Commit Graph

58 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
danny couture
ef17e2595d Add insight tag to editor feedback context update
#rb trivial
#preflight 622b38290a614dcb0ceed5e8

[CL 19352912 by danny couture in ue5-main branch]
2022-03-11 07:54:56 -05:00
aurel cordonnier
34f55d3a4a Merge from Release-Engine-Test @ 17946149 to UE5/Main
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17949667 by aurel cordonnier in ue5-main branch]
2021-10-27 15:14:40 -04:00
geoff evans
f29dce2cf3 FApp::HasFocus() API to unify checking focus state
This is a defensive change to more uniformly gate conditions of various pathways that want to "nice" CPU consumption when the application is not the foreground application (doesn't "Have Focus"). In benchmarking scenarios we don't want a focus-grabbing application to cause change in behavior while taking performance measurements. This could be in local workstation benchmarking where other foreground apps will naturally come to the front or in data center build where antics that might otherwise be completely unknowable could impact benchmark measurements.

This change was formulated after finding some "nice" CPU conditionals that were instrumented, but not all of them are. This change aims to prevent having to instrument, profile, and mitigate each condition separately.

#rnx
#jira none
#rb francis.hurteau, brandon.schaefer
#preflight 611ec9248ff55400018d5018

[CL 17463345 by geoff evans in ue5-main branch]
2021-09-08 16:29:44 -04:00
danny couture
1ff405cb3a Skip FlushRenderingCommand in slowtask tick when there is nothing to cleanup
#rnx
#rb Francis.Hurteau

[CL 16857570 by danny couture in ue5-main branch]
2021-07-14 20:20:41 -04:00
matt kuhlenschmidt
fd2d59745e Updated windows splash screen. Mac and Linux may not look correct but will be fixed by engineers familar with those platforms
[FYI] louise.rasmussen

#ROBOMERGE-SOURCE: CL 15919682 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15921227 by matt kuhlenschmidt in ue5-main branch]
2021-04-05 15:05:46 -04:00
jason nadro
6629bd5cf7 Editor splash screen improvements.
- Fixed a bug in the splash screen that would only show the root most scoped slow task resulting in only "Initializing..." displaying.  Now we work from the back of the array (top of the stack) to pull the innermost scoped slow task message.  This results in more log messages displaying.
- Display the splash screen percentage leftmost justified to avoid it jumping around due to the length of the message.
- Adding messages to the global shader scoped slow tasks.
- Fixed a bug where blocking material compilation wasn't displaying a message to the splash screen.  Simply adding a FScopedSlowTask will not update the UI's display message.  The UI is only updated when EnterProgressFrame is called.

#rb Matt.Kuhlenschmidt
[REVIEW]
#jira none

#ROBOMERGE-SOURCE: CL 15624861 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v777-15581079)

[CL 15624912 by jason nadro in ue5-main branch]
2021-03-05 11:46:13 -04:00
matt kuhlenschmidt
9e482fe7c6 Cleanup progress bar styles and fix slow task not showing the secondary progress bars
#ROBOMERGE-SOURCE: CL 15379156 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15383280 by matt kuhlenschmidt in ue5-main branch]
2021-02-10 19:52:17 -04:00
JeanMichel Dignard
48612c4242 Fixed slowtask secondary bar displaying the same text as the main bar
#rb Matt.Kuhlenschmidt

[CL 14836140 by JeanMichel Dignard in ue5-main branch]
2020-12-02 12:49:49 -04:00
Matt Kuhlenschmidt
a354c86d42 Build Progress widget reskin
[CL 14492605 by Matt Kuhlenschmidt in ue5-main branch]
2020-10-14 12:13:10 -04:00
Matt Kuhlenschmidt
43d7d4c2c6 Slowtask dialog and progress bar update
[CL 14463619 by Matt Kuhlenschmidt in ue5-main branch]
2020-10-09 15:09:19 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
Nick Darnell
c44d4eb8c2 Editor - Adding a 'Studio Analytics' class to the engine. The purpose is to allow studios to gather analytics about their internal development - for example, time to load the editor, or time to open different types of assets. Licensees must create their own IAnalyticsProvider and assign it to the studio analytic static, otherwise it does nothing by default.
Added timing information to record when PIE starts.

#rb none

#ROBOMERGE-OWNER: Nick.Darnell
#ROBOMERGE-AUTHOR: nick.darnell
#ROBOMERGE-SOURCE: CL 11104590 via CL 11104688 via CL 11104690
#ROBOMERGE-BOT: (v640-11091645)

[CL 11104846 by Nick Darnell in Main branch]
2020-01-24 10:14:26 -05:00
dave belanger
8cc930fd44 Support slow task cancellation checks with nested tasks and throughout the slow task lifescope (and after its lifescope; before a new root slow task is created).
#rb Andrew.Rodham


#ROBOMERGE-SOURCE: CL 10878671 via CL 10878776
#ROBOMERGE-BOT: (v626-10872990)

[CL 10878784 by dave belanger in Main branch]
2020-01-06 11:28:14 -05:00
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
JeanMichel Dignard
d4f0f4d3f2 Copying //UE4/Dev-Enterprise @ cl 9420543 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 9420574 by JeanMichel Dignard in Main branch]
2019-10-04 13:11:45 -04:00
Josh Markiewicz
d79515867d Copying //UE4/Dev-Online to Dev-Main (//UE4/Dev-Main)
- Up to CL8320930 from DevOnline and 8311605 Merge Down from Main
- skipped some Fortnite content/plugins/code where it tried to reintegrate files that had been moved pending investigation
#rb none

[CL 8321295 by Josh Markiewicz in Main branch]
2019-08-26 18:35:22 -04:00
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
Matt Kuhlenschmidt
87cba5f240 Fix tiny fonts from appearing in slow task dialogs
#rb none

[CL 4137249 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-06-19 09:11:12 -04:00
Marc Audy
d90da4ab1a Merge to Dev-Main for 4.20 @ 4090813
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4091081 by Marc Audy in Main branch]
2018-05-23 21:04:31 -04:00
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
Andrew Grant
ca24b4e26d Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main
#lockdown Nick.Penwarden
#rb none


Change 3720210 on 2017/10/25 by Olaf.Piesche

	Fixing dynamic material params for ribbons

	#!codereview scott.kennedy
	#!rb none
	#!tests scott's test ribbon

Change 3720073 on 2017/10/25 by robomerge

	#!ROBOMERGE-AUTHOR: frank.fella
	Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it.

	#!Tests Minion automated tests no longer crash randomly.
	#!rb SimonT

	#!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3719233 on 2017/10/25 by robomerge

	#!ROBOMERGE-AUTHOR: philip.buuck
	[OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead).

	#!rb Matt.Schembari
	#!tests PIE

	[QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death

	#!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3718474 on 2017/10/25 by Yannick.Lange

	Niagara: Only show isolate menu items on track context menu if it is a system.
	Rename "Isolate toggle" to "Isolated".
	#!rb none
	#!codereview Shaun.Kime
	#!tests n/a

Change 3718095 on 2017/10/25 by Yannick.Lange

	Niagara: Fix crash when not having dynamic parameter in material.
	#!rb none
	#!codereview Shaun.Kime
	#!tests n/a

Change 3718069 on 2017/10/25 by Yannick.Lange

	Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression.
	#!rb none
	#!codereview Shaun.Kime
	#!tests n/a

Change 3717545 on 2017/10/24 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Removed read / write locks from PipelineStateCache.

	#!rb Andrew.Grant, Gil.Gribb
	#!test paragon ps4.

	#!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3716928 on 2017/10/24 by Shaun.Kime

	The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks  the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime.

	#!rb olaf.piesche, simon.tovey
	#!fyi olaf.piesche, simon.tovey, frank.fella
	#!tests am now able to run Test_minionWave on PS4

Change 3715712 on 2017/10/24 by Yannick.Lange

	Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf".
	#!rb none
	#!codereview Shaun.Kime
	#!tests n/a

Change 3715430 on 2017/10/23 by Shaun.Kime

	Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it.

	#!rb none
	#!fyi simon.tovey
	#!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime

Change 3715368 on 2017/10/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main)
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3715226 on 2017/10/23 by Shaun.Kime

	Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's.

	#!rb none
	#!fyi simon.tovey, olaf.piesche, frank.fella
	#!tests ran in PIE

Change 3714645 on 2017/10/23 by Yannick.Lange

	Niagara: Add ability to create particle system from this emitter in content browser.
	#!rb Shaun.Kime
	#!tests n/a

Change 3714200 on 2017/10/23 by Olaf.Piesche

	Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target

	#!codereview simon
	#!rb none
	#!tests Orion Niagara assets

Change 3713341 on 2017/10/23 by Yannick.Lange

	Niagara: Fix NiagaraNodeIF output pins cannot be deleted.
	Fix NiagaraNodeIF output pins cannot be renamed.
	#!jira UE-50193
	#!jira UE-50193
	#!rb Shaun.Kime
	#!tests n/a

Change 3713133 on 2017/10/23 by Yannick.Lange

	Niagara: Isolate emitters in sequencer UI.
	- Added being able to extend the sequencer track context menu with a delegate.
	- Added entry in track context menu to toggle the selected emitters isolation state.
	- Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters.
	#!rb Shaun.Kime
	#!tests n/a

Change 3712445 on 2017/10/22 by robomerge

	#!ROBOMERGE-AUTHOR: shaun.kime
	UVScale, UniformAorBFloat, and LinearColorAlongVector added.

	#!rb none
	#!tests new autotest added

	#!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3712420 on 2017/10/21 by robomerge

	#!ROBOMERGE-AUTHOR: shaun.kime
	Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1.

	#!rb none
	[CODEREVIEW] frank.fella
	[FYI] simon.tovey, olaf.piesche, wyeth.johnson
	#!tests created an emitter, disabled Acceleration Force.. still compiled.

	#!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3711602 on 2017/10/20 by robomerge

	#!ROBOMERGE-AUTHOR: shaun.kime
	Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like:

	LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData

	#!jira UE-51511
	#!rb Simon.Tovey
	#!tests n/a

	#!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3711288 on 2017/10/20 by robomerge

	#!ROBOMERGE-AUTHOR: eric.ketchum
	[Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work

	#!rb: None

	#!tests: PIE

	[CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime

	#!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3711197 on 2017/10/20 by Olaf.Piesche

	Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly

	#!rb none
	#!tests minion projectile ribbon trail

Change 3710634 on 2017/10/20 by Mic.Rooney

	Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing.

	#!RB: none
	#!Test: tested/built locally ran preflight Editor/Monolithics build.
	#!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen

Change 3709686 on 2017/10/20 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Added some more timerguards for slow timer manager tick objects.
	Commented out for now.
	#!rb Trivial
	#!test Paragon Cooked ps4.

	#!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3708958 on 2017/10/19 by Shaun.Kime

	Back out changelist 3708456 .. this was an unintentional change
	#!rb none
	#!tests n/a

Change 3708839 on 2017/10/19 by Shaun.Kime

	Merging CL 3708835
	Fixing Scott's common crash with adding an emitter with autocompile off

	#!rb frank.fella
	#!tests n/a

Change 3708784 on 2017/10/19 by Shaun.Kime

	Merging CL 3708782

	//Orion/Main/... to //Orion/DevGeneral/...

	#!rb none
	#!tests n/a

Change 3708600 on 2017/10/19 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion

	#!rb none
	#!test golden path

	#!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3708473 on 2017/10/19 by Shaun.Kime

	Merging Frank's changes for team color support from Main to Dev-General
	#!rb Frank.Fella
	#!tests test_minionwave worked

Change 3708456 on 2017/10/19 by Shaun.Kime

	Particles.Random set to 0.0

	#!rb none
	#!tests n/a

Change 3708455 on 2017/10/19 by Shaun.Kime

	Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
	#!rb none
	#!tests passed minion fx autotest

Change 3707648 on 2017/10/19 by Shaun.Kime

	Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made.
	Defer deletion of dataset to RT.
	Ensure resets don't mess with data inflight RT commands are using.
	Checkin on behalf of Simon Tovey

	#!jira OR-45423
	#!rb Simon.Tovey
	#!tests ran through the LaneMinionFXTests successfully on PC

Change 3707096 on 2017/10/19 by robomerge

	#!ROBOMERGE-AUTHOR: shaun.kime
	CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago.

