux: fix compilation with glibc 2.26+ (UE-51699).

	- Fixes compilation on Ubuntu 17.10 among others.

	(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)

Change 3723918 by Arciel.Rekman

	Linux: do not test for popcnt presence unnecessarily (UE-51677).

	(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)

Change 3724229 by Arciel.Rekman

	Fix FOutputDeviceStdOutput to use printf() on Unix platforms.

Change 3724261 by Arciel.Rekman

	TestPAL: fix thread priority test (zero the counter).

Change 3724978 by Arciel.Rekman

	Linux: fix priority calculation.

	- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.

Change 3725382 by Matt.Kuhlenschmidt

	Guard against crashes and add more logging when actor creation fails.
	Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed

	#jira UE-47464

Change 3725559 by Matt.Kuhlenschmidt

	Added a setting to enable/disable high dpi support in editor.   This currently only functions in Windows.
	Moved some files around for better consistency

Change 3725640 by Arciel.Rekman

	Fix Linux thread/process priorities.

	- Should also speed up SCW on Linux by deprioritizing them less.

Change 3726101 by Matt.Kuhlenschmidt

	Fix logic bug in USD child "kind" type resolving

Change 3726244 by Joe.Graf

	Added an option to generate a minimal set of targets for cmake files
	Added shader and config files to cmake file generation for searching within IDEs

Change 3726506 by Arciel.Rekman

	Fix compile issue after DPI change.

Change 3726549 by Matt.Kuhlenschmidt

	Remove unnecessary indirection to cached widgets in the hit test grid

Change 3726660 by Arciel.Rekman

	Enable DPI switch on Linux.

Change 3726763 by Arciel.Rekman

	Fix mismatching "noperspective" qualifier (UE-50807).

	- Pull request #4080 by TTimo.

Change 3727080 by Michael.Trepka

	Added support for editor's EnableHighDPIAwareness setting on Mac

Change 3727658 by Matt.Kuhlenschmidt

	Fix shutdown crash if level editor is still referenced after the object system has been gc'd

	#jira UE-51630

Change 3728270 by Matt.Kuhlenschmidt

	Remove propertyeditor dependency from editorstyle

Change 3728291 by Arciel.Rekman

	Linux: fix for a crash on a headless system (UE-51714).

	- Preliminary change before merging to 4.18.

Change 3728293 by Arciel.Rekman

	Linux: remove unneeded dependency on CEF.

	- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.

Change 3728524 by Michael.Trepka

	Copy of CL 3725570

	Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)

	#jira UE-51709

Change 3728875 by Michael.Trepka

	Fixed compile error in Mac SlateOpenGLContext.cpp

Change 3728880 by Matt.Kuhlenschmidt

	Guard against invalid worlds in thumbnail renderers

Change 3728924 by Michael.Trepka

	Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.

	#jira UE-51711

Change 3729288 by Joe.Graf

	Added the .idea/misc.xml file generation to speed up CLion indexing

Change 3729935 by Michael.Dupuis

	#jira UE-51722: Hide from UI invalid enum values

Change 3730234 by Matt.Kuhlenschmidt

	Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.

	#jira UE-51801

Change 3730349 by Michael.Dupuis

	#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item

Change 3730438 by Lauren.Ridge

	Cleaning up material layering UI functions

Change 3730723 by Jamie.Dale

	Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers

	#jira UE-51799

Change 3731008 by Lauren.Ridge

	Changing Layers and Blends from proxy assets to real assets

Change 3731026 by Arciel.Rekman

	libelf: make elf_end() visible (UE-51843).

	- This repairs compilation for a case when CUDA is being used.
	- Also added some missing files for ARM 32-bit.

Change 3731081 by Lauren.Ridge

	New material layer test assets

Change 3731186 by Josh.Engebretson

	Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets

	#jira UE-50104

Change 3731188 by Mike.Erwin

	Improve responsiveness of Open Asset dialog.

	On large projects, there's a noticeable delay when opening and searching/filtering assets.

	Stopwatch measurements on my machine (seconds for ~122,000 assets):
		before	with this CL
	ctrl-P	1.4	0.45
	search	1.8	0.55

	CollectionManagerModule was the main culprit for search/filter slowness.

	Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.

Change 3731682 by Arciel.Rekman

	UnrealEd: Allow unattended commandlets to rename/save packages.

Change 3732305 by Michael.Dupuis

	#jira UE-48434 : Only register if the foliage type still has a valid mesh

Change 3732361 by Matt.Kuhlenschmidt

	Fix two settings objects being created in the transient package with the same name

	#jira UE-51891

Change 3732895 by Josh.Engebretson

	https://jira.it.epicgames.net/browse/UE-51706

	If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
	Adds DDC notification events for check/put and query for whether a shared DDC is in use.

	#jira UE-51706

Change 3733025 by Arciel.Rekman

	UBT: make sure new clang versions are invoked.

Change 3733311 by Mike.Erwin

	Fix Linux compile warning from CL 3731188

	It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.

Change 3733658 by Josh.Engebretson

	Add a missing #undef LOCTEXT_NAMESPACE

Change 3734003 by Arciel.Rekman

	Fix Windows attempting to use printf %ls and crashing at that (UE-51934).

Change 3734039 by Michael.Trepka

	Fixed a couple of merge issues in Mac ApplicationCore

Change 3734052 by Michael.Trepka

	One more Mac ApplicationCore fix

Change 3734244 by Lauren.Ridge

	Fix for accessing Slate window on render thread

Change 3734950 by Josh.Engebretson

	Fixing clang warning

Change 3734978 by Jamie.Dale

	Relaxed enum property importing to allow valid numeric values to be imported too

	This was previously made more strict which caused a regression in Data Table importing

	#jira UE-51848

Change 3734999 by Arciel.Rekman

	Linux: add LTO support and more.

	- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
	- Supports using llvm-ar and lld instead of ar/ranlib and ld.
	- More build information printed (and in a better organized way).
	- Native scripts updated to install packages with the appropriate tools on supported systems
	- AutoSDKs updated to require a new toolchain (already checked in).
	- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089

Change 3735268 by Matt.Kuhlenschmidt

	Added support for canvas based DPI scaling.

	-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
	-The debug canvas for stats is always dpi scaled in editor and pie.
	-Eliminated text scaling workaround now that the entire canvas is properly scaled
	-Enabled canvas scaling in cascade UI

Change 3735329 by Matt.Kuhlenschmidt

	Fix potential crash if an asset editor has an object deleted out from under it

	#jira UE-51941



Change 3735502 by Arciel.Rekman

	Fix compile issue (bShouldUpdateScreenPercentage).

Change 3735878 by Jamie.Dale

	Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string

	This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.