	#!rb none
	#!tests automated tests pass

	#!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3706726 on 2017/10/19 by Rob.Cannaday

	Merge XMPP resource version to use version 2 instead of version 3
	#!rb trivial
	#!tests compile
	#!ROBOMERGE: Main, 44, Tencent

Change 3706349 on 2017/10/19 by Josh.Markiewicz

	#!UE4 - Cross Voice code review feedback
	- fixed up broken stack vs queue
	- fixed GetRoomId returning int32 instead of uint64
	- fixed switch room logic
	- more/better logging
	- more comments
	#!jira TEN-301
	#!review-3681404 @sam.zamani, @rob.cannaday
	#!rb none
	#!tests local cheat codes

Change 3705453 on 2017/10/18 by robomerge

	#!ROBOMERGE-AUTHOR: arne.schober
	Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array)
	#!RB Daniel.Wright
	#!Tests LaunchOnPs4

	#!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3705399 on 2017/10/18 by robomerge

	#!ROBOMERGE-AUTHOR: scott.kennedy
	Default Niagara emitter changed color property to better default value.
	Updated basic glow emitter
	Added energy bubble base emitter
	put a little more polish into siege minion impact FX.

	#!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3704426 on 2017/10/18 by Shaun.Kime

	Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423

	#!rb simon.tovey
	#!fyi hunter.kent
	#!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure

Change 3703288 on 2017/10/18 by Olaf.Piesche

	Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash

	#!rb olaf.piesche, simon.tovey
	#!tests minion test map PC and PS4

Change 3701373 on 2017/10/17 by robomerge

	#!ROBOMERGE-AUTHOR: shaun.kime
	Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader.

	#!rb Olaf.Piesche
	#!tests test_minionwave runs

	#!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3701108 on 2017/10/17 by Hunter.Kent

	Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily.

	#!RNX
	#!Test PS4
	#!rb @tim.elek
	#!review-3701110 @andrew.grant, @daniel.lamb

Change 3701044 on 2017/10/17 by robomerge

	#!ROBOMERGE-AUTHOR: jon.lietz
	- white space fixes
	- added in more detail to logging
	- fixed dragon GC to not hide when the mesh is hidden

	#!rb none
	#!tests complies and logging is updated
	[FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen

	#!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3700900 on 2017/10/17 by Shaun.Kime

	Integrating possible crash fix from Dev-Niagara to Dev-Gen
	#!rb none
	#!tests n/a
	#!fyi Olaf.Piesche

Change 3700492 on 2017/10/17 by Shaun.Kime

	Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
	#!rb none
	#!tests done in branch

Change 3700217 on 2017/10/17 by Olaf.Piesche

	Fix for potential crash in sprite renderer

	#!rb none
	#!tests minion test map

Change 3700216 on 2017/10/17 by Benn.Gallagher

	Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master.
	#!rb Lina.Halper
	#!jira OR-45226
	#!tests PIE + Standalone games hitting Rampage with Ghosts E

Change 3699660 on 2017/10/17 by Jason.Bestimt

	#!ORION_DG - Fixes to UnrealHitchParser edge cases

	#!RB:none
	#!Tests: Ran on Logs from QA

	#!CodeReview: ben.salem

Change 3699462 on 2017/10/17 by Shaun.Kime

	Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
	#!tests preflight ok
	#!rb none

Change 3699010 on 2017/10/17 by Jeff.Williams

	Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920
	#!rb none
	#!tests none

Change 3698519 on 2017/10/16 by Olaf.Piesche

	Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts

	#!rb none
	#!tests minion wave test map

Change 3698380 on 2017/10/16 by Shaun.Kime

	Updating logic to now support the autoattachment

	#!rb none
	#!tests autotests pass..

Change 3698263 on 2017/10/16 by Olaf.Piesche

	Assume degrees for sprite rotation

	#!rb none
	#!codereview shaun.kime
	#!tests test sprite emitter

Change 3697652 on 2017/10/16 by Olaf.Piesche

	Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion

	#!rb none
	#!tests minion test map

Change 3696906 on 2017/10/15 by Shaun.Kime

	Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers.

	#!rb none
	#!tests now no longer generates invalid errors
	#!fyi frank.fella, olaf.piesche, simon.tovey

Change 3695456 on 2017/10/13 by Olaf.Piesche

	Fix for potential ribbon crash and end-of-ribbon rendering artifacts

	#!rb none
	#!codereview scott.kennedy
	#!tests minion wave test map

Change 3694545 on 2017/10/13 by Andrew.Grant

	Fix for low frequency async loading crash (OR-42535)

	#!rb gil.gribb
	#!tests comppiled

Change 3694176 on 2017/10/13 by Jeff.Williams

	Plugin manifest name changed to DLCFile name
	#!rb none
	#!tests compile, stage

Change 3693582 on 2017/10/12 by Don.Eubanks

	Fixing PS4 Compile warning (constructor init order not matching member define order)

	#!rb none
	#!tests Compile Shipping Client PS4
	#!fyi olaf.piesche

Change 3693516 on 2017/10/12 by Olaf.Piesche

	Niagara: Remove mesh renderer assert, replace with early out

	#!rb none
	#!tests niagara mesh test asset

	Merging

	//Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp

	to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp

Change 3693051 on 2017/10/12 by Ben.Salem

	Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log.
	#!rb Clayton.Langford
	#!tests Parsed a 5mb log with dumphitches down to 23k of hitch data.

Change 3692912 on 2017/10/12 by Olaf.Piesche

	Merging: Niagara ribbon tiling distance

	#!rb none
	#!tests ribbon test asset

Change 3692835 on 2017/10/12 by Shaun.Kime

	Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags.

	#!rb none
	#!fyi scott.kennedy, wyeth.johnson
	#!tests n/a

Change 3692751 on 2017/10/12 by Shaun.Kime

	Removing script that shouldn't have come over.

	#!rb none
	#!tests n/a

Change 3692746 on 2017/10/12 by Shaun.Kime

	Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara

	#!rb none
	#!tests opened test level and created new emitter/system

Change 3692616 on 2017/10/12 by Don.Eubanks

	OR-45131

	Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking.

	#!rb dan.hertzka
	#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
	#!codereview nick.darnell

Change 3691912 on 2017/10/12 by robomerge

	#!ROBOMERGE-AUTHOR: jeff.williams
	Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none
	#!tests compile, editor

	#!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3690944 on 2017/10/11 by Jeff.Williams

	Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC.
	#!rb Daniel.Lamb
	#!tests Compile, build

Change 3688989 on 2017/10/10 by Lina.Halper

	LOD sync of attached/parent
	#!rb: Laurent.Delayen
	#!tests: price with shotgun skin/PIE/editor

Change 3687592 on 2017/10/09 by Ben.Salem

	Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test.
	#!rb clayton.langford
	#!tests Ran sparrow shallow tests.

Change 3686560 on 2017/10/09 by Shaun.Kime

	Flipping the min/max values to be standard
	#!rb none
	#!tests n/a

Change 3686046 on 2017/10/09 by Shaun.Kime

	Merging latest from Dev-Niagara in preparation for Effects team  work on Monday

	#!rb none
	#!tests successful preflight
	#!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek

Change 3685613 on 2017/10/07 by robomerge

	#!ROBOMERGE-AUTHOR: simon.tovey
	Implementing vector field matrix inverse fix from CL3675167 to 43.3.

	#!rb none
	#!tests none
	#!lockdown  andrew.grant

	#!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3685603 on 2017/10/07 by robomerge

	#!ROBOMERGE-AUTHOR: thomas.ross
	RotationalContent Improvements
	- Fixed potential bug where tags could be updated when not intended on RotationalContentManager
	- Fix for PIE assert
	- Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option.
	- Removing config tag from RotationalContentOverrides in OrionGlobals.

	New Halloween Gauntlet Test
	- Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box.

	#!rb none
	#!tests local builds / editor / PIE

	#!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3685408 on 2017/10/07 by ben.salem

	Fixing robomerge error in DevGen

	#!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams

	Unresolved conflicts. ben.salem, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml

	--------------------------------------
	Merging using DevGen->Release43.3
	Repairing mailer for nightly Perf tests, fixing email headers.
	#!tests run in devgen
	#!rb none
	#!lockdown andrew.grant

	#!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3685073 on 2017/10/06 by Andrew.Grant

	Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General)

	#!tests #!rb na

Change 3684717 on 2017/10/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed issue where GT & RT times in profile info were reversed :(

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3684512 on 2017/10/06 by Laurent.Delayen

	Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code.

	#!rb lina.halper
	#!tests minion AnimBP nativization

Change 3684059 on 2017/10/06 by Max.Preussner

	Orion: Fixed ability videos not loading on PS4 and/or not looping

	#!fyi stephan.jiang
	#!jira OR-44682
	#!rb none
	#!rnx
	#!tests none

Change 3683538 on 2017/10/06 by David.Ratti

	batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions.

	-Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players.

	-Fixes case where killing minions with badass was not displaying pops (prediction key issue)

	#!rb none
	#!tests editor, pie
	#!review-3683539 @Matt.Schembari

Change 3683364 on 2017/10/06 by Andrew.Grant

	Changed warning to info

	#!tests #!rb na

Change 3681999 on 2017/10/05 by Bart.Hawthorne

	Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion.

	#!rb cody.haskell
	#!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore
	#!jira OR-44111
	#!tests Golden path, live spectated numerous matches.

Change 3681403 on 2017/10/04 by Josh.Markiewicz

	#!UE4 - base pass for Tencent Cross SDK
	- basic testing done with enter/exit/switch room
	- basic testing of ShowUI
	- checked in disabled
	#!rb duck
	#!tests see above
	#!jira TEN-301
	#!review-3681404 @sam.zamani, @rob.cannaday

Change 3680623 on 2017/10/04 by David.Ratti

	Rework for how max movement speed is calculated.

	The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow.

	Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored.

	Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow.

	GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc).

	Suggested methods for inspection:
	AbilitySystem debug hud (Home/End)
	p.VisualizeMovement (displays final calculated movement speed)
	Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar)

	Technical information:
	1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool.

	2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating.  It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows.

	3. Added a notification for attribute sets when an aggregator is created for one of their attributes.

	4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod)

	5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension.

	#!tests pie
	#!rb FrankG
	#!codereview Fred.Kimberley, Billy.Bramer
	#!fyi colin.fogle
	#!QAReview
	#!RN
	#!designchange

Change 3680580 on 2017/10/04 by Ben.Salem

	Repair email titles for various reports.
	#!rb none
	#!tests Reran tests.

Change 3680438 on 2017/10/04 by Dan.Hertzka

	GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect
	- Fixes the HUD status effect feed not showing sources for a lot of itemization abilities

	Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip

	#!rb Dave.Ratti
	#!tests OrionEntry PIE - equipped Sand Speeder

	#!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on

Change 3680344 on 2017/10/04 by robomerge

	#!ROBOMERGE-AUTHOR: marcus.wassmer
	Speculative disable of defragging on volumetric lightmap textures.
	#!rb andrew.grant
	#!test monolith2 ps4

	#!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3680302 on 2017/10/04 by Shaun.Kime

	Integration from DevNiagara.
	Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array.

	#!rb none
	#!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek
	#!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass.

Change 3679946 on 2017/10/04 by Laurent.Delayen

	Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches.

	#!rb lina.halper
	#!FYI andrew.grant
	#!tests monolith2 old minions

Change 3679938 on 2017/10/04 by Daniel.Lamb

	Allowed foliage cullall option to be modified by scalability options.
	#!rb Trivial
	#!test Compile paragon editor

Change 3679563 on 2017/10/04 by Jon.Lietz

	OR-43599

	- added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it.

	#!rb Dave.Ratti
	#!review-3679564 @John.Nielson
	#!tests added these waits to hot pursuit and they worked as expected

Change 3679006 on 2017/10/03 by Ben.Salem

	Try to fix broken nightly mailer issues for FX tests.
	#!rb none
	#!tests Preflighted a shallow fx pass successfully in EC.

Change 3677845 on 2017/10/03 by Andrew.Grant

	Added an ensure to guard against OR-44826 while further investigations occur

	#!tests compiled
	#!rb none

Change 3677443 on 2017/10/03 by John.Nielson

	Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase.

	Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify).

	#!RB: None
	#!Test: Pie, Uncooked
	#!review-3677445: @David.Ratti

Change 3676748 on 2017/10/02 by Laurent.Delayen

	Minions: split body layer is now done in mesh space, to maintain upper body orientation.