Change 3735881 by Jamie.Dale

	JsonValue no longer stringifies whole numbers as floats

Change 3735884 by Jamie.Dale

	Only allow enums to import integral values

Change 3735912 by Josh.Engebretson

	Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications

	#jira UE-48131

Change 3736280 by Matt.Kuhlenschmidt

	Fix 0 dpi scale for canvases

	#jira UE-51995

Change 3736298 by Matt.Kuhlenschmidt

	Force focus of game viewports in vr mode

Change 3736374 by Jamie.Dale

	Fixed some places where input chords were being used without testing that they had a valid key set

	#jira UE-51799

Change 3738543 by Matt.Kuhlenschmidt

	Better fix for edit condition crashes

	#jira UE-51886

Change 3738603 by Lauren.Ridge

	Copy over of drag and drop non-array onto array fix

Change 3739701 by Chris.Babcock

	Fix crashlytics merge error
	#jira UE-52064
	#ue4
	#android

[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
Peter Sauerbrei
dbc4422ee5 Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none

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

Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain

	#wex - Put the change to sort the CookedAssetRegistry back in.

	#jira WEX-5841

	Back out changelist 3437412

Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.

	#jira WEX-5841

	Back out changelist 3437372

Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Sort the cooked asset registry on save to fix nondeterministic cook.

	#jira WEX-5841

Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.

	#jira WEX-5841

Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Merge in fix for nondeterministic script compilation from Dev-General.

	#jira WEX-5841

	Merging

	//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp

	to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp

Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor

	#jira WEX-5841

	Merging

	//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...

	to //WEX/Main/Engine/Source/Runtime/MovieScene/...

Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.

	#jira WEX-5841

	Merging

	//UE4/Dev-Framework/Engine/Source/Editor/...

	to //WEX/Main/Engine/Source/Editor/...

Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Upload Crashlytics symbols after succesful build by build machine
	#jira none

Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Resaved more assets to fix nondeterministic cooks.

	#jira WEX-5841

Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main

	fix for thinking Android is always on WiFi even when it is on LTE
	#jira none

Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX

	fix for loading a null object when the object is just pending kill
	not happy with this fix, but it works
	#jira WEX-6265

Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
	#jira WEX-6319

Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Make sure file handle is valid for flush
	#jira none

Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
	- Added IFileHandle::Flush() to get the full pre-init log
	#jira WEX-6311

Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main

	fix for missing logs when crashing in crash reporter
	#jira none

Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-6248, WEX-6285
	- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
	- Generalized some of the item selection logic from B_HexGrid_Heroes.
	- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.

Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main

	fix for no symbols on the crashreport site
	#jira none

Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Enable CL as store version for Android
	#jira WEX-5432
	#ue4
	#android

Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Crashlytics for Android
	- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
	#jira WEX-5785

Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main

	another pass at deprecation warnings
	#jira none

Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main

	write out the UUID for the dSYM when generating the debug symbols
	#jira none

Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main

	fix for deprecation warnings on IOS
	#jira none

Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main

	fix for resetting the load status when attempting a second load of an asset
	#jira WEX-6226

Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main

	made an extra change I didn't need
	#jira none

Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main

	fix for crash reports from build machine builds not symbolicating
	#jira none

Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: None
	- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.

Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main

	[NULL MERGE]
	make it so we are back to 100MB
	temporary fix until I can either download the symbol file or symbolicate on the server
	#jira WEX-6142

Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Resaved Entry.umap to fix nondeterministic cooks.

	#jira WEX-5841

Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main

	fix for debug symbols not showing up in the ipa
	#jira none

Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main

	fix for some more warnings
	#jira none

Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main

	fix for build warning
	#JIRA none

Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main

	crashreporter part 2, now sending reports to the database on successive run
	#jira WEX-5531

Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-6037
	- Added support for alert-less local notifications on iOS.

Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX

	#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
	#JIRA: WEX-5829

Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main

	fix for new warnings from CrashDebugHelper in IOS
	#jira none

Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main

	initial crash reporter changes (pt. 1)
	* client side to generate the crash report
	* inclusion of the debug symbols in the ipa
	#jira WEX-5531

Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main

	update to the dSymExporter to handle IOS
	#jira none

Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex

	OpenSSL 1.0.2g updates from //UE4/Main
	Fixes prompt asking user to insert a disk on a removable drive
	#jira WEX-6136

Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main

	update to the chunk data to allow characters to have some duplicate data in their chunks
	this increases the installed size only slightly
	#jira WEX-6118
	#jira WEX-5996

Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
	#jira WEX-6071

Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Better Android web browser closing
	#jira WEX-5871
	#ue4
	#android

Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main

	revert out the lock free list change, was bleed over from a memory test
	#jira WEX-6077

Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main

	#WEX
	#JIRA: WEX-5669
	- Exposed binadable OnRowReleased delegate for UListView.
	- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.

Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5669
	- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
	- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).

Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix copy-paste bug
	#jira WEX-5871

Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Better behavior for Android LaunchURL
	#jira WEX-5871
	#ue4
	#android

Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main

	Xcode 8.3 compiler fixes
	#jira none

Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: josh.may
	#WEX
	#JIRA: WEX-5966
	- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.

Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: michael.noland
	UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera.  The widgets should now show up in the right locations.
	#reimplementing CL# 3371590 from Dev-Editor
	#jira None

Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - moving Android Facebook SDK to NFL directory
	#jira OGS-636

Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX

	use pngs for iconbs in the plist
	properly copy icon pngs
	#jira none

Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Add missing keycodes for Android keyboard
	#jira WEX-5777
	#android

Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX

	#Android: (from ChrisB)
	- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
	- We don't need this token anyway so band-aiding it out
	#JIRA: WEX-5730

Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers

	trimmed include to only include what is needed

	#jira none

Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX

	Fix Android build error.
	fallout from 3358094
	#jira WEX-5193
	#rb none

Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5675
	- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
	- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.

Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - java toolchain changes for OnlineSubsystemGoogle
	- update google auth to 9.8.0
	- update required sdk to 25
	#jira none

Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers

	added CSV output w/ class type
	skip /Script/ dependencies

	#jira n/a

Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Updated Android newkeyboard support
	* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
	* Calculating the area covered by the virtual keyboard
	* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
	* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
	#jira WEX-5675

Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5538
	- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
	- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.

Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5538
	- Added FPlatformMisc::IsPluggedIn().
	- Block battery drainage tracking when the device is plugged in.

Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for archives having truncated directory names
	#jira none

Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix Android password hiding
	#jira WEX-5159
	#ue4
	#android
	#rb Peter.Sauerbrei

Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5538, WEX-5591
	- Added FPlatformMisc::GetBatteryLevel().
	- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
	- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
	- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
	- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().

Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX

	#WidgetComponent
	- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
	#JIRA: none

Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX

	#Engine #ActorComponents: Pasting components
	- Try to respect the pasted component's name if possible.
	- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
	- Scroll into view after pasting
	#JIRA: none

Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5286
	- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
	- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
	- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.

Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: None
	Reverted my change that reversed Cascade's LOD ordering.

Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	some changes to track down this rare streaming crash
	#jira WEX-5631

Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for IOS 8 crash when trying to link Facebook
	addition of IOSVersionCompare to FIOSPlatformMisc
	#jira WEX-5613

Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX

	Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
	bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
	#jira WEX-5193

Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX

	Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
	Android links with -gc-sections to remove unused code/data
	Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
	Add support to generate a map file with android.
	#rb chris.babcock
	#jira WEX-5193

Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5286
	- Promoted r.ParticleLODBias to a full-blown scalability setting.
	- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
	- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
	- Reversed the Cascade's LOD ordering to be consistent with other systems.

Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: perforce is the devil
	#JIRA: none

Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
	#JIRA: none

Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: Fix for a bug in run-local-mcp-main.bat
	#JIRA: none

Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
	#JIRA: none

Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
	- removed wex's run-release.bat (won't be necessary)
	- removed the product_version param (going off stream name now)
	#JIRA: none

Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
	#JIRA: none

Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	compile fix
	#jira none

Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	pull chunk 1 back out
	#jira WEX-4037

Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
	#jira WEX-4037

Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5526
	- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.

Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	move some of the onboarding data in to the IPA
	#jira WEX-4037

Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for splash screen disappearing on iPhone 5s and iPod Touch
	#jira none

Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for iPod Touch 6 splash screen
	#jira WEX-5482

Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for portrait only not being respected
	#jira WEX-5517

Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix target value 1.5 obsolete warning
	#android
	#jira: none

Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Add new notification icons
	#jira WEX-5173
	#ue4
	#android

Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Update script version for CarefullyRedist (need to use jdk1.8)
	#jira: none
	#android

Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX

	#GooglePlay #Android #IAP: compile fix
	#JIRA: WEX-5479

Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX

	#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
	#JIRA: WEX-5479

Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Update handling of device and advertiser IDs for Android
	- remove GetUniqueDeviceId() - deprecated
	- add GetLoginId() - uses GUID approach
	- remove fallback from GetUnqiueAdvertisingId()
	- changed CreateUserId
	- don't send Attribution and UniqueDeviceId from USERLOGIN
	#jira WEX-5461
	#ue4
	#android
	#rb Wes.Hunt

Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX

	#Engine #JSON
	- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
	#JIRA: none

Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5367
	- Added background transparency support for AndroidWebBrowserWidget.

Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Support large OBB files in APK
	- moved over since it also reduces process space used because OBB previously was mmapped
	#jira: none

Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5367
	- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
	- Added background transparency support for IOSWebViewWrapper.

Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Online Subsystem consistency cleanup
	- all OSS classes use the instance name passed into the CreateFactory function
	- nothing should be using the default constructor
	- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
	- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
	#JIRA none

Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Google sign-in first pass
	- discovery service query
	- user consent screen
	- token exchange for access/refresh token
	- retrieve user profile
	- logout
	#JIRA WEX-5103

Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers

	added GDF export support

	#JIRA n/a

Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers

	Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.

	The format of the Json is

	array<Packages>
	   InclusiveSize
	   ExclusiveSize
	   Name
	   array<string> DirectlyReferencing
	   array<string> DirectlyReferencedBy
	   array<string> AllReferences

	allowing easy graph building and digestion of data.


	Usage example

	C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering


	#JIRA n/a

Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	switch to using jpgs for icons and splash screens

Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	remove all duplicate data from the paks

Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for low resolution on iPad Pro
	#jira WEX-5157

Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5278
	- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
	- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
	- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).

Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro

	#WEX
	- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.

Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX

	check for png and then jpg for splash screens

Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX

	Ignore AAR/JAR dependencies with scope "test"
	#android

Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Last of the facebook cleanup
	- moved profile fields to common
	- added facebook profile picture to profile and friends structures
	- moved FacebookError to OnlineSubsystemFacebookTypes.h

Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Remove eglSwapInterval causing S6 to freeze
	#jira WEX-5147
	#android

Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Java toolchain fix for Facebook SDK
	- hack per ChrisB
	@codereview Chris.Babcock

Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook SDK for Android enabled

Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX

	#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.

Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook TPS files for iOS and Android latest SDKs

Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#WEX - Fixes for Facebook SDK changes
	- Fix for comment in DefaultPlatformService ini entry

Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Android toolchain changes

Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook IOS

Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook Common

Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main

	#WEX
	#JIRA: WEX-5114, WEX-5116
	- Buttons now only respond to first finger touch events.

Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX

	enable compile for size on iOS

Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Implement GetUniqueDeviceId for Android
	- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
	#android

Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)

Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX

	#Android #AdvertisingId
	Merging shelf CL 3195079 for Chris.Babcock

Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY

	#WEX
	- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.

Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	ShaderCache will use up to 16 samplers
	#rb jack.porter

Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro

	#WEX
	#JIRA: WEX-5019
	- Fixed "washed out" UMG widget coloring on iOS.

Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Clear for viewport instead of drawing quad on top, when scene rendering is disabled
	#rb Jack.Porter

Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Update invalidation panel to account for a new LayoutToRenderTransform

Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Invalidation panel fixes.
	Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
	Updating scissor rect inside cached elements.

Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	Merging using WEX_Main_to_UE4_WEX_Staging

Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream

	Added support for runtime change of the Android GT and RT affinity masks at the console.
	eg  "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all

	#rb Dmitriy.Dyomin

Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
	Iinvalidation panel fixes
	#rb nick.darnell

Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: david.nikdel
	#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"

Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	fix for iOS build failure

Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	turn on PLCrashReporter for iOS

Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	built PLCrashReporter for IOS

Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Updated Java files that look like were missed in merge
	#rb none

Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2

	UE-41567 Fixes for duplicating sound assets

Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	re-enable pak pre-cache

Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX

	Bump shader version, hopefully will make WEX-4517 go away...
	#rb none

Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX

	Prevent UI materials producing encoded results.
	#jira WEX-4975
	#rb Jack.Porter

Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
	#jira WEX-5046
	#rb Max.Preussner

Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX

	add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
	r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
	enabled in WEX for android low end devices.
	add mosaic state to android window's resolution cache conditions.
	#jira WEX-4927
	#rb chris.babcock, jack.porter

Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
	Fixed ordering of CommanderBar image in B_HeroIcon
	Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)

Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO

	#UE4 - cleaned up some dev garbage in Facebook module file

Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Temporarily limit GMaxTextureSamples to 16 for Android
	#jira WEX-5051
	#rb Peter.Sauerbrei

Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex

	[Engine]
	LocalMcp run script:
	- Remove quotes from output.
	- Display progress bar when downloading artifact.
	- Output MongoDB data directory.

Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	[NULL MERGE]
	turn off logging in test builds in release stream

Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017

	#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)

Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	better fix for the app name in the archive

Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for archive failure

Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	properly naming the dSYM for uploading
	#rb none

Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook changes to get Windows/iOS up to date
	- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
	-- store values in generic key value pairs
	- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
	- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events

Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	[NULL MERGE]
	potential fix for dSYM not uploading properly
	#rb none

Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix for web browser crash on Android distribution (from 4.15)
	#jira WEX-4947
	#rb none

Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex

	[Engine]
	Add support for uberjar MCPs in LocalMcp scripts.

	[WEX]
	Use uberjar when launching local MCP.

Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX

	Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
	#jira WEX-4517.
	#rb jack.porter

Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	pull over the metal state rasterizer fix from main
	#jira WEX-4855

Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	More GCM work
	- platform=ANDROID for registration URL (case-sensitive)
	- hooked up registration through FPlatformMisc like iOS
	- removed old retrigger for delegates (not needed)
	- stubbed in unregister for later
	- added notification generation on message (disabled for now)

Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main

	Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
	Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node.  Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.

Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for double add to manifests

Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for iOS build failure

Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for animation crash
	#jira WEX-4906

Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX

	reduce the parallelism of the packaging step to alleviate strain on Mac

Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
	#jira WEX-4862

Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main

	#WEX
	#JIRA: WEX-4634
	- Attempt to re-hide the navigation bar when we detect a few different events

Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX

	disable pak precaching as it seems to be causing crashes

Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fixes for GoogleCloudMessaging
	- moved registration later to correct issues with engine not ready
	- save registration status message and token for later retrigger
	- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
	- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)

Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main

	UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name

Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX

	#WEX: performance tracking analytics tags
	- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
	- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
	- changed #if to regular if so inner code gets compiled in all cases
	#JIRA: WEX-4838

Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for missing virtual keyboard
	#jira WEX-4859

Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO

	#UE4 - Facebook iOS upgrade to 4.18
	IdentityInterface should be using proper in app dialogs now

Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO

	Facebook SDK 4.18

Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for tower collision

Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX

	Merging

	//UE4/Release-4.15/Engine/Source/Runtime/...

	to //WEX/Main/Engine/Source/Runtime/...

Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
	- fixes plugins not printing proper log levels if initialized too early
	#rb gil.gribb

Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Add GoogleCloudMessaging plugin for Android

Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX

	Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs

	This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).

	#rb Peter.Sauerbrei

Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX

	#Json: Adding MapProperty support to JsonObjectConverter
	- Only TMaps with FString keys are allowed (to match JSON spec)
	- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)

Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for crash when trying to pre-cache a pak file smaller than the cache granularity

Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX

	Avoid unneeded stencil clear in mobile renderer.
	#rb jack.porter

Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for non-unity compile failures

Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for another warning

Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX

	some warning fixes

Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.

	#rb none

Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX

	Merging using WEX_Main_to_UE4_WEX_Staging
	#rb none

Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main

	#WEX
	#JIRA: WEX-4685
	- Scale boxes now default to single pass

Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Enabled shader cache on Android
	Also added recorded shader cache from my play session (need to record more complete cache later)
	#rb jack.porter
	#jira WEX-4691

Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX

	#WebBrowser: Fix field initialization order warning.

Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX

	#Engine #WebBrowser:
	- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
	- Changed locally generated requests to use PostData instead.
	- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
	- Default mime type to text/html to support the old behavior

Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	turn on test logging
	DO NOT SUBMIT THIS TO UE4/MAIN
	#rb none

Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.

	#rb none

Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode.  This mode is not the default, but it can save a considerable amount of time in
the right situation.  Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.

	#rb none

Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.

	#rb none

Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.

	#rb none

Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Slate pixel shaders will use half precision where possible on mobile
	#rb jack.porter

Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Fixed redundant blend state changes in opengl
	#rb jack.porter

Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
	#rb jack.porter

Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	properly set the file extension for the dSYM for the manifest
	#rb none

Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	trying to track down why the dSYM isn't working
	#rb none

Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	return the zip version for now
	#rb none

Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	add dSYM.zip to the output produced if we want the dSYMBundle
	utilize that if it exists to populate the xcarchive
	#rb none

Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for build error
	#rb none

Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	C string is not null terminated in FCurlHttpRequest::DebugCallback
	#jira WEX-4610

Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	make it so xcarchives can be archived to a directory on build machines
	make it so the build machine puts the CL in as the CFBundleVersion
	make it so we generated an XCArchive and a dSYM
	#rb none

Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.

	#rb none

Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Fixed: Device output log partial lines
	#rb jack.porter

Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Disable java console cmd receiver only in shipping builds
	#rb jack.porter

Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream

	Support Dynamic r.MobileContentScaleFactor change on Android
	#rb Dmitriy.Dyomin

Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream

	Integrating Mobile Support for r.ScreenPercentage
	#rb Dmitriy.Dyomin

Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Added trackSubsessionStart to iOS Adjust plugin (for real)
	#ios

Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Added trackSubsessionStart to iOS Adjust plugin
	#ios

Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - FB OSS for PC
	- login flow implemented using web based LoginFlow module
	- implemented ShowLoginUI for external UI interface
	- added Login function with existing access token
	- fixed GetAuthType function
	- added reference to main online subsystem to Friend/Identity interfaces

Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - used more prpoer shared pointer cast

Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main

	#WEX
	#JIRA WEX-4557
	- An engine change that separates serializing the actor from file operations
	- Serialize the saved level on the main thread, save it to a slot during the async task

Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance

Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain

	#WEX
	#JIRA: WEX-4475
	- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.

Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Removing a crashing check that turned out to not be nessesary.


Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Disabling the deferred desired size optimization.

Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX

	#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)

Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Core Refactor.  Found a way to save about 2ms on mobile for an average screen.  It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass.  It saves time because not every widget
cares what the desired size of their children is.

	I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.

	I've added an ensure prints the message, "The layout is cyclically dependent.  A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."

Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.

Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - You can now visualize batching by doing Slate.ShowBatching 1.


Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input.  Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.


Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.

Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Engine - Fixing a crash in the game viewport client if no debug canvas is provded.

Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android - Fixing the code that sends remote commands to android.

Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for console entry
	#jira WEX-4488

Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Adding some scoped performance counters for more rendering infromation in slate.

Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.

Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.

Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.

Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.

Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.

Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.

Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main

	Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
	- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)

Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main

	LauncherCheck module no longer has a dependancy on the DesktopPlatform module

	#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule

	#branch WEX_Dev-Main

	#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).

	#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.

Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain

	#WEX
	#JIRA: WEX-3793
	- Added config support for enabling/disabling the iOS integrated keyboard implementation.
	- Switched over to using the iOS integrated keyboard implementation.
	- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
	- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.

Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Widget Compiler - Improving the error message for multiple widget trees.

Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.

Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.

Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Exposing a way to dynamically set the touch/click method on buttons.

Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for get-task-allow being true when distribution is enabled

Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Editor - Adding PPI/DPI to the unit conversion tables.

Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)

Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main

	Platform: Improved the warning message slightly when there is no local notification service

Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value

Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main

	[Reimplemented CL# 3134965 from Dev-Blueprints]
	Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
	#jira UE-36263

Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main

	UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)

Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: josh.markiewicz
	#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
	*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM

Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main

	#WEX
	#JIRA: WEX-3557
	- Reduce the uniform buffer size for Android GPU's

Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	MediaPlayer: Fixed a typo in the editor style that included .png twice

Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)

Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	[Reimplementing CL# 3149669 from Dev-Core]
	Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.

Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	[Reimplementing CL# 3149397 from Dev-Framework]
	Fix collision profile writing out response values to channels that don't exist.

Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)

Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: david.nikdel
	Back out changelist 3220848 now that NickD's proper fix is in

Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UI  - Missions markers should now accept a single click to become activated.
	UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
	UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.