	#!FYI ray.arnett, lina.halper
	#!rb none
	#!test lane minion test map

Change 3675950 on 2017/10/02 by Don.Eubanks

	Added several new supported tags / status effects to the Floating Status Effect Text system.

	Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now.  This paves the way for us to squelch status effects unless they are initiated by the player.

	Added ScaleOverDistance curve support for floating numbers / text.

	Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out.

	#!rb matt.schembari
	#!tests Compile DebugGame Editor Win64 / Shipping Client PS4

Change 3675186 on 2017/10/02 by Mic.Rooney

	Support for other anim curve driving audio types (right now specifically DialogueWave)

	#!RB: none
	#!Test: compiled editor/monolithics/withoutunity and tested locally.
	#!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen

Change 3675167 on 2017/10/02 by Shaun.Kime

	Changed unsafe InverseFast() to an Inverse()

	#!jira OR-44671
	#!rb Simon.Tovey
	#!tests n/a

Change 3674888 on 2017/10/02 by David.Ratti

	GGP V2
	* Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration.


	Item System:
	* Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords.
	* Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup).

	Ability System:
	* SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya  GE)


	#!rb none
	#!tests editor pie cooked
	#!review-3674889 @Jon.Lietz

Change 3674170 on 2017/09/30 by Mieszko.Zielinski

	Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion

	Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load.

	#!rb none
	#!test golden path
	#!OR-44738

Change 3672937 on 2017/09/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files

	#!tests 3compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3672867 on 2017/09/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Restored previous behaviour of integer numbers being formatted as "1" and not "1.00"

	#!tests ran game, checked playlist analytic
	#!rb nikdel

	#!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3672575 on 2017/09/29 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Remove warning that can happens normally with backwards compat replays
	#!rb none
	#!tests compile

	#!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3672548 on 2017/09/29 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned.
	#!rb Andrew.Grant
	#!test Editor building hlods

	#!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3672542 on 2017/09/29 by Andrew.Grant

	Merging

	#!rb #!tests na

Change 3672390 on 2017/09/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed memreport settings for frontend tests

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3672385 on 2017/09/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Reworked and pretty much final PipelineState cache code

	- various comments incorporated
	- namespaced functions
	- removed redundant class and replaced with ref pointer

	#!tests soaked a lot
	[at daniel.lamb,] [at arne.schober] #!rb none

	#!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3672281 on 2017/09/29 by Rob.Cannaday

	Add user ID to OnNetworkCheatDetected
	#!jira TEN-272
	#!jira TEN-273
	#!jira TEN-274
	#!rb rob.cannaday
	#!tests Win64 AI match, simulate cheat detected by cheat command
	#!review-3672282 @ian.fox @sam.zamani

Change 3671688 on 2017/09/29 by Frank.Gigliotti

	Added ability to set developer comment when adding native tags.

	#!RB David.Ratti
	#!Tests None

Change 3670409 on 2017/09/28 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for dump type made while doing cleanup

	#!tests compiled Win64, PS4, ran PS4
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3670399 on 2017/09/28 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed race condition in pipeline state cache

	Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon

	(Couple of extra tweaks planned, but this should be GTG for a v43 release)

	#!rb codereviewed
	#!tests soaked locally, lots

	#!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3669802 on 2017/09/28 by Andrew.Grant

	From Dev-Framework

	#!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed
	#!rb michael.noland
	#!codereview andrew.grant
	#!tests na

Change 3669709 on 2017/09/28 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker
	#!rb none
	#!TESTS none

	#!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3669177 on 2017/09/28 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy] Reflection Captures support Lighting Scenarios without recapturing
	 * Reflection Captures are now part of the Map Build
	 * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
	 * Reflection Capture build data moved to the BuildData package
	 * Building lighting / reflection captures no longer dirties ULevels
	* Sky lights which capture the scene now work correctly with Lighting Scenarios
	* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
	#!rb Marcus.Wassmer
	#!TESTS Paragon editor Monolith02

	#!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3669124 on 2017/09/28 by Daniel.Lamb

	Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush
	to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush

	Fix cook in devgeneral

	Bumped shader version to invalidate stale uniform buffer name.
	#!rb none
	#!TESTS none
	#!fyi Daniel.Wright

Change 3667906 on 2017/09/27 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
	#!rb none
	#!TESTS QAGame

	#!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3667899 on 2017/09/27 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy] Remove unused SM4 reflection capture cubemap
	#!rb none
	#!TESTS none

	#!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3667894 on 2017/09/27 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy from Brian] SM4 fallback for reflection captures.
	#!rb none
	#!TESTS none

	#!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3667859 on 2017/09/27 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy from Brian] Removed old rasterized deferred reflection env path.
	Removed reflection compute shader. Replaced with PS. Small perf gain.
	#!rb none
	#!TESTS none

	#!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3667852 on 2017/09/27 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy] Fixed missing include
	#!rb none
	#!TESTS none

	#!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3667807 on 2017/09/27 by Daniel.Lamb

	Tencent DLC can now remap the plugin content to the game root directory.
	#!rb Ben.Marsh
	#!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test

Change 3667753 on 2017/09/27 by Clayton.Langford

	Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer.

	#!RB Ben.Salem, Adric.Worley
	#!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat

Change 3667408 on 2017/09/27 by Jordan.Walker

	Optimization to bakedNormal layer blend on Low end material quality
	-uses simple multiply and add normal map blend

Change 3667388 on 2017/09/27 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData.  This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
	#!rb none
	#!TESTS QAGame on console

	#!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3667383 on 2017/09/27 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.wright
	[Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer.  They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame.
	#!rb none
	#!TESTS QAGame

	#!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3667265 on 2017/09/27 by Daniel.Lamb

	Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned.
	#!rb Uriel.Doyon
	#!test Editor building hlods

Change 3667159 on 2017/09/27 by Mieszko.Zielinski

	Added simple logging to BT loading allowing us to identify missing BB keys #!Orion

	#!test golden path
	#!rb Lukasz.Furman

Change 3665944 on 2017/09/26 by Dan.Hertzka

	Fix PS4 compile

	#!rb none
	#!tests compile PS4

Change 3665590 on 2017/09/26 by Daniel.Lamb

	Fix for DLC cooking everything when it should only cook the DLC.
	#!rb None
	#!test None

Change 3665569 on 2017/09/26 by Dan.Hertzka

	New status effect feed for the new HUD:
	- Now placed in the mid-upper-left side of the HUD
	- Biggest difference from before is that there are now names associated with each effect
	- If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet.

	Cleaning:
	- Deleted all of the old buff widget classes & codepaths
	- Removed redundant properties from StatusEffectDisplayInfo
	- Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData

	Also:
	- Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events
	- Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed)

	@todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.)

	#!rb Don.Eubanks
	#!tests OrionEntry PIE with some cards and hero abilities

	#!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial.

	#!lockdown Billy.Rivers

Change 3665555 on 2017/09/26 by Daniel.Lamb

	AudioStreaming mpsc queue fix up.
	#!rb Andrew.Grant
	#!test Compile paragon client / editor.

Change 3665517 on 2017/09/26 by Daniel.Lamb

	Suspect fix for OR-44619
	#!jira OR-44619
	#!test Paragon editor compile
	#!rb Trivial

Change 3664346 on 2017/09/26 by Jon.Lietz

	- making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out.
	- Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired.
	- Updated all GC's data to use the new decal class
	- removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent

	#!rb Dave.Ratti
	#!reivew Dave.Ratti
	#!tests used characters that had decal comps in the GC and they recylce as expected.
	#!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed.

Change 3664099 on 2017/09/26 by Jon.Lietz

	OR-44510

	- bringing over engine fixes for the Enum Redirector from Dev-Framework

	#!rb none
	#!tests compiles and warnings are gone

Change 3663019 on 2017/09/25 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Gil: fixed race condition in the PipelineStateCache
	#!rb Daniel.Lamb
	#!test paragon ps4 with higher repro modified build
	#!lockdown Andrew.Grant
	#!jira OR-44441

	#!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3663014 on 2017/09/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready.

	#!tests ran locally
	#!rb [at daniel.lamb] [at arne.schober]

	#!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3663004 on 2017/09/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed dev check for extra commandline args from /data to /temp0

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3662999 on 2017/09/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - Fixed DateTime used for folders not being set

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3662255 on 2017/09/25 by Sam.Zamani

	#!tencent
	- fix for link error due to missing define of static OnNetworkCheatDetected delegate

	#!rb none
	#!tests none

Change 3662073 on 2017/09/25 by Sam.Zamani

	#!tencent
	Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server
	Possible options

	#!jira TEN-275 TSS detect and expose punish user callbacks

	KickClient - User should be booted from the current game session via disconnect
	KickMatch - User received info about being punished (eg. ban type etc)
	PunishInfo - User received info about being punished (eg. ban type etc)

	#!rb rob.cannaday
	#!tests none

Change 3659487 on 2017/09/22 by Josh.Markiewicz

	#!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin
	#!review-3659190 john.barrett, ryan.gerleve

Change 3659485 on 2017/09/22 by Josh.Markiewicz

	#!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins
	#!fyi john.barrett, ryan.gerleve

Change 3659184 on 2017/09/22 by Josh.Markiewicz

	#!UE4 - delete EpicSurvey module
	#!fyi justin.sargent, nick.darnell
	#!rb none

Change 3658697 on 2017/09/22 by Ryan.Gerleve

	Fixes for server-side Tencent anti-cheat library integration:
	-Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows
	-Add getter for the TssSdkAntiInterf object
	-Enable server anti-cheat in editor builds

	#!codereview sam.zamani
	#!rb none
	#!tests enabled Tencent OSS, built & ran server

Change 3658200 on 2017/09/22 by Graeme.Thornton

	Manual copy of CL 3587584 from Dev-Core

	Logging improvements for pak signature check failures
	 - Added "PakCorrupt" console command which corrupts the master signature table
	 - Added some extra log information about which block failed
	 - Re-hash the master signature table and to make sure that it hasn't changed since startup
	 - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
	 - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again

	#!rb none
	#!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General

Change 3657970 on 2017/09/22 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition.

	We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game,

	[at marcus.wassmer,] [at arne.schober] #!rb none
	#!tests cycled 6-7 levels of Paragon

	#!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657914 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing...

	#!tests stepped through in non-pkg build
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657906 on 2017/09/21 by Andrew.Grant

	Improved some logging

	#!tests used locally
	#!rb none

Change 3657891 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing

	Fixed issue with -dev mode on PS4 not updating symbols

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657867 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Re-locked network CL to 3652780

	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657857 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444

	#!RB:arciel.rekman
	#!Tests:Compiled

	[CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf

	#!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657852 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for case-insensitivity causing title.json not to be staged

	#!rb daniel.lamb, bob.tellez
	#!tests ran packaging script, verified contents match v42

	#!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657831 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors

	We can worry about a more permanent solution after we get this live.

	#!RB:none
	#!Tests: Compiled

	[CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer

	#!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657824 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams

	Unresolved conflicts. andrew.grant, please merge this change by hand.
	//ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe
	//ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb

	--------------------------------------
	Built new UnrealCEFSubprocess client
	Changed OrionBuild.xml to build the shipping version of the above.

	The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this.

	[at justin.sargent,[at benjamin.crocker,[at wes.fudala]]]

	#!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3657488 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: anton.migulko
	LIGHTING AND assets update

	#!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3656388 on 2017/09/21 by Laurent.Delayen

	Added default GetAxisVector static function to EAxisOption

	#!rb none
	#!FYI thomas.sarkanen
	#!tests lane minions test map

Change 3656387 on 2017/09/21 by Laurent.Delayen

	Initialize FAnimInstanceProxy with default constructor.

	#!rb none
	#!fyi lina.halper, thomas.sarkanen
	#!tests lane minion test map

Change 3656003 on 2017/09/21 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked net version to 3650578 for patching

	benjamin.crocker
	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3654403 on 2017/09/20 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Merge DevCore -> Orion Release-43 CL 3641450
	UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers.
	#!rb Daniel.Lamb
	#!test Compile
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3654356 on 2017/09/20 by Andrew.Grant

	Merging 3653658 from Dev-Rendering

	#!tests compiled, ran editor
	#!rb marcus.wassmer

Change 3653914 on 2017/09/20 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access).