	#jira WEX-4390
	#jira WEX-4137
	#jira WEX-4373

Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches.  Did some general cleanup around this work with names
and such.

	Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.

Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: david.nikdel
	#ChunkInstaller:
	- Added support for errors that may occur during ParseManifest
	- Renamed BuildVersion (variable) to BuildUrl to match JSON key
	- Fail parsing on bad file entry
	- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
	- Don't rebind delegates when entering Setup after a Retry
	- Check bNeedsRetry befpre doing countdown for auto-retry

Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1

Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for icons missing in the IPA
	#jira WEX-4380

Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: david.nikdel
	#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus

Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for iPhone 7/7Plus not finding the correct splash screen image for holding
	addition of iPhone 7/7Plus device profiles
	hold the splash screen until the manifest is downloaded

Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	changes to make it so we only copy the images needed for the support orientations
	set minimu iOS to 8

Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	make it so the engine doesn't try to load editor only content in the game
	#jira WEX-4319

Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.

Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.

Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	some code missed in an earlier check-in to reduce data duplication in chunks

Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: michael.noland
	Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
	- Most platforms don't change
	- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
	- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
	#rb david.nikdel

Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: michael.noland
	Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
	#rb david.nikdel

Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: michael.noland
	Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
	#rb david.nikdel
	#jira WEX-4342

Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Disabled widgets now render correctly on mobile.  Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.

Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature.  Cleaning up some logic in the
InertialScrollManager to be configurable externally.

Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Fixed precision issues on Adreno devices when sampling sRGB textures
	#rb Jack.Porter

Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.

Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android - Calculating CSF using the surface size vs window size.

Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	IOS - Fixing a bug with scaling screen density by the content scale factor.

Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.

Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Build - Fixing the build on mac.

Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Add ue4.displaymetrics.dpi metadata to query device DPI for Android

Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Reverting a change to button I was testing things with.

Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate.  Introducing a way to get the Physical Screen
Density on Android and iOS.  On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini.  If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density.  With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered.  This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS.  The first and only gesture we currently support is the new Long Press
gesture that has been added.  The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.

Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Making a pass on invalidation.  The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.

Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.

Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
	#rb Jack.Porter

Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain

	#WEX
	#JIRA: WEX-4255
	- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.

Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	update to the notification delegates to add a parameter for the state of the app when the notification was recieved

Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main

	#WEX
	#JIRA: WEX-4135
	- Added a full purge of GC array pool following full GC purges.

Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Adjust analytics plugin for Android and iOS
	#jira WEX-3939
	#rb David.Nikdel

Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX

	Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
	#jira WEX-3691
	#rb jack.porter

Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: bruce.knapik
	#WEX Final fix for buildmachine crash

Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: bruce.knapik
	#WEX Fix for crash on buildmachine part 2: this time I saved the file!

Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: bruce.knapik
	#WEX Fix for crash on buildmachine

Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	temporary fix for crash after logging in
	#jira WEX-4085

Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream

	Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.

Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX

	update IPP to look at Library/Caches as well when backing up the documents

Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	implement peak memory stats on IOS
	#jira WEX-3947

Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX

	GPU vendor data from MichaelN

Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	latest changes to generate the proper manifest and be ready for MCP

Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	bringing over fix for Apple HTTP requests

Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	slightly better fix for the curl crash

Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	IOS now reads/writes from Library/Caches instead of Documents

Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	switch to platform manifest names in prep for switch to MCP
	disable screen saver while downloading chunks
	another potential build machine speed up

Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	correct fix for cook crash

Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for crash when cooking without chunks

Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX

	chunk assignment fixes

Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
	#rb Michael.Noland

Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main

	Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)

Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for Android build error

Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX

	potential speed up of builds

Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for crash in the curl debug info callback
	#jira WEX-4039

Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream

	Remove mosaic resolution limitation on ES3 devices
	#jira WEX-3119
	#rb Dmitriy.Dyomin

Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	addition of the device token to the log

Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	switch back to IOSCompile-01 for default mac

Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	allow different deployments from the command line when using chunking
	NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
	#jira WEX-3951

Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	potential fix for audio cued at different speeds
	#jira WEX-3637

Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain

	#WEX
	- Disabled freed alloc caching for MallocBinned on mobile.

Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for IOS never enabling the chunk data

Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)

Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#WEX - reconciled android settings
	- added placeholder app id

Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for missing platform for promotion

Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX

	#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).

Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	missed one texture on the resave

Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	warning reduction

Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	resaved engine materials to a version

Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for heroes not showing up in the hero inspect menu for chunking
	they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
	#jira WEX-3936
	#jira WEX-3958

Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main

	UMG: Changed wording of warning slightly

Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main

	UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot).  In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)

Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX

	addition of advertising id, IOS implemented

Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#WEX - android setup for new permanent backend
	- added BattleBreakers keystore
	- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
	- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)

Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - hopefully last of the Android/GooglePlay cleanup
	- QueryInAppPurchases never needed an array of consumables flag
	- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to  FinalizePurchase)
	- all java functions now return the productToken as part of the callback if applicable
	-- token easily accessible in java, saves Base64 decode and json calls to get in native
	- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either

Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - GooglePlay purchasing refactor
	- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
	- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
	- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
	- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
	- reduced log verbosity and log spam

Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#Android - small java code cleanup

Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
	Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
	#rb david.nikdel

Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main

	Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
	#rb david.nikdel

Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main

	#WEX
	#JIRA: WEX-3856
	- Refactored how loading screens work
	- Allow Pre / Post load map to handle loading screen setup / teardown by default
	- Manually show the loading screen when we perform the initial level save
	- Re-enable the loading screen ensure

Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for crash when bringing up the console in chunked build
	#jira WEX-3922
	fix for missing assets at game start in chunked build

Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX

	start pushing streaming data to the appropriate deployment

Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX

	allow CloudStorage to be re-initialized with new credentials if necessary

Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main

	#WEX
	- Added a mechanism for force-disabling GPU particles.
	- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.

Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	latest s3 chunk data placement

Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#Android - added features to GooglePlay IAP apis
	- audited code against example code
	- added some code to JNI to make IAP functions not optional if store is enabled
	- added ConsumePurchase call to separate consumption until after entitlements have been granted
	- added QueryExistingPurchases call to enumerate pending/permanent transactions

Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for windows build failure
	first attempt at promotion code

Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for PC build of IOS

Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for too many open handles

Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	more fixes for building chunks on the build machines

Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	fixes for Remote notifications

Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX

	pointing at the s3 servers

Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX

	optimization for obtaining chunk data
	startup screen which checks for updated data before loading the entry (not yet enabled)

Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX

	#Engine: Empty string is a valid ImportText for an array (indicates an empty array)

Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Corrections to memory stats for Android
	#jira WEX-3760
	#ue4
	#android

Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main

	#WEX
	#JIRA: WEX-3721
	- Remove all the "WaitForLoadingScreen" calls.  These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
	- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.

Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for some load hitches on mobile

Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	allow Android to specify which texture format to get

Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	updates for chunking on the various platforms

Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	when chunking is disable, initialize the chunk installer in a paused state

Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for Scheme name when project is not UE4Game

Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	more logging to track down this iOS signing failure

Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	attempt to generate the plist before trying to generate the project for stub generation for iOS

Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	revert out the extra logging for the iOS build now that I have verified it is working correctly

Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for warnings on IOS

Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX

	#Engine: Fix for null pointer dereference if you have closed the animation tool window.

Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for shipping build failure

Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for Android compile failure

Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main

	#WEX
	#JIRA: WEX-3753
	- Ensure the input type of Android keyboard input textbox is set before populating the initial content.

Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	initial chunk installer submission, first pass, disabled by default
	#rb none

Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	some logging to track down why the build machine is using the wrong certificate and provision

Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main

	#WEX
	- Fixing broken android build temporarily

Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#WEX - Android support enabled
	- some better java logging
	- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)

Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - setup catalog to be GooglePlay aware
	- fixed up some log output inconsistencies

Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
	- wolf platform commented out (needs to be reinstated before merge to main)

Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	fix for buffer being re-used before it was out of use by GPU
	#rb mark.satterthwaite
	#jira WEX-3482

Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338

	Adding:

	Personal_iPhone6SP_DavidN
	Personal_iPhone7P_DonaldM

Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338

	Adding:

	Personal_iPhone6P_ZakP

Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for incorrect icons and missing splash screens
	#rb none
	#jira wex-3012

Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	UX_iPadMini4_UX8
	UX_iPadMini4_UX7
	UX_iPadAir2_UX6
	UX_iPadAir2_UX5
	UX_iPhone6SP_UX4
	UX_iPhone6SP_UX3
	UX_iPhone6S_UX2
	UX_iPhone6S_UX1
	Personal_iPhone5S_PaulH
	Personal_iPhone6_PaulI
	Personal_iPhone6_EdZ

Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	Personal_iPhone6S_NickP
	Personal_iPhone6SP_SteveA
	Personal_iPhone6_NickC
	Personal_iPhone6_GeremyM
	Personal_iPhone6S_AndyK_HSL
	Personal_iPhone6_LizS_HSL
	Personal_iPhone7_JoshM_HSL
	Personal_iPhone6_CaseyS
	Personal_iPhone6S_GregL
	Personal_iPhone6S_BruceK
	Personal2_iPhone7P_DavidH
	Personal1_iPhone7P_DavidH
	Personal_iPhone6SP_SimonH

Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for profile captures not working with Metal

Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main

	#WEX
	#JIRA: WEX-3059
	- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.

Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main

	#WEX
	#JIRA: WEX-3497, WEX-3499
	- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.

Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - typo fix

Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
	- fixes Android display problems
	#rb josh.adams

Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	Partner_01_iPhone6SP_HardSuit

Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main

	#WEX
	#JIRA: WEX-3320
	- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.

Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file

Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main

	#WEX
	- Fixed naming conventions for the iPadPro device profile configs.

Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	missed one engine texture for optimization, do not merge back to engine
	#rb none

Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	reduce the engine texture sizes, do not merge this back to the main engine stream
	#rb none

Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main

	#WEX
	- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices

Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	9744_iPhone7P_EpicQA
	9745_iPhone7_EpicQA

Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX

	removed a line that shouldn't have been in, fixes MattH save crash
	#rb none

Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX

	#Analytics: Better support for connection loss scenarios
	- Enforce a minimum delay (2 min) after any failed submission.
	- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
	- Remove URL from the DroppedSubmission event per Wes

Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream

	Add:

	8034_iPhone7_EpicQA

Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	9597_iPhone6SP_Epic

Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX

	disable shadows for android devices as well

Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	disable shadows for all IOS device profiles
	enable arm64 for development and shipping
	#rb none

Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	Merging

	//WEX/Main/Engine/...

	to //WEX/Release-03/Engine/...

Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	9724_iPadAir2_EpicQA

Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX

	bring over the rest of the code signing fixes for Xcode 8
	#rb none

Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX

	re-submit a built IPP with the code signing changes

Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX

	Merging CL 3136158
	from //UE4/Main/...
	to //WEX/Main/...

	UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.

Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX

	Merging using WEX_Main_to_UE4_WEX_Staging

	Bringing in Main from WEX-Staging

	#rb none

Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main

	Integrating codesign fix into WEX/Main

Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for code signing on Xcode 8 (re-made from 4.13 stream)
	#rb none

Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main

	#WEX
	- Fix warning about architecture mismatch

Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main

	#WEX
	- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.

Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX

	#Slate: Replace WheelScrollAmount constant with a CVAR

Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main

	#WEX
	#JIRA: WEX-3154, WEX-2954, WEX-2953
	- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)

[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
Ben Marsh
5275490168 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none

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

Change 3233612 on 2016/12/13 by Ben.Marsh

	UGS: Fix cases where precompiled binaries are submitted for a content change.

Change 3235584 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.

Change 3235741 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.

Change 3238176 on 2016/12/16 by Ben.Marsh

	UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.

Change 3238249 on 2016/12/16 by Ben.Marsh

	UBT: Add attribute-driven command line parser.

Change 3238462 on 2016/12/16 by Ben.Marsh

	UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.

Change 3238564 on 2016/12/16 by Ben.Marsh

	UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.

Change 3239919 on 2016/12/19 by Ben.Marsh

	UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.

Change 3240061 on 2016/12/19 by Ben.Marsh

	UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.

Change 3240175 on 2016/12/19 by Ben.Marsh

	UBT: Add the target name and project file location to the target rules.

Change 3240490 on 2016/12/19 by Ben.Marsh

	UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.

Change 3240717 on 2016/12/20 by Ben.Marsh

	UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.

Change 3240718 on 2016/12/20 by Ben.Marsh

	UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.

Change 3241002 on 2016/12/20 by Ben.Marsh

	UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.

Change 3241027 on 2016/12/20 by Ben.Marsh

	Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.

Change 3241055 on 2016/12/20 by Ben.Marsh

	UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.

Change 3241156 on 2016/12/20 by Ben.Marsh

	Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.

Change 3241205 on 2016/12/20 by Ben.Marsh

	Replace all uses of TargetRules.TargetType with TargetType.

Change 3241881 on 2016/12/21 by Ben.Marsh

	UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.

Change 3241895 on 2016/12/21 by Ben.Marsh

	UBT: Remove toolchain support for Windows XP.

Change 3241908 on 2016/12/21 by Ben.Marsh

	UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.

Change 3242835 on 2016/12/22 by Ben.Marsh

	UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.

Change 3242837 on 2016/12/22 by Ben.Marsh

	Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.

Change 3242923 on 2016/12/22 by Ben.Marsh

	Build: Fixes for conforming incremental workspaces:

	* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
	* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.

Change 3242961 on 2016/12/22 by Ben.Marsh

	UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.

Change 3242981 on 2016/12/22 by Ben.Marsh

	UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.

Change 3242999 on 2016/12/22 by Ben.Marsh

	UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.

Change 3243022 on 2016/12/22 by Ben.Marsh

	UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.

Change 3243083 on 2016/12/22 by Ben.Marsh

	UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.

Change 3243090 on 2016/12/22 by Ben.Marsh

	UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.