	#!rb none
	#!tests ran locally

	#!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3652495 on 2017/09/19 by Andrew.Grant

	Editgration of VR fix in 3643776 from Release-4.17

	#!tests #!rb na

Change 3652244 on 2017/09/19 by Sam.Zamani

	#!tencent
	Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher
	Added "-q" to whitelist of command line params for shipping builds
	Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher

	#!rb rob.cannaday
	#!tests none

Change 3651493 on 2017/09/19 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs.
	#!rb none
	#!lockdown Nick.Penwarden
	#!tests none

Change 3651490 on 2017/09/19 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs.
	#!rb none
	#!lockdown Nick.Penwarden
	#!tests none

Change 3651489 on 2017/09/19 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs.
	#!rb none
	#!lockdown Nick.Penwarden
	#!tests none

Change 3651445 on 2017/09/19 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag

	#!RB:none
	#!Tests:none

	[CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant

	#!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3651059 on 2017/09/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed code to archive load-order during tests

	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3651043 on 2017/09/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed error parsing from tests to put cause ahead of file info

	#!tests ran self-test
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3649683 on 2017/09/18 by Andrew.Grant

	Bulk-merge of oustanding changes in Main to DG

	#!tests #!rb na

Change 3649345 on 2017/09/18 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Integrate fix for eidtor crash when switching between low and high scaleability options.
	#!rb Olaf.Piesche
	#!test Paragon editor

	#!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3649335 on 2017/09/18 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - OR-44257 - Fix for hair not working
	It is valuable to use the proper variable when doing Boolean logic :/  Cut-n-paste error from bit-packing conversion.

	#!RB:daniel.lamb
	#!Tests:Re-tested in cooked build

	[CODEREVIEW] daniel.lamb

	#!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3649231 on 2017/09/18 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM

	#!RB:none
	#!Tests:none

	[CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy

	#!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3649211 on 2017/09/18 by robomerge

	#!ROBOMERGE-AUTHOR: marcus.wassmer
	Fix 'lowest' shadow settings (simple forward rendering)
	#!rb arne.schober
	[FYI] Daniel.Wright
	#!tests monolith

	#!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3649141 on 2017/09/18 by Stephan.Jiang

	Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source.

	  -- These are hacks for ability videos to work before we have the new Sequencer updates
	  -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748

	#!fyi Andrew.Grant, Max.Preussner
	#!rb none
	#!test compile

Change 3649087 on 2017/09/18 by Thomas.Ross

	Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General
	#!rb none
	#!tests none
	#!fyi Andrew.Grant,Jeff.Williams,dan.oconnor

Change 3649066 on 2017/09/18 by Max.Preussner

	WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources

	#!rb stephan.jiang
	#!rnx
	#!tests none

Change 3649049 on 2017/09/18 by Max.Preussner

	Media: Changed audio sample rate warning to verbose log

	#!fyi stephan.jiang
	#!rb none
	#!rnx
	#!tests none

Change 3648752 on 2017/09/18 by Max.Preussner

	WmfMedia: Fixed race condition in media sound wave

	#!rb none
	#!rnx
	#!tests none

Change 3648748 on 2017/09/18 by Max.Preussner

	WmfMedia: Hack for preventing flicker between media source switching

	Do not merge to Dev-Main!

	#!rb stephan.jiang
	#!rnx
	#!tests none

Change 3648596 on 2017/09/18 by Bart.Hawthorne

	More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough.

Change 3648575 on 2017/09/18 by Sam.Zamani

	#!tencent
	Fix for missing library calls when initializing TSS anti cheat SDK

	#!rb none
	#!tests compiles win64 server

Change 3648556 on 2017/09/18 by Jeff.Williams

	Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084

	Clearing up robomerge


	#!rb none
	#!tests none

Change 3648533 on 2017/09/18 by clayton.langford

	Unblocking RM.

	#!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams

	Unresolved conflicts. clayton.langford, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj

	--------------------------------------
	Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly.

	#!RB Adric.Worley
	#!tests none

	#!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3648219 on 2017/09/18 by Sam.Zamani

	#!tencent
	fixed Tencent module thirdparty dll runtime dependency paths
	fixed DLLHandle not being set

	#!rb none
	#!tests none

Change 3647998 on 2017/09/18 by Clayton.Langford

	Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763.

	#!tests compiled
	#!rb Adric.Worley

Change 3647817 on 2017/09/18 by James.Golding

	Mirror fix from 4.18 release stream (CL 3647799) to Dev-General
	Fix out-of-bounds access of cloth mapping data during CPU skinning
	#!rb benn.gallagher
	#!jira UE-49628
	#!fyi benn.gallagher
	#!tests convert RiftMage to static mesh

Change 3647749 on 2017/09/18 by Benn.Gallagher

	Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope.

	This caused matrix transposition to fail after the data was copied in using memcpy

	BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
	#!rb none
	#!tests Editor reimport of clothing assets

Change 3646242 on 2017/09/15 by Tyler.Cole

	Revert shared engine LocalMCP scripts.

Change 3646153 on 2017/09/15 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds

	#!RB:daniel.lamb
	#!Tests: Ran cooked Client

	[CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy

	#!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3646125 on 2017/09/15 by robomerge

	#!ROBOMERGE-AUTHOR: arne.schober
	OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews.
	#!RB Marcus.Wassmer
	#!tests automated performance tests

	#!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3645861 on 2017/09/15 by clayton.langford

	#!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams

	Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW.

	Unresolved conflicts. clayton.langford, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj

	--------------------------------------
	Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added.

	To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards

	Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated.

	#!tests ran local client/server, preflighted
	#!rb Ben.Salem
	#!rnx
	[FYI] Sean.Tobin, Hunter.Kent, Edward.King

	#!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3644062 on 2017/09/14 by Aaron.McLeran

	#!jira OR-44171 Some looping sounds are extremely loud
	#!rb Ethan.Geller
	#!tests run paragon, run near water river, don't observe looping sound being very loud

Change 3643901 on 2017/09/14 by Laurent.Delayen

	Integrated CL #!3604725 to fix bug with opening state machines from anim graph.

	#!rb none
	#!tests fixes bug
	#!FYI lina.halper

Change 3643641 on 2017/09/14 by Rob.Cannaday

	Fix unreachable code detected
	#!rb rob.cannaday
	#!tests Win64 compile

Change 3643326 on 2017/09/14 by Sam.Zamani

	#!tencent
	- temp disabled TerSafe.dll loading until staging issues can be resolved

	#!rb none
	#!tests none

Change 3643039 on 2017/09/14 by Sam.Zamani

	#!tencent
	- temp disabled TSS on servers due to linux build issues

	#!rb none
	#!tests none

Change 3642438 on 2017/09/13 by Rob.Cannaday

	Handle new analytics param types (number, string, etc)
	Stub implementation of FAnalyticsProviderETTencent DefaultAttrs
	#!rb rob.cannaday
	#!tests Win64 vs AI match

Change 3641655 on 2017/09/13 by Sam.Zamani

	#!tencent
	WIP added tss_sdk.dll (server) and TerSafe.dll (client)

	JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client
	JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers

	#!rb none
	#!tests PC run with RegionCN.pak enabling tencent mode

Change 3641559 on 2017/09/13 by Bart.Hawthorne

	Fix up oodle dictionary generation scripts

	#!rb none
	#!jira none

Change 3641550 on 2017/09/13 by robomerge

	#!ROBOMERGE-AUTHOR: john.nielson
	Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43

	#!rb: none
	#!test: Pie

	#!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3641393 on 2017/09/13 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev.

	Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled

	- Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false)
	- Added PGOInput option to TargetRules and passed through to compile environment
	- Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for
	- Updated PS4 toolchain to use both LTO and PGO depending on what was set

	#!tests soaked locally, preflighted
	#!rb codereviewed

	FWIW here are before/after results for LTCG.

	Orion Performance report from 3 games and 1441.51 seconds
	MVP:    2.83 (Min: 2.05, Max: 3.22)
	HPM:    4.29 (Min: 4.24, Max: 4.37)
	AvgH:   2.77ms (Min: 2.08ms, Max: 4.16ms)
	GT:     12.88ms (Min: 12.68ms, Max: 13.25ms)
	RT:     13.71ms (Min: 13.48ms, Max: 14.08ms)
	GPU:    14.39ms (Min: 14.21ms, Max: 14.50ms)

	Orion Performance report from 3 games and 1440.49 seconds
	MVP:    1.42 (Min: 1.02, Max: 1.94)
	HPM:    3.25 (Min: 2.75, Max: 3.62)
	AvgH:   2.08ms (Min: 2.08ms, Max: 2.08ms)
	GT:     11.93ms (Min: 11.64ms, Max: 12.47ms)
	RT:     12.80ms (Min: 12.54ms, Max: 13.24ms)
	GPU:    14.10ms (Min: 13.91ms, Max: 14.27ms)

	#!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3640885 on 2017/09/13 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Limited warning to once every 10 secs.

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3640875 on 2017/09/13 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed shipping config issue

	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3640870 on 2017/09/13 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Fixing CIS builds #!Orion

	The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors.

	[CODEREVIEW] John.Nielson
	#!rb none
	#!test compilation

	#!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3640783 on 2017/09/13 by robomerge

	#!ROBOMERGE-AUTHOR: john.nielson
	More temporary logging for finding the missing FX issue.

	#!rb: none
	#!Test: Pie

	#!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3639910 on 2017/09/12 by Rob.Cannaday

	Build fix for AnalyticsETTencent
	#!rb rob.cannaday
	#!tests compile Win64 DebugGame Editor

Change 3639565 on 2017/09/12 by Laurent.Delayen

	SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0.

	#!rb lina.halper
	#!FYI lina.halper
	#!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime.

Change 3639228 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Tools - Added ability to postmortem a PS4 devkit for last crash

	#!rb run locally
	#!tests none

	#!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3639075 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: jeff.williams
	Specifically requesting 'all' configuration, to avoid missing manifest in jar.

	#!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3639022 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Remove dependency on the editor style set in the WidgetReflector
	- Fixes a crash when trying to use the reflector in a client cooked build
	- Also updated Focusable column name to shared var

	#!rb none
	#!tests Widget Reflected in a cooked build

	#!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3638984 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: john.nielson
	Added some more temp logging to get to the bottom of the missing FX issue.  OR-43600 : Master Bug: Some hero ability FXs are missing in v43

	#!rb: none
	#!test: Pie

	#!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3638696 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Swapped problematic ensure to LogError, made draft obey notimeouts.

	#!tests compiled
	#!rb none
	[at daniel.lamb]

	#!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3638644 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Third time's the charm

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3638628 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed ensure in a PS4 friendly way

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3638583 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed ensure to get a cook

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3638545 on 2017/09/12 by Bart.Hawthorne

	Add analytics for oodle compression percentages

	#!rb ryan.gerleve, wes.hunt
	#!tests ran a 2 person game with dedicated server and verified analytics were reported
	#!jira OR-26386

Change 3638172 on 2017/09/12 by robomerge

	#!ROBOMERGE-AUTHOR: marcus.wassmer
	Duplicate 3620803
	Partial Fix for Dither Opacity Mask
	#!rb none
	#!tests PC monolith

	#!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3637643 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: jeff.williams
	Fixing version stream to Main

	#!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3637524 on 2017/09/11 by Andrew.Grant

	Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating

	#!tests build Win64 editor, ran tests locally
	#!rb none

Change 3637402 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet -  Restored logging of runoptions when not verbose

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3637357 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made 'none' test specify Attended

	#!rb Daniel.Lamb
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3637305 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: john.nielson
	Added temporary debug logging cmd line option for finding Jira OrionOR-43600

	#!RB: none
	#!Test: Pie
	[at David.Ratti]

	#!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3636549 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues

	#!RB:none
	#!Tests:none

	[CODEREVIEW] uriel.doyon

	#!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3636507 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	[OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG.

	Also:
	- Added distance formatting type for simple ability description values (will automatically append u to the value)
	- SimpleAbility description values can now go up to two decimal places

	Engine:
	- Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName

	#!rb Matt.Schembari
	#!tests PIE OrionEntry & FrontEndScene - various bug repros

	#!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3636372 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Implement fast particle pool memory.
	Default is 2mb, automatically cleans up oldest used pool slots.
	Estimated 1/4 time for STAT_PARTALLOC.
	#!rb Jason.Bestimt
	#!test paragon ps4 cooked

	#!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3636319 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed issue with fatal error message not being shown in reports.