Change 3243423 on 2016/12/23 by Ben.Marsh

	UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.

Change 3243516 on 2016/12/23 by Ben.Marsh

	UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)

Change 3244020 on 2016/12/28 by Ben.Marsh

	UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.

Change 3244074 on 2016/12/28 by Ben.Marsh

	UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.

Change 3244076 on 2016/12/28 by Ben.Marsh

	UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.

Change 3244083 on 2016/12/28 by Ben.Marsh

	UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.

Change 3244441 on 2016/12/31 by Ben.Marsh

	UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.

Change 3244687 on 2017/01/03 by Matthew.Griffin

	Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs

Change 3246112 on 2017/01/04 by Ben.Marsh

	UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.

Change 3246223 on 2017/01/04 by Ben.Marsh

	UBT: Prevent version manifests being overridden if a file is not being built as part of the target.

Change 3246387 on 2017/01/04 by Ben.Marsh

	UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.

Change 3247004 on 2017/01/04 by Ben.Marsh

	UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.

Change 3247250 on 2017/01/04 by Ben.Marsh

	UBT: Prevent precompiled binaries being added to the list of app binaries twice.

Change 3247594 on 2017/01/05 by Ben.Marsh

	Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.

Change 3247763 on 2017/01/05 by Ben.Marsh

	UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.

Change 3247775 on 2017/01/05 by Ben.Marsh

	UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.

Change 3247811 on 2017/01/05 by Ben.Marsh

	EC: Add a batch file for testing postp filters.

Change 3247839 on 2017/01/05 by Ben.Marsh

	EC: Include the name of the file being compiled when parsing MSVC errors and warnings.

Change 3248101 on 2017/01/05 by Ben.Marsh

	UBT: Fix Android support for force included headers.

Change 3248533 on 2017/01/05 by Ben.Marsh

	PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)

Change 3249205 on 2017/01/06 by Ben.Marsh

	UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.

Change 3249249 on 2017/01/06 by Ben.Marsh

	UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.

Change 3249486 on 2017/01/06 by Ben.Marsh

	UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.

Change 3249736 on 2017/01/06 by Ben.Marsh

	UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.

Change 3250179 on 2017/01/07 by Ben.Marsh

	Fix creating installed build when root directory contains a space in the name.

Change 3250181 on 2017/01/07 by Ben.Marsh

	UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.

Change 3250223 on 2017/01/07 by Ben.Marsh

	UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.

Change 3250233 on 2017/01/07 by Ben.Marsh

	UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.

Change 3250241 on 2017/01/07 by Ben.Marsh

	UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.

Change 3250400 on 2017/01/08 by Ben.Marsh

	UBT: Move executor config settings onto the executor instances.

Change 3257708 on 2017/01/13 by Ben.Marsh

	UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.

Change 3260535 on 2017/01/17 by Ben.Marsh

	Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.

Change 3260875 on 2017/01/17 by Ben.Marsh

	EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.

	To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.

Change 3261724 on 2017/01/18 by Ben.Marsh

	Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.

Change 3261756 on 2017/01/18 by Ben.Marsh

	IncludeTool: Prevent matching a full enum declaration as a forward declaration.

Change 3261932 on 2017/01/18 by Ben.Marsh

	EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:

	"Monday, Tuesday and Wednesday at 10:30"
	"Daily except Sunday and Wednesday at 14:30"

	 Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.

	#jira UEB-729

Change 3262676 on 2017/01/18 by Ben.Marsh

	UBT: Split UBTMakefile into its own file. (From PR #3106)

Change 3263893 on 2017/01/19 by Ben.Marsh

	UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...

Change 3264291 on 2017/01/19 by Ben.Marsh

	UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.

Change 3264534 on 2017/01/19 by Ben.Marsh

	UBT: Include plugin config files in generated projects.

Change 3264571 on 2017/01/19 by Ben.Marsh

	UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.

Change 3265745 on 2017/01/20 by Ben.Marsh

	UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.

Change 3265777 on 2017/01/20 by Ben.Marsh

	UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.

Change 3268314 on 2017/01/23 by Ben.Marsh

	UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.

Change 3269601 on 2017/01/24 by Ben.Marsh

	UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.

Change 3269607 on 2017/01/24 by Ben.Marsh

	UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.

Change 3269608 on 2017/01/24 by Ben.Marsh

	UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.

Change 3271062 on 2017/01/24 by Ben.Marsh

	UBT: Fixes for bugs detected by PVS Studio (PR #3161)

Change 3272421 on 2017/01/25 by Ben.Marsh

	Fix commends regarding DDC in BaseEngine.ini

	#jira UE-41076

Change 3272810 on 2017/01/25 by Ben.Marsh

	Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.

Change 3272935 on 2017/01/25 by Ben.Marsh

	Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.

Change 3274167 on 2017/01/26 by Ben.Marsh

	Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.

	#jira UE-36457

Change 3275557 on 2017/01/27 by Ben.Marsh

	Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.

Change 3275628 on 2017/01/27 by Ben.Marsh

	UBT: Splitting configuration files into one class per-file.

Change 3276784 on 2017/01/29 by Ben.Marsh

	Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.

Change 3276792 on 2017/01/29 by Ben.Marsh

	UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.

Change 3277263 on 2017/01/30 by Ben.Marsh

	IncludeTool: Merging various fixes.

	* Fix warnings about #include directives after first code block from parsing monolithic headers.
	* Fix exception on startup if the intermediate directory does not already exist.
	* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
	* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
	* Remove (unused) code which makes assumptions about files ending with "Classes.h".
	* Add a verbose per-file output log to aid with debugging.
	* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
	* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
	* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
	* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
	* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.

Change 3277307 on 2017/01/30 by Ben.Marsh

	UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.

[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

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

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

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

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

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

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

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

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Matthew Griffin
27ea06992a Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747)
#lockdown Nick.Penwarden

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

Change 2898120 on 2016/03/07 by Chris.Babcock

	Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates
	#jira UE-28013
	#ue4
	#android

Change 2898539 on 2016/03/08 by Matthew.Griffin

	Merging //UE4/Dev-Build to //UE4/Release-4.11

	Change 2887414 on 2016/03/01 by Ben.Marsh

		Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.

Change 2898788 on 2016/03/08 by Keith.Judge

	Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf.

	#jira UEPLAT-325

Change 2898836 on 2016/03/08 by Taizyd.Korambayil

	#jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer

Change 2898897 on 2016/03/08 by Sean.Gribbin

	#Jira UE-26550

	Adding name to credits of Match 3

Change 2898938 on 2016/03/08 by Taizyd.Korambayil

	#jira UE-26284 Fixed Up Some Materials and BP errors

Change 2898967 on 2016/03/08 by Benjamin.Hyder

	Updating Qa_Materials map
	#jira UE-24473

Change 2899032 on 2016/03/08 by Zachary.Wilson

	Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary.
	#jira UE-24473

Change 2899244 on 2016/03/08 by Peter.Sauerbrei

	addition of launch images for iPad Pro
	#jira UE-24793

Change 2899335 on 2016/03/08 by Richard.Hinckley

	#jira UE-27356
	Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed.

Change 2899402 on 2016/03/08 by Michael.Schoell

	Macro instance nodes now have a hard dependency to any object class or structs their pins reference.

	Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class.

	#jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart

Change 2899424 on 2016/03/08 by Dmitry.Rekman

	Fix CrossCompilerTool on Linux (UE-28056).

	#jira UE-28056

Change 2899445 on 2016/03/08 by Dmitry.Rekman

	Fix CrossCompilerTool invocation in debug scripts.

	#jira UE-28056

Change 2899488 on 2016/03/08 by Ryan.Vance

	#jira UE-28000
	We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code.

Change 2899546 on 2016/03/08 by Zachary.Wilson

	Updating QA-PostProcessing to match the 4.12 Main version of the map.
	#jira UE-24473

Change 2899553 on 2016/03/08 by Michael.Schoell

	Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete.

	#jira UE-27509 - Save on compile set to always causes a crash on compile
	#jira UE-27856 - "Always" Save on Compile does not save the Blueprint

Change 2899558 on 2016/03/08 by Benjamin.Hyder

	building Lighting for QA-Materials
	#jira UE-24473

Change 2899597 on 2016/03/08 by Chris.Babcock

	Change reporting level of audio buffer decompression type logging
	#jira UE-28058
	#ue4
	#android

Change 2899704 on 2016/03/08 by Benjamin.Hyder

	Updating Qa-Materials map
	#Jira UE-24473

Change 2899736 on 2016/03/08 by Benjamin.Hyder

	Updating TM-LPV map
	#Jira UE-24473

Change 2899810 on 2016/03/08 by Lauren.Ridge

	#jira UE-27995 UE-27987

	Final UM3 UI Tweaks, + bug fix

Change 2899876 on 2016/03/08 by Peter.Sauerbrei

[CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
Matthew Griffin
755f725131 Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2835191 on 2016/01/19 by Nick.Whiting

	Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads

	#jira UE-22705

Change 2835686 on 2016/01/20 by Gareth.Martin

	Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later.
	#jira UE-18187

Change 2835767 on 2016/01/20 by Richard.Hinckley

	#jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version.

Change 2835772 on 2016/01/20 by Richard.Hinckley

	#jira UE-25499 Adding the material asset for the C++ TopDown template's cursor.

Change 2835811 on 2016/01/20 by Taizyd.Korambayil

	#jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings
	#jira UE-25704 Adjusted Matinee to happen at Box Location
	#jira UE-25688 Adjusted Player Starts
	#jira UE-25693 Adjusted Player Starts

Change 2835863 on 2016/01/20 by Gareth.Martin

	Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted)
	#jira UE-24883

Change 2835889 on 2016/01/20 by Taizyd.Korambayil

	#jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue

Change 2835995 on 2016/01/20 by Jamie.Dale

	The output log now hard-wraps lines to prevent long lines causing performance issues

	#jira UE-24187

Change 2836052 on 2016/01/20 by Taizyd.Korambayil

	#jira UE-25675 Added Blocking Volume to prevent Player from Falling off map
	#jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge

Change 2836137 on 2016/01/20 by Chad.Taylor

	Vehicle and VehicleAdv template content fixes for new VR camera

	#jira UE-25507

Change 2836166 on 2016/01/20 by Gareth.Martin

	Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting
	#jira UE-25093

Change 2836174 on 2016/01/20 by Chad.Taylor

	IHeadMountedDisplay crash fix associated with accessing a dangling pointer.

	#jira UE-25272

Change 2836179 on 2016/01/20 by Jamie.Dale

	Optimized FShapedGlyphSequence reverse look-up

	There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping

	#jira UE-24187

Change 2836286 on 2016/01/20 by Chris.Babcock

	Update Qualcomm TextureConverter for OSX
	#jira UE-22092
	#ue4
	#android

Change 2836328 on 2016/01/20 by Nick.Darnell

	Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted.  Inserting a NoOp command that keeps the shared ptr alive through the RHI render process.

	#jira UE-25752

Change 2836342 on 2016/01/20 by Nick.Darnell

	Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline.  Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager.

	#jira UE-25753

Change 2836358 on 2016/01/20 by Taizyd.Korambayil

	#jira UE-25710 Replaced Deprecated Nodes

Change 2836510 on 2016/01/20 by Taizyd.Korambayil

	#jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface

Change 2836564 on 2016/01/20 by Taizyd.Korambayil

	#jira UE-25716 Added bool to store last Moved Direction

Change 2836697 on 2016/01/20 by Taizyd.Korambayil

	#jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac

Change 2836725 on 2016/01/20 by Peter.Sauerbrei

	workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent
	#jira UE-25123

Change 2836782 on 2016/01/20 by Jamie.Dale

	Added FTextLayout::AddLines

	This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine.

	AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated.

	#jira UE-24187

Change 2836801 on 2016/01/20 by Jeff.Campeau

[CL 2857187 by Matthew Griffin in Main branch]
2016-02-05 11:54:00 -05:00
Matthew Griffin
6c75b4032c Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2835147)
==========================
MAJOR FEATURES + CHANGES
==========================

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

	#jira UE-24473

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

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

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

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

	#rb Andrew.Rodham
	#jira UE-24926

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

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

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

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

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

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

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

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

	#jira UE-25004

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

	#jira UE-19659 Reimported Template Animations with Proper Skeletons

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

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

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

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

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

	#jira UE-22347 Fixed Message Warnings on Startup

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

	Multiple fixes when editing right-to-left text

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

	#jira UE-25013

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

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

	#jira UE-24563

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

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

	#jira UE-24563

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

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

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

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

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

	#jira UE-24976
	Adding tessellation support to instanced stereo

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

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

	#jira UE-25032

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

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

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

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

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

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

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Matthew Griffin
0ce98f34ca Merging //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) (pre copyright update in revision 2804086)
#lockdown nick.penwarden

[CL 2818924 by Matthew Griffin in Main branch]
2016-01-07 04:39:47 -05:00
Nick Darnell
b98c648c14 Copying //UE4/Dev-Editor to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

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

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

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

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

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

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

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

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

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

	#jira UE-22897

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

	SSProgressBar marquee tint. Accounts for widget color and opacity.

	PR #1698

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

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

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

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

	#rb Ben.Cosh
	#jira UE-20170

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

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

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

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

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

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

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

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

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

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

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

	#jira UE-21623
	#1608

	#rb Simon.Tovey, Bruce.Nesbit

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

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

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

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

	#codereview Matt.Kuhlenschmidt, Bob.Tellez

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

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

	#jira UE-23118

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

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

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

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

	#codereview nick.darnell

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

	fix build compilation

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

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

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

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

	#jira UE-22789

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

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

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

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

	#jira UE-20336
2015-12-12 08:54:23 -05:00