	Fixed issue where some cancelled tests reported as succeeded

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3636264 on 2017/09/11 by robomerge

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#!ORION_43 - Integrating CL 3609090  && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance

	#!RB:none
	#!Tests: Ran client cooked build

	[CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon
	[QAREVIEW]

	#!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3635288 on 2017/09/10 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices
	Fixed missing - in SoloSmoke args that were causing trailing params to be lost

	#!tests preflighted, ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3635145 on 2017/09/09 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Bumped script version to pick up SDK change for patch packages
	#!rb none
	#!tests none

	#!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3635097 on 2017/09/09 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added cleardevices option to Gauntlet that removes all devices after running.

	Added to Orion build scripts

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3634985 on 2017/09/09 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Cleaned up some logging around device failures

	Attempt to handle "Too Many Connections" error at a lower level

	Added removeall command to PS4DevkitUtil (not yet used)

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3634897 on 2017/09/09 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Checking in change to timeouts to test theory

	#!tests ran test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3634765 on 2017/09/08 by robomerge

	#!ROBOMERGE-AUTHOR: marcus.wassmer
	Scrape another .05ms out of GPU particle simulation.

	#!rb none
	#!tests ps4 monolith

	#!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3634422 on 2017/09/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for Gauntlet shutdown issue on builders
	Fix for BP editing crash from Dev-Framework

	#!tests ran locally
	#!rb none!

	#!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3634139 on 2017/09/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running

	#!tests ran locally with single and file-based devices
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3633799 on 2017/09/08 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only.

	#!rb none
	#!tests monolith02 turrets
	[CODEREVIEW] lina.halper

	#!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3633647 on 2017/09/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Possible fix for OR-43926 from Arne

	#!tests ran locally, observed no ensures or negative side-effects in UI or HUD
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3633637 on 2017/09/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Upped timeout for editorbased tests
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3632565 on 2017/09/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed some test code...
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3632385 on 2017/09/07 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	More improvements to device handling.
	Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems.

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3632177 on 2017/09/07 by robomerge

	#!ROBOMERGE-AUTHOR: thomas.ross
	Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43
	#!rb none
	#!test local commandlet

	#!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3632131 on 2017/09/07 by robomerge

	#!ROBOMERGE-AUTHOR: marcus.wassmer
	Fix a bug with new local vector-field only project setting
	#!rb none
	#!tests ps4 monolith

	#!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3632034 on 2017/09/07 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed issue where problem devices were reset each attempt

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3631812 on 2017/09/07 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	More improvements to device management in Gauntlet

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3631787 on 2017/09/07 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes.

	#!rb none
	[CODEREVIEW] martin.wilson
	#!test bot game

	#!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3631251 on 2017/09/07 by Andrew.Grant

	Additional device selection improvements

	#!tests #!rb na

Change 3630861 on 2017/09/07 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3630620 on 2017/09/07 by Laurent.Delayen

	RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions.

	#!rb Ori.Cohen
	#!codereview benn.gallagher
	#!tests lane minions test map

Change 3629990 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Fix for gpu hang on ps4.
	#!rb Marcus.Wassmer
	#!test Paragon cooked ps4
	#!jira OR-43835

	#!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629980 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Moved some missed code to FDebug::HasAsserted()

	#!tests na
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629975 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: marcus.wassmer
	Project optimization to only support local vector fields.
	separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost.
	#!rb olaf.piesche
	#!tests monolith ps4/pc

	#!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629917 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: marcus.wassmer
	Fix for sizebyspeed on ps4
	#!rb Simon.Tovey
	#!tests pc

	#!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629620 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629554 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Restored screenshot support to gauntlet (now driven externally)

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629495 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: don.eubanks
	Stat panel will only show stat changes or improvements that come from Item sources (cards / gems)

	#!rb dan.hertzka
	#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
	[RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel.  No more giant HP/MP regen numbers when standing in base!

	#!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629468 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring()

	Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread.

	#!tests ran locally
	#!rb none
	[at marcus.wassmer]

	#!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629410 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams

	Unresolved conflicts. andrew.grant, please merge this change by hand.
	//ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs

	--------------------------------------
	Fix for generating project files
	#!tests GPF
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629369 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests)

	#!rb none
	#!tests verified signing is disabled and game gets to main menu with -fileopenlog
	[at graeme.thornton]

	#!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3629254 on 2017/09/06 by Laurent.Delayen

	URO: ensure we don't skip more frames than desired when switching LODs.

	#!rb lina.halper
	#!codereview martin.wilson, benn.gallagher
	#!test lane minions test map

Change 3629191 on 2017/09/06 by Laurent.Delayen

	Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions.

	#!rb lina.halper
	#!codereview martin.wilson
	#!test lane minions test map

Change 3629130 on 2017/09/06 by Laurent.Delayen

	AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug.

	#!rb none
	#!tests lane minion test map

Change 3628300 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed exception that could occur during tests if all devices were in use
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3627915 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Undoing Oodle check for the time being

	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3627875 on 2017/09/06 by Jason.Bestimt

	#!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables)

	#!RB:none
	#!Tests:none

	#!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker
	#!ROBOMERGE: MAIN, 43

Change 3627694 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Improved warnings

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3627642 on 2017/09/06 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	More logging for OR-43892 and OR-43779
	#!rb none
	#!tests compile

	#!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3627247 on 2017/09/05 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed check that turns out to be bogus

	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3627240 on 2017/09/05 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures

	#!tests compiled OrionClient
	[at daniel.lamb] #!rb none

	#!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3627211 on 2017/09/05 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added ensure for OR-43777

	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3626839 on 2017/09/05 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added wait to PS4DevkitUtil before trying to postmortem crashdump

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3626755 on 2017/09/05 by Rob.Cannaday

	Merge //Orion/Release-Tencent to //Orion/Dev-General
	Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT
	TODO:  Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded
	#!rb sam.zamani
	#!lockdown andrew.grant
	#!tests Win64 vs AI match, QA smoke test
	#!fyi sam.zamani

Change 3626285 on 2017/09/05 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed BaseDir argument not being correctly applied in tests

	Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3626221 on 2017/09/05 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame.

	Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement

	#!rb none
	#!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz

	[at Laurent.Delayen] [FYI] [at Andrew.Grant]

	#!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3625925 on 2017/09/05 by Laurent.Delayen

	If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want.

	#!rb benn.gallagher
	#!codereview martin.wilson, lina.halper
	#!tests lane minion map

Change 3624051 on 2017/09/02 by Andrew.Grant

	Fixed issue with test params not being set.

	Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability.

	#!tests preflighted
	#!rb none
	#!review-3624052 @ben.salem

Change 3623907 on 2017/09/02 by Andrew.Grant

	Fixed usesyncedbuild option being broken in Gauntlet

	#!codereview @daniel.lamb
	#!tests compiled
	#!rb none

Change 3623906 on 2017/09/02 by David.Ratti

	Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides

	#!rb none
	#!test future wukong pie

Change 3623766 on 2017/09/01 by Daniel.Wright

	[Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box
	#!rb none
	#!Tests PC QAGame

Change 3623518 on 2017/09/01 by Don.Eubanks

	Fix for Shipping Client PS4

	#!rb none
	#!tests Compile Shipping Client PS4
	#!fyi daniel.lamb andrew.grant

Change 3623515 on 2017/09/01 by Daniel.Wright

	[Copy] Volume materials applied to static meshes operate on the object's bounding sphere
	#!rb none
	#!TESTS QAGame PC

Change 3623503 on 2017/09/01 by Daniel.Wright

	[Copy] Fixed ObjectRadius in Volume domain materials
	#!rb none
	#!TESTS none

Change 3623102 on 2017/09/01 by Marcus.Wassmer

	Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand
	#!rb none
	#!tests monolith on PS4
	#!fyi olaf.piesche,tim.elek

Change 3623096 on 2017/09/01 by Marcus.Wassmer

	checkslow -> check to find issues with ILC
	#!rb none
	#!tests ran monolith on ps4

Change 3622744 on 2017/09/01 by Laurent.Delayen

	RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now).
	Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies.
	Take gravity from movement component if present, to inherit custom gravity scaling.
	Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used.
	If LOD enables new bodies, they are now initialized during simulation.
	Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default.
	Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change.
	Added AnimStats for PreUpdate, Update and Eval.

	#!rb ori.cohen
	#!codereview ori.cohen, lina.halper, benn.ghallager
	#!tests lane minion test map

Change 3622743 on 2017/09/01 by Laurent.Delayen

	Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes.

	#!rb lina.halper
	#!tests lane minion test map

Change 3622742 on 2017/09/01 by Laurent.Delayen

	'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings.
	Renamed DisplayDebugCustom to DisplayDebugInstance.

	#!rb lina.halper
	#!tests lane minion test map

Change 3622738 on 2017/09/01 by Laurent.Delayen

	Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams

	#!rb lina.halper
	#!tests lane minion test map

Change 3622666 on 2017/09/01 by Jian.Ru

	Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements
	#!jira UE-48972, OR-43455
	#!rb Chris.Bunner
	#!tests editor

Change 3622579 on 2017/09/01 by Andrew.Grant

	Fixed shutdown issues with some tests being detected as errors

	Simplied and cleanup some things in state management of tests.

	#!tests ShortSOloGame test locally
	#!rb none

Change 3622322 on 2017/09/01 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for OR-40366 from v43

	#!tests compiled
	#!rb Aaron.McLeran

	#!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3621054 on 2017/08/31 by Andrew.Grant

	Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating

	#!tests preflighted
	#!rb none

Change 3620755 on 2017/08/31 by Daniel.Lamb

	Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin.  Doesn't add a lot of memory over head.  Cleans out every few allocations.
	#!rb Jason.Bestimt
	#!test Cooked paragon ps4

Change 3620541 on 2017/08/31 by Ben.Salem

	Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting.
	#!rb none
	#!tests compiled.

Change 3620443 on 2017/08/31 by Mieszko.Zielinski

	Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4

	#!rb none
	#!test golden path

Change 3620428 on 2017/08/31 by Aaron.McLeran

	#!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General

	#!rb Ethan.Geller
	#!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports.

Change 3620411 on 2017/08/31 by Mieszko.Zielinski

	Fix to removal of simuli sources from the AISense_Sight #!UE4

	Made sure given source gets removed from ObservedTargets.

	#!rb none
	#!test golden path

Change 3620343 on 2017/08/31 by Ben.Salem

	Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on.
	#!rb clayton.langford
	#!tests ran shallow and normal FX tests, generated hitches to display.

Change 3620050 on 2017/08/31 by Luke.Thatcher

	[ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/...
	 - USE_DEFRAG_ALLOCATOR was not always defined in all cases.

	#!rb Daniel.Lamb
	#!tests none

Change 3619836 on 2017/08/31 by Andrew.Grant

	Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team)

	#!tests preflighted, ran locally
	#!rb none

Change 3618597 on 2017/08/30 by Dan.Hertzka

	Fixed Additive UI materials not being affected by the widget opacity
	- We needed to multiply the sampled color by the alpha of the vertex color

	Also added fade in anim for scoreboard when showing after the endgame cinematic

	#!rb Nick.Darnell
	#!tests Widget alpha affects additive materials

Change 3618441 on 2017/08/30 by Laurent.Delayen

	Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display.

	#!rb lina.halper
	#!tests lane minions

Change 3618404 on 2017/08/30 by Paul.Moore

	- Update to new MMS client API from Fortnite.
	- Add MMS API plugin.
	#!rb none
	#!tests matchmaking, v2 MMS matchmaking, draft lobby.
	#!lockdown andrew.grant

Change 3618167 on 2017/08/30 by Marcus.Wassmer

	Fix fog on PS4, also volume texture clears.
	#!rb luke.thatcher
	#!fyi Jordan.Walker
	#!tests ran monolith on ps4

Change 3617911 on 2017/08/30 by Andrew.Grant

	Fix for OR-43401, lighting remaining unbuilt

	#!tests ran cook, verified that lighting for bp components is now correctly found.
	#!rb marc.audy

Change 3617765 on 2017/08/30 by Andrew.Grant

	Fix for lighting always being unbuilt on some blueprints

	#!tests cooked data and verified BP components have the correct transform and receive cached lighting data
	#!rb marc.audy, bp-team

Change 3617757 on 2017/08/30 by Laurent.Delayen

	clang fix

	#!rb none
	#!tests none

Change 3617700 on 2017/08/30 by Laurent.Delayen

	Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated.

	#!rb lina.halper
	#!tests lane minions map

Change 3617695 on 2017/08/30 by Laurent.Delayen

	Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays.

	#!rb lina.halper
	#!tests test lane minions map

Change 3616757 on 2017/08/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for OR-43459 from Laurent

	#!tests na
	#!rb Lina.Halper, Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3616745 on 2017/08/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked net version to 3609966 in anticipation of patch

	#!rb #!tests na

	#!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3616551 on 2017/08/29 by Daniel.Lamb

	Fix memory leak in paragon.
	#!rb Andrew.Grant
	#!test Paragon ps4

Change 3613700 on 2017/08/28 by Andrew.Grant

	Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion

	Renabled r.Cache.UpdatePrimsTaskEnabled

	#!tests ran locally
	#!rb none

Change 3613694 on 2017/08/28 by Andrew.Grant

	Added -teamsize argument to Orion none test.

	#!tests ran None test :)
	#!rb none

Change 3613638 on 2017/08/28 by Ben.Salem

	Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created.
	#!rb clayton.langford
	#!tests Ran shallow and deep test for multiple characters.

Change 3612731 on 2017/08/28 by Chris.Bunner

	[DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook.
	#!rb
	#!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb
	#!tests Cooking/running simple scene with grass foliage
	#!jira UE-48698, OR-42612

Change 3612695 on 2017/08/28 by Andrew.Grant

	Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading

	Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things.

	#!tests ran NoneTest with -nomcp
	#!rb none

Change 3612002 on 2017/08/27 by Andrew.Grant

	Fix for crash seen during nightly tests

	#!tests baseline perf didn't crast 3/3
	#!rb none

Change 3611980 on 2017/08/27 by Andrew.Grant

	PS4DevkitUtil post-mortem improvements to logging
	#!tests run ShortSoloGame
	#!rb none

Change 3611758 on 2017/08/26 by Andrew.Grant

	Fix for warning

	#!tests #!rb na

Change 3611737 on 2017/08/26 by Andrew.Grant

	Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering

	3517039 -

	GitHub #!2655: Optimization for shadow map resolution selection for spot lights

	* Use the radius of the inscribed sphere at the cone end as the spot light's screen radius

	Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly

	3545241 -

	Fixed spotlight whole scene shadows using a radius 2x too long

	3545347 -

	Fixed shadow occlusion culling broken by shadowmap caching change.  FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame.
	#!rb none
	#!tests compiled

Change 3611718 on 2017/08/26 by andrew.grant

	#!CodeReview: andrew.grant, jason.bestimt, jeff.williams

	Unresolved conflicts. andrew.grant, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs

	--------------------------------------
	Improved parsing of callstacks and errors in test logs
	Added unit test for error parsing

	#!tests ran locally, unit tests
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3611704 on 2017/08/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Test fixes - addresses issue with memory report failing

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3611683 on 2017/08/26 by Andrew.Grant

	Upgraded PS4 SDK to 4.508.111

	#!tests SoloGames locally
	#!rb none

Change 3611466 on 2017/08/25 by Andrew.Grant

	Changed none test to use monolith02 by default

	#!tests compiled
	#!rb none

Change 3611167 on 2017/08/25 by Laurent.Delayen

	Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated.

	#!rb none
	#!tests lane minions
	#!codereview martin.wilson

Change 3610850 on 2017/08/25 by dan.hertzka

	Unclog Robomerge

	#!rb none
	#!tests none

Change 3610325 on 2017/08/25 by Andrew.Grant

	Compile fix for PS4

	#!tests compiled
	#!rb none

Change 3610018 on 2017/08/25 by Laurent.Delayen

	UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later.

	#!rb lina.halper
	#!tests venus ult on minion lane test map

Change 3609967 on 2017/08/25 by Daniel.Lamb

	Merging using //Fortnite/Main/->//Orion/Dev-General/
	Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4.

	CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping.
	 - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out.
	 - Added an extra flag to reset mip bias values when texture memory budget is increased.
	#!rb Uriel.Doyon
	#!jira FORT-45385
	#!jira FORT-47739

	CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4.
	 - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled.
	 - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted.
	 - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps.
	#!jira FORT-45229
	#!rb Ben.Woodhouse


	CL 3564368
	LLM Changes

	Summary:
	LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead.
	Changes where LLM hooks into the various allocation functions and pools.
	Added more LLM tracking scopes.
	Changed the way LLM gets its internal memory.
	Writing stats out to csv
	Fixed a few bugs with the tracker code

	Details:
	* re-enabled LLM by default in Dev builds for XB1 and PS4
	* Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update)
	* track allocations made from the defrag pool (PS4)
	* track non-drfrag pool garlic allocations (PS4)
	* track allocations made from PS4 malloc
	* combined the RHI and Malloc trackers into the Default tracker
	* changed stat groups to LLM, LLMPlatform and LLMOverhead
	* OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set
	* XMemAlloc now uses AllocationType if no LLM scope has been set
	* renamed VirtualMap to LLMMap
	* added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled.
	* support for tracking allocations that move in memory (for the PS4 defrag allocator)
	* support for tracking explicit memory without pausing the tracker
	* LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg
	* fixed check in FNameToTag. It was checking the wrong value when verifying the name index
	* show a warning on screen if LLM has been enabled without debug memory enabled (on consoles)
	* fixed program size tracking
	* fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope.
	* optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times)
	* fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them.
	* fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled
	* changed default alloc size for LLMMap to 16K
	* Added lots more LLM scopes renamed some of the existing ones
	* made FMemBlock::Allocators private and added accessor functions, which include LLM tracking.
	* fixed LLM alignment tracking in CustomVirtualAlloc
	* implemented LLM on XB1 so that it properly tracks D3D12Allocations
	* added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator
	* tracking of render targets
	* fixed LLM pool total column value.

	#!rb luke.thatcher

	CL 3565905
	[ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/...

	3458941 - Initial submission of new PS4 memory allocator.
	3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible.
	3498440 - Flexible and framebuffer memory fallbacks
	3515704 - Add stats to new PS4 memory system.

	UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly.

	#!rb Ben.Woodhouse

	CL 3580934
	[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
	 - Neo has 512 MB more direct memory than a base kit.
	 - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.

	#!rb Marcus.Wassmer
	#!jira FORT-50206

	CL 3590180
	[FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted.
	 - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB.
	 - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool.
	 - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails.

	#!jira FORT-49700
	#!rb Aaron.McLeran

	CL 3593920
	[FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system.
	 - Incorrect bitmask usage was truncating the available memory value to 32 bits.

	 - Also includes some minor refactoring to make parts more readable.
	 - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile.

	#!rb Jonathan.Fitzpatrick
	#!jira FORT-50918

	CL 3597577
	[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
	 - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
	 - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.

	#!rb Stewart.Lynch
	#!jira FORT-50825
	#!jira FORT-49688
	#!jira FORT-49695
	#!jira FORT-50054

	CL 3601951
	[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
	 - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
	 - Added garlic, onion and defrag stats to the platform memory stats struct.
	 - Added fixed pool sizes to platform memory stats.
	 - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.

	#!rb Stewart.Lynch
	#!jira FORT-52910


	#!test preflight with baseline performance memory report tests, local tests on neo
	#!rb Luke.Thatcher

Change 3608480 on 2017/08/24 by Uriel.Doyon

	Instanced static mesh lightmaps are now updated correctly after lighting scenario changes
	#!jira UE-48522
	#!tests Build lighting, loaded maps
	#!rb michel.dupuis

Change 3608407 on 2017/08/24 by Andrew.Grant

	Reintegrated ROlando's cloth optimizations

	#!tests #!rb none

Change 3608349 on 2017/08/24 by Rolando.Caloca

	O - Cloth vertex buffers no longer generate dummy vertices
	#!rb Lina.Halper
	#!fyi James.Golding
	#!tests Check obj list memory with multiple characters, tested animations

Change 3607815 on 2017/08/24 by Laurent.Delayen

	Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha.
	https://jira.it.epicgames.net/browse/OR-43186

	#!rb none
	#!tests Price hand two bone IK
	#!codereview lina.halper, thomas.sarkanen

Change 3607770 on 2017/08/24 by Andrew.Grant

	Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong

	#!tests ran locally, updated parser test
	#!rb none

Change 3607546 on 2017/08/24 by Jian.Ru

	Add more control to chromatic aberration effect
	#!jira UE-47138
	#!rb Brian.Karis
	#!tests editor

Change 3607270 on 2017/08/24 by Andrew.Grant

	Mirroring 3605735  from FN to address bug with MIC deduplication

	#!tests compiled
	#!rb none

Change 3607082 on 2017/08/24 by Laurent.Delayen

	Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands.
	List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph).
	Current debug Target is highlighted in a green bounding box.
	Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player.
	Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors.
	Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation.

	#!rb dave.ratti
	#!tests lane minion test map, debugging individual minions
	#!codereview jon.lietz

Change 3606772 on 2017/08/24 by David.Ratti

	Spot edigrate CL 3606417 for accurate CurveTable memory tracking
	#!rb none
	#!tests none

[CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -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
Matt Kuhlenschmidt
bb08e8c000 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3621452)
#lockdown Nick.Penwarden
#rb none
============================
  MAJOR FEATURES & CHANGES
============================

Change 3567301 by Arciel.Rekman

	Linux: fix for importing failure when clicking shortcuts (UE-47932).

	- Slate dialog would return incorrect relative paths (not matching CWD) if Engine or Project shortcuts were used.

	#jira UE-47932

Change 3567687 by Arciel.Rekman

	Minor fixes to gdb pretty printers by icculus.

Change 3568024 by Arciel.Rekman

	Made SDL_SetWindowInputFocus() wait until window is viewable (UE-33369).

	- Pull request #2608 contributed by Ereski.
	- Updated x86_64 lib only (anticipating more changes to SDL).

	#coderview Cengiz.Terzibas, Ryan.Gordon

Change 3568173 by Max.Chen

	Movie Scene Capture: Delay on shot boundaries by setting the sequencer play rate to 0.

	This allows particles, TAA, and other effects to settle on the shot cuts.

	#jira UE-44598

Change 3568174 by Max.Chen

	Sequencer: Added option to rerun construction scripts on bound actors in the sequence every frame.

	#jira UE-31193

Change 3568331 by Matt.Kuhlenschmidt

	PR #3850: Add extensible source navigation service (Contributed by mhutch)


Change 3568350 by Matt.Kuhlenschmidt

	PR #3851: Add argument to pass params to standalone play session (Contributed by mhutch)


Change 3568387 by Matt.Kuhlenschmidt

	PR #3852: Add FEditorDelegates::BeginLocalPlay event (Contributed by mhutch)


Change 3568541 by Arciel.Rekman

	Merged Icculus' patch for copy-paste (UE-40071).

	- Alas does not seem to fix inability to copy/paste between Output log and kate.
	- Updated x86_64 lib only (anticipating more changes).

Change 3568547 by Arciel.Rekman

	Fix OpenGL queries reused after deletion.

Change 3568790 by Matt.Kuhlenschmidt

	PR #3857: Loading screen widgets not scaled correctly (Contributed by projectgheist)


Change 3568900 by Alexis.Matte

	Fix the fbx re-import factory handler to say failed in case there was no geometry to import.
	#jira UE-47506

Change 3568902 by Alexis.Matte

	Reduce memory footprint when importing large FBX scene PR #3834
	#jira UE-47833

Change 3569061 by Arciel.Rekman

	Linux: remove unnecessary symbols for MSVC visualizers.

	- Reported by ASan as collision because they exist in each DSO.

Change 3569782 by Cody.Albert

	Updated ImportAssets Commandlet help text to properly reflect supported features.

Change 3569843 by Arciel.Rekman

	SDL: add logic to select headless EGL device.

	- SDL will try to guess which device is GPU using CUDA device id (can also be hinted explicitly).
	- Also fixes the problem of engine not starting on some drivers that don't support the necessary EGL extensions.

Change 3570234 by Max.Chen

	Sequencer: Import FBX settings. Added settings to toggle force front x axis and whether to create cameras that don't already exist in the level.

	#jira UE-46754

Change 3570578 by Arciel.Rekman

	Linux: make FAnsiMalloc compatible with malloc()/free().

	- Prerequisite for ASan. Also helps fringe cases when we have to use FAnsiMalloc.

Change 3571015 by Alexis.Matte

	Issue warning when we found zero normal, tangent or binormal
	#jira UE-46419

Change 3571376 by Jamie.Dale

	Force a unique package localization ID when loading packages for diffing

Change 3571412 by Jamie.Dale

	Removed unused setting

Change 3571487 by Alexis.Matte

	fix speed tree import cancel workflow
	#jira UE-47482

Change 3571614 by Jamie.Dale

	Games now use the native culture of any of the game targets as the fallback (rather than always using English)

	This replaces the previously removed redundant setting from CL# 3571412

Change 3572649 by Jamie.Dale

	SavePackageHelper now always honors KeepObjectFlags

Change 3572730 by Matt.Kuhlenschmidt

	Guard against crash in the details panel when there is a message in the queue and something scrolls into view when the list has been invalidated

	#jira UE-48037

Change 3572773 by Matt.Kuhlenschmidt

	Guard against high res screenshot crashing if the requested image size doesnt match the image data size

	#jira UE-47765

Change 3572813 by Michael.Trepka

	Workaround for a mysterious issue in Xcode 9 beta 3 and 4 which makes it generate -Wnullability-inferred-on-nested-type warnings/errors in MetalDebugCommandEncoder.h even though we tell Clang to ignore them in MacPlatformCompilerPreSetup.h

Change 3573043 by Arciel.Rekman

	FAnsiMalloc: fix compile issue (UE-48066).

	#jira UE-48066

Change 3573236 by Arciel.Rekman

	Linux: add UnrealLightmass to the installed build.

	- Was also requested by a licensee on UDN.

Change 3573705 by Arciel.Rekman

	SDL: update UE4 fork to the latest trunk (UETOOL-1242).

	- Revision 11184 form 2017-08-04: http://hg.libsdl.org/SDL/rev/04063928c4a8
	- Change by icculus (Ryan Gordon).
	- Rebuilt x86_64 library only for now.

Change 3573741 by Arciel.Rekman

	Fix crash when capturing a movie (UE-48093).

	#jira UE-48093

Change 3574389 by Max.Chen

	Sequencer: Array bounds check.

	#jira UE-48095

Change 3574399 by Max.Chen

	Sequencer: Fix crash in removing delegate

	#jira UE-47461

Change 3574415 by Max.Chen

	Sequencer: Put level visibility tracks in the SpawnObjects evaluation group to ensure levels are streamed before any possessable bindings are resolved

Change 3574416 by Max.Chen

	Prevent slow task feedback from performing slow operations (flushing rendering commands, checking if shaders are initialized) when there are no modal dialogs open

Change 3574726 by Matt.Kuhlenschmidt

	Focus the details view when actor selection changes if it is not focused

Change 3574922 by Michael.Trepka

	Copy of CL 3574653 by Richard.Wallis

	XCode Beta 4 Compile fixes. "Inferring '_Nonnull' for pointer type within array is deprecated "

Change 3576525 by Nick.Darnell

	Editor - Data table rows names sort correctly in the property customization.
	Blueprint - Fixing some crashes due to holding onto raw pointers instead of TWeakObjectPtrs.
	UMG - SetWidgetClass now reinstances the widget if you change it at runtime.
	Editor - Deleting actors that are still referenced now at least logs to the console what still references it.

Change 3576714 by Nick.Darnell

	Editor - Build fix.

Change 3576770 by Jamie.Dale

	Removed some dead code

	It seems to be left over from the first attempt at stable localization keys

Change 3578433 by Matt.Kuhlenschmidt

	Fix content browser settings being per project and having created a "Global" category for one setting

Change 3578556 by Max.Chen

	Editor: Fix toolbar shared ref which was keeping the viewport toolbar around when switching between default and cinematic viewports.

	#jira UE-48125

Change 3578561 by Matt.Kuhlenschmidt

	Fix USD importing not respecting DestinationPath for automated import

Change 3580124 by Matt.Kuhlenschmidt

	Fix bogus warning message when a property has an editcondition that is not marked edit aynwhere.  This has always been supported and is the correct way to make an editcondition

Change 3581936 by Jamie.Dale

	Restoring defaults for UContentBrowserSettings

Change 3582039 by Matt.Kuhlenschmidt

	High DPI mode changes
	- Editor viewport screen percentage is now adjusted automatically to account for DPI scaling.  By default the scene will be rendered at a lower resolution based on screen percentage calculated based on 100/DPIScale. Users can override this automatic calcuation in the performance options if desired.

	- DPI awareness is only set on windows in the editor now (still disabled by default)

	- Fixed hit proxy calculation not working properly with screen percentage

	- Developers can now register a delegate with SlateApplication to tell when a window's DPI changes

Change 3582049 by Matt.Kuhlenschmidt

	Fix color picker not properly converting FColor properties back to gamma space

Change 3582054 by Matt.Kuhlenschmidt

	Fix mac menus updating during unsafe times such as modal windows and slow tasks

	#jira UE-47874

Change 3582084 by Jamie.Dale

	Make sure to update the rendering resources for the active world if reloading its map build data

	This prevents a crash in the renderer due to it holding onto stale data

Change 3582257 by Matt.Kuhlenschmidt

	Fix widget component spawning widgets on cook

	#jira UE-48201

Change 3582655 by Matt.Kuhlenschmidt

	Fix DPI scale not being accounted for when entering immersive.

Change 3582706 by Matt.Kuhlenschmidt

	Fix automation tests

Change 3582728 by Matt.Kuhlenschmidt

	Turn on high dpi by default for windows editor

Change 3582732 by Matt.Kuhlenschmidt

	Turn on high DPI by default for mac editor

Change 3583112 by Max.Chen

	Sequencer: Add OnPlayReverse() event for when playback is in reverse

Change 3584130 by Matt.Kuhlenschmidt

	PR #3897: Git plugin: fix action icon in history window (Contributed by SRombauts)


Change 3584237 by Matt.Kuhlenschmidt

	Added the beginnings of a way to extend the usd importer with a custom resolver class that optionally handles prim identification and mesh and actor spawning.

	Added a test resolver that handles prims based on usd "kind" metadata.

Change 3584535 by Matt.Kuhlenschmidt

	Fix LOD identification in USD files

Change 3587703 by Matt.Kuhlenschmidt

	Fix tooltip

Change 3587901 by Matt.Kuhlenschmidt

	Fixed USD importing not finding and importing LODs properly

Change 3588380 by Matt.Kuhlenschmidt

	Fix ctrl+w not duplicating on mac

	#jira UE-46573

Change 3590435 by Jamie.Dale

	Added support for in-editor previews of localized game text

	This is configured by the "Preview Game Culture" setting, and will automatically be active when PIE is running (the preview language is also passed to any standalone games that are launched via the editor). This preview can also be used in the UMG editor to preview widgets in different languages.

	While a preview is running, all editable FText fields are locked-down (read-only) to prevent accidentally clobbering source data with translation data. You can also use this new lock-down feature to prevent any localization changes in your project (set "LockLocalization" to "True" under the "Internationalization" section of either your DefaultGame or DefaultEngine INI).

	In order to allow the game translations to be used in the editor, we now map the translation to any package localization ID variants when the LocRes data is loaded (or when looking up a specific piece of text). This is needed as the LocRes files only ever contain the "clean" versions of the IDs (without the package localization ID the editor uses), and also means that we no longer need to gather the "editor-only" variants of the text within assets.


Change 3592131 by Matt.Kuhlenschmidt

	Log for newly converted actors being pending kill

	#jira UE-47464

Change 3592200 by Matt.Kuhlenschmidt

	Made the class viewer menu function properly on mac.  Since it as a nomad tab it wasnt properly inserting itself into the top level menu on mac nor should it since it could be docked anywhere.  The filters menu is now consistent with other filters menus

Change 3592227 by Matt.Kuhlenschmidt

	Fix drag drop of actors being offset with high dpi monitors.

Change 3592719 by Bradut.Palas

	#jira UE-45632 - dual key bindings feature

	My approach was transforming the ActiveChord and DefaultChord into arrays and accessing them through an enum class called EMultipleKeyBindingIndex. A lot of connecting code, function prototypes, and data structures had to be changed to accomodate this. Most menus and tooltip texts are generated using the first valid active shortcut.

Change 3592793 by Bradut.Palas

	Fix compile warnings for InputBindingManager (there were actually hidden bugs among them)

Change 3593128 by Matt.Kuhlenschmidt

	Force low quality mode for background blurs by default on android

Change 3593579 by Michael.Dupuis

	#jira UE-47223 :
	If we have no world simply return null when GetLandscapeInfo is called
	Handle the cases in PostEditChange to handle null returned from GetLandscapeInfo

Change 3593580 by Michael.Dupuis

	Added missing shaders while generating thumbnails

Change 3593582 by Michael.Dupuis

	#jira UE-47492 : Make sure LayerInfo is valid before accessing data

Change 3593584 by Michael.Dupuis

	#jira UE-47253: Do not recreate the scene info in simulation mode

Change 3593585 by Michael.Dupuis

	#jira UE-48484: no longer mark the package dirty while generating the GrassMap if they were not existing

Change 3593586 by Michael.Dupuis

	#jira UE-48483 : hide the Rendering property group so user can't by mistake change the actor visibility

Change 3593593 by Michael.Dupuis

	#jira UE-48327: Added guard to prevent crash when using CVarFoliageDiscardDataOnLoad and having invalid foliage in your map

Change 3593597 by Michael.Dupuis

	#jira UE-48309: Do not build the tree if the static mesh is not even loaded yet
	#jira UE-48340: Properly support the Random stream and partial buffer update
	#jira UE-48228: Instance from blueprint are now visible in standalone game
	#jira UE-45854: Crash probably linked to post load called on not loaded static mesh
	#jira UE-48035: Properly init the per instance render data when creating a new component

	Only update instance in non archetype or CDO.

Change 3594060 by Matt.Kuhlenschmidt

	Fix high DPI mode being set for non-editor.  Also prevent possible crashes due to dll handle for high DPI method being freed before called

Change 3594355 by Matt.Kuhlenschmidt

	Change API help link to point to a website since offline CHM based docs are no longer used

	#jira UE-48230

Change 3595358 by Matt.Kuhlenschmidt

	Fixed bad initial window position and sizes for editor windows
	By default SWindow.ClientSize will assume unscaled window size and will scale it based on DPI as needed.  AdjustInitialSizeAndPositionForDPIScale argument can be used to disable this if needed
	Fixed a dock tabs and the main frame not taking into account dpi scale when saving their layout.  Now we always save window size at 1.0 scale and auto scale it based on DPI of the monitor it opens on.

	#jira UE-48446

Change 3595590 by Matt.Kuhlenschmidt

	Fix missing includes

Change 3595792 by Matt.Kuhlenschmidt

	Fix style warnings

Change 3596418 by Bradut.Palas

	fixing initial issue with dual keybinds (removed ensure macro to speedup first use of alternate key)

Change 3598679 by Max.Chen

	PR #3872: Fix small typo in ImagePlate Plugin (Contributed by TheCodez)

	#jira UE-48141


Change 3598720 by Max.Chen

	Cine Camera: Add toggle to disable constraining the roll when look at tracking is enabled. This allows the user to animate the roll while tracking an object.

	#jira UE-48316

Change 3600236 by Alexis.Matte

	Create a LOD Custom Mode in the meshes editor UI. This allow user to compare details values between LODs
	#jira UE-46822

Change 3600260 by Alexis.Matte

	Make sure temporary rename do not create redirector
	#jira UE-48364

Change 3600671 by Lauren.Ridge

	PR #3913: Fixed 3D preview issue in the material editor (Contributed by YuchenMei)


	#jira UE-48539
	#jira UE-48180
	#jira UE-48182

Change 3600812 by Jamie.Dale

	We now defer the registration of IME contexts until an editable text first gains focus

	Certain IMEs can have very high per-context costs, so this avoids that cost until we know that we definitely need to use the context

	#jira UE-48100

Change 3601839 by Matt.Kuhlenschmidt

	Fix USD import crash with "facevarying" normals

Change 3602434 by Jamie.Dale

	Removing dead code

	These flags were never being tested or used in any meaningul way

Change 3602611 by Jamie.Dale

	Ensure PackageToReload is non-null

	#jira UE-46655

Change 3602648 by Jamie.Dale

	Fixed custom columns with the same name as fixed columns causing infinite duplications in the content browser

	#jira UE-47392

Change 3602651 by Lauren.Ridge

	Fix for parameter tooltips not being found

	#jira UE-47417

Change 3604172 by Bradut.Palas

	#jira UE-48449
	#jira UE-48380
	#jira UE-48381
	#jira UE-48423

	I moved the IsFilenameValidForSaving()  function from FEditorFileUtils to FFileHelper so that it is accessible from CollectionManager.cpp in order to validate collection names as file names and no longer trigger any of the bugs.

Change 3604210 by Bradut.Palas

	#jira UE-48718

	Regression issue appeared from fixing a crash when using console command "open"
	Reworked by only refusing to open local URLs in case of client mode and multiprocess being active simultaneously.

Change 3604258 by Jamie.Dale

	IME contexts can now flag themselves as dead to avoid latent IME callbacks trying to access a deleted widget

	#jira UE-46815
	#jira UE-47295

Change 3604312 by Matt.Kuhlenschmidt

	PR #3931: Fixing a few obvious copy & paste errors. (Contributed by DaveC79)


Change 3604352 by Matt.Kuhlenschmidt

	Fix crash accessing potentially invalid parent layout from a detail category

	#jira UE-48729


Change 3604402 by Lauren.Ridge

	Epic Friday - array drag and drop

Change 3605228 by Cody.Albert

	TSets and TMaps should now properly rehash if a key is modified in the details panel.

Change 3605275 by Alexis.Matte

	Merge actor do not keep the material slot name

	#jira UE-43246

Change 3605715 by Max.Chen

	Sequencer: Fix cinematic mode getting activated on BeginPlay() instead of OnStartedPlaying().

	#jira UE-48770

Change 3606411 by Max.Chen

	Sequencer: Fix a few player state issues. When paused, calling stop now tears down properly (spawnables are removed, etc). When a level sequence  is deleted, tears down properly as well.

	#jira UE-42008

Change 3606440 by Max.Chen

	Sequencer: Update spawanble name when the spawnable actor name is changed.

	#jira UE-47815

Change 3606899 by Lauren.Ridge

	Disabling enum-based arrays from reordering

Change 3606958 by Lauren.Ridge

	Visual polish on array handles

Change 3607733 by Max.Chen

	Sequencer: Check null in camera cut

Change 3607849 by Max.Chen

	Sequencer: Clip transport controls.

	#jira UE-48812

Change 3608181 by Max.Chen

	#jira UE-48813 Correctly set GPlayInEditorID when initializing the PIE gameinstance, which does the initial tick. This fixes autoplay sequences
	Copy from Dev-Framework

Change 3608361 by christopher.biancard

	QAGame: Submitting test content for Array Element Reorder testing

Change 3608512 by Alexis.Matte

	Add fbx exporter option dialog, support export all and cancel all functionality when doing bulk export.
	#jira UE-48058

Change 3608629 by Max.Chen

	Camera Rig: Fix crane and rail not being packaged properly.

	#jira UE-48829

Change 3609217 by Matt.Kuhlenschmidt

	Added a lock around access to slate active timers to protect it against race conditions when accessed on the slate movie thread and the game thread

Change 3609722 by Alexis.Matte

	Make sure a warning is log when we cannot export an animation sequence.
	#jira UE-48390

Change 3609774 by Alexis.Matte

	Fix the merge actor build LOD scale again, a previous merge erase the fix
	#jira UE-48156

Change 3609891 by christopher.biancard

	QAGame: Minor additions for test coverage on Array Element Reorder

Change 3610171 by Lauren.Ridge

	Fixes for reordering metadata, creating actual swap function out of three element functions

	#jira UE-48823

Change 3610407 by Lauren.Ridge

	Fixing highlighting and behavior to place dragged row in the spot you release (not below)

Change 3610472 by Lauren.Ridge

	Moving final location logic

Change 3610797 by Lauren.Ridge

	Disabling dragging handles during PIE

Change 3611089 by Lauren.Ridge

	Disabling handles when overall tree is disabled

Change 3612479 by Lauren.Ridge

	Fix for asset contex menu warning

	#jira UE-46667

Change 3612791 by Michael.Dupuis

	#jira UE-48914 : Add the possibility to specify if we need CPU access to the instance buffer depending on the usage.
	Grass should always have CPU access.

Change 3612802 by Michael.Dupuis

	missing file from checkin 3612791

Change 3612805 by Max.Chen

	Sequencer: Fix crash with null GEditor

	Copy from Release-4.17

	#jira UE-48443

Change 3612806 by Max.Chen

	Sequencer: Fix crash when capturing a movie with options enabling separate process and close editor.

	Copy from Release-4.17

	#jira UE-48487

Change 3612807 by Max.Chen

	Sequencer: Fix crash upgrading the time range of a null track.

	Copy from Release-4.17

	#jira UE-48490

Change 3612808 by Max.Chen

	Sequencer: Fixed dragging skeletal animations causing them to revert back to t-pose

	Copy from Release-4.17

	#jira UE-48367

Change 3612849 by Arciel.Rekman

	Fix tesselation in packaged Linux projects (UE-24301).

	- Change by Cengiz.Terzibas.

	#jira UE-24301

Change 3613022 by Nick.Darnell

	Editor - Fixing a crash on load with a null CoordIndex json node.

Change 3613030 by Matt.Kuhlenschmidt

	PR #3932: UE-48693: if instead of while statement (Contributed by projectgheist)

	#jira UE-48747

Change 3613047 by Matt.Kuhlenschmidt

	PR #3933: Git plugin: add "branch source" in history window (Contributed by SRombauts)


Change 3613050 by Matt.Kuhlenschmidt

	PR #3942: Sort Data Table Structures Alphabetically (Contributed by Nick-Pearson)


Change 3613062 by Matt.Kuhlenschmidt

	PR #3939: Fix a typo in RecordQualityLevelsAnalytics(). (Contributed by samhocevar)


Change 3613241 by Nick.Darnell

	Editor - Fixing the content browser's view settings to be project agnostic, and they will start saving again.

Change 3613329 by Lauren.Ridge

	Moving favorite levels to a standard submenu so they also work on Mac

Change 3613344 by Nick.Darnell

	Editor - Fixing the achorgrid show up as white in HDPI mode, seems because we were upsampling the image, the blend was between dark and a transparent white, so that caused everything to turn white in HDPI mode.

	#jira UE-48921

Change 3613380 by Matt.Kuhlenschmidt

	Fix FBX window being off the screen in high DPI

	#jira UE-48872

Change 3614598 by Matt.Kuhlenschmidt

	Fixed Sequencer Keyframes appearing out of place on High DPI Monitors

	#jira UE-48915

Change 3614625 by Matt.Kuhlenschmidt

	Fixed not being able to click on BSP correctly in high dpi

	#jira UE-48947

Change 3614672 by Matt.Kuhlenschmidt

	Fix combo box windows being larger than necessary on high dpi monitors

	#jira UE-48908

Change 3614699 by Matt.Kuhlenschmidt

	Fix typo

	#jira UE-48941

Change 3615011 by Matt.Kuhlenschmidt

	Fix color picker calculation appearing offscreen for high dpi

Change 3615013 by Michael.Dupuis

	#jira UE-48897: Properly rebuild the tree when reapplying instance to the component

Change 3615014 by Colin.Benoit

	Sequencer Recorder test content

Change 3615048 by Colin.Benoit

	Sequencer Recorder: more test content

Change 3615118 by Lauren.Ridge

	Updating realtime state of viewports to also change when settings toggled

	#jira UE-48884

Change 3615127 by Lauren.Ridge

	Remove delegate binding on viewport destruction

Change 3615180 by Bradut.Palas

	#jira UE-48167 profiler crash

	Don't duplicate the graph data when rebuilding because that completely voids the OneToOneMapping mechanism, resulting in the crash. Looking up objects in the mapping would always return null because the mapping contains the old addresses, before the rebuild.

	One option would have been to completely rebuild the mapping according to the duplicate graph, which would be dubious because the duplicate method isn't specifically designed so that the result would replace the source.

	But it looks like duplicating the data is not needed, it's safe to rebuild in-place, RebuildForFilter() doesn't do anything illegal with the objects. This is also the only purpose and the only reference of the function.

Change 3615232 by Lauren.Ridge

	Adding input handling to the material editor viewport client

	#jira UE-48909

Change 3615703 by Jamie.Dale

	Fixed crash when fixing up references after a package rename failed

	#jira UE-48856

Change 3615752 by Matt.Kuhlenschmidt

	More generic fix for color picker and other windows that use CalculatePopupWindowPostion not accounting for DPI scale

Change 3615907 by Jamie.Dale

	Fixed some crashes caused by CL# 3600812

Change 3616031 by Matt.Kuhlenschmidt

	Added guard against invalid blueprints (ones without a generated class) being trying to be opened in the property matrix and failing

	#jira UE-48986

Change 3616151 by Arciel.Rekman

	Fixing adding array elements in config.

	- "+Blah=Foo" will do Blah.AddUnique(Foo)
	- ".Blah=Foo" will do Blah.Add(Foo)
	- See JoshA re: why (also see: https://udn.unrealengine.com/questions/388157/incorrect-behavior-in-configcacheinicpp.html?childToView=389307)

Change 3616439 by Andrew.Porter

	QAGame: Updating level visibility content in sequencer smoke map

Change 3616441 by Matt.Kuhlenschmidt

	Fix more sequencer track offsetting with DPI scale

	#jira UE-48981

Change 3617263 by Max.Chen

	Sequencer: Fix crash in level visibility teardown. Null playback context.

	#jira UE-49012

Change 3617316 by Max.Chen

	Sequencer: Fixed a regression where the frame rate isn't getting initialized for a movie scene.

Change 3617648 by Matt.Kuhlenschmidt

	Adding some windows specific logging around setting or failing to set process dpi awareness

Change 3617665 by Matt.Kuhlenschmidt

	Guard against layers module not being loaded in keybinding automation test

Change 3617731 by Arciel.Rekman

	Fix crashes on AMD Mesa drivers (UE-48374).

	- Do not expose unnecessary symbols from libelf.a to avoid symbol collision with system library used by drivers.

Change 3617923 by Bradut.Palas

	#jira UE-47072

	Editor was crashing because deleted actor was not cleaned properly from asset editors. Changed  IAssetEditorInstance to offer a function for deleting an object from the editor.

Change 3618088 by Matt.Kuhlenschmidt

	Guard against crash with potentially invalid worlds in preview scenes

	#jira UE-48997

Change 3618373 by Matt.Kuhlenschmidt

	Force worldsettings to be hidden in editor so that it is not considered for selection

	#jira UE-48996

Change 3618464 by Max.Chen

	Sequencer: Fix regression where spawnables don't play because they're defined as temporary editor actors.

	#jira UE-48923

Change 3619789 by Matt.Kuhlenschmidt

	Fix DPI scale warnings in any kind of headless editor mode

Change 3619802 by Jamie.Dale

	Fixed deprecation warning in malloc profiler

Change 3619841 by Matt.Kuhlenschmidt

	Fix missing icons in the package project menu

	#jira UE-48674

Change 3619991 by Lauren.Ridge

	Fix typo in transaction message

	#jira UE-48993

Change 3620086 by Lauren.Ridge

	Moving realtime viewport logic to refresh instead of construct so it is always triggered upon opening a new material editor

	#jira UE-48884

Change 3620616 by Matt.Kuhlenschmidt

	Fix up file

Change 3621002 by Matt.Kuhlenschmidt

	Back out change to apply scaling rules in loading screens since blueprint based DPI scaling rule classes will not have been created yet

	#jira UE-49125

Change 3621049 by Arciel.Rekman

	Fix a build error.

	- Also make sure that we don't print confusing message when no messagebox can be shown
	  (this code changed during the merge).

Change 3621064 by Arciel.Rekman

	Deleted too much in the previous changelist.

Change 3621369 by Matt.Kuhlenschmidt

	Fix keybindings automation test failing due to multiple entries in the active choords array pointing to the same thing

	#jira UE-49131

[CL 3621569 by Matt Kuhlenschmidt in Main branch]
2017-08-31 21:51:42 -04:00