Commit Graph

22 Commits

Author SHA1 Message Date
aurel cordonnier
dc856801cd Merge from Release-Engine-Test @ 17059716 to UE5/Main
This represents UE4/Main @ 17030256 and Dev-PerfTest @ 17029914

[CL 17060422 by aurel cordonnier in ue5-main branch]
2021-08-04 17:46:20 -04:00
christopher waters
55bba52e44 Adding SM6 preview platform.
- Adjusting the Editor handling of preview platforms to not assume SM5 is the running feature level.
- Adding "bPreviewFeatureLevelIsMax" to user settings to signal if the last saved Preview Feature Level was the maximum supported by the RHI, aka the default. If this is true on load, we set the Preview Feature Level to the max supported. This is to allow situations were we go from DX12+SM6 to DX11+SM5 and back without forcing the user to change the Preview Feature Level.
- Preventing unsupported feature levels from being previewed.
- Fixing the preview button being enabled for the default feature level.

#jira none
#rb arciel.rekman, simon.tovey, josh.adams

[CL 15729038 by christopher waters in ue5-main branch]
2021-03-17 15:42:48 -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
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
yoan stamant
7383a3cc8e Added option "DisplayBlackboardKeysInAlphabeticalOrder" in UEditorPerProjectUserSettings to display blackboard keys in BlackboardView, BlackboardEditor and BlackboardKeySelector in alphabetical order.
Bonus: autoexpand blackboard keys

[RN] Added option DisplayBlackboardKeysInAlphabeticalOrder in UEditorPerProjectUserSettings to display blackboard keys in BlackboardView, BlackboardEditor and BlackboardKeySelector in alphabetical order.
[at]mieszko.zielinski, [at]guillaume.guay
#rb mieszko.zielinski,guillaume.guay


#ROBOMERGE-SOURCE: CL 7309393 via CL 7315278
#ROBOMERGE-BOT: (v371-7306989)

[CL 7318958 by yoan stamant in Main branch]
2019-07-16 06:01:28 -04:00
jack porter
a913c14fcc Apply platform scalability settings when changing Preview Rendering Level
#rb Allan.Bentham


[CODEREVIEW] Jack.Porter, Rolando.Caloca, Josh.Adams


#ROBOMERGE-OWNER: jack.porter
#ROBOMERGE-AUTHOR: jack.porter
#ROBOMERGE-SOURCE: CL 7306462 via CL 7315035
#ROBOMERGE-BOT: (v371-7306989)

[CL 7318233 by jack porter in Main branch]
2019-07-16 01:31:34 -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
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
Ben Marsh
f461ea68e9 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365)
#lockdown Nick.Penwarden

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

Change 3494741 by Steve.Robb

	Generated code size savings.

	#jira UE-43048

Change 3495484 by Steve.Robb

	Fix for generated indices of static arrays when saving configs.

Change 3497926 by Robert.Manuszewski

	Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.

Change 3498077 by Robert.Manuszewski

	Only use the recursion guard in async loading code when the event driven loader is enabled.

Change 3498112 by Ben.Marsh

	UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.

Change 3500239 by Robert.Manuszewski

	Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.

Change 3500395 by Steve.Robb

	Extra codegen savings when not in hot reload.

Change 3501004 by Steve.Robb

	EObjectFlags now have constexpr operators.

Change 3502079 by Ben.Marsh

	UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.

Change 3502527 by Steve.Robb

	Fix for zero-sized array compile error in generated code when all functions are editor-only.

Change 3502542 by Ben.Marsh

	UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.

Change 3502868 by Steve.Robb

	Workaround for inefficient generated code with stateless lambdas on Clang.

Change 3503550 by Steve.Robb

	Another generated code lambda optimization.

Change 3503582 by Ben.Marsh

	BuildGraph: Add support for nullable parameter types.

Change 3504424 by Steve.Robb

	New AllOf, AnyOf and NoneOf algorithms.

Change 3504712 by Ben.Marsh

	UAT: Less spammy log and error output from UAT.

	* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
	* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
	* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
	* Name of the calling function is not included in console output by default, but still included in the log.

Change 3504808 by Ben.Marsh

	UAT: Suppress P4 output when running a recursive instance of UAT.

Change 3505044 by Steve.Robb

	Code generation improved for TCppClassType code.

Change 3505485 by Ben.Marsh

	Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.

Change 3505699 by Ben.Marsh

	Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.

Change 3506055 by Ben.Marsh

	UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.

Change 3507745 by Robert.Manuszewski

	Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).

Change 3507911 by Ben.Marsh

	Plugins: Minor changes to plugin descriptors.

	* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
	* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.

Change 3508669 by Ben.Marsh

	EC: Parse multi-line messages from UBT and UAT.

Change 3508691 by Ben.Marsh

	Fix double-spacing of cook stats.

Change 3509245 by Steve.Robb

	UHT makefiles removed.
	Flag audit removed.

Change 3509275 by Steve.Robb

	Fix for mismatched stat categories in AudioMixer.

	#jira UE-46129

Change 3509289 by Robert.Manuszewski

	Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.

Change 3509294 by Robert.Manuszewski

	UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.

Change 3509312 by Steve.Robb

	GitHub# 3679: Add TArray constructor that takes a raw pointer and a count

	Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.

	#jira UE-46136

Change 3509396 by Steve.Robb

	GitHub# 3676: Fix TUnion operator<< compile error

	#jira UE-46099

Change 3509633 by Steve.Robb

	Fix for line numbers on multiline macros.

Change 3509938 by Gil.Gribb

	UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.

Change 3510593 by Daniel.Lamb

	Fixed up unsoilicited files getting populated with files which aren't finished being created yet.

	#test None

Change 3510594 by Daniel.Lamb

	Fixed up temp files directory for patching.

	Thanks David Yerkess @ Milestone
	#review@Ben.Marsh

Change 3511628 by Ben.Marsh

	PR #3707: Fixed UBT stack size (Contributed by gildor2)


Change 3511808 by Ben.Marsh

	Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)

	#jira UE-46540

Change 3512017 by Ben.Marsh

	Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.

Change 3513935 by Steve.Robb

	Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.

Change 3514142 by Steve.Robb

	MemoryProfiler2 added to generated solution.

Change 3516463 by Ben.Marsh

	Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.

Change 3517860 by Ben.Marsh

	PR #3727: FString Dereference Fixes (Contributed by jovisgCL)


Change 3517967 by Ben.Marsh

	Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.

Change 3518070 by Steve.Robb

	Disable Binned2 stats in shipping non-editor builds.

Change 3520079 by Steve.Robb

	Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.

	#jira UE-24034

Change 3520080 by Robert.Manuszewski

	Made max package summary size to be configurable with ini setting

Change 3520083 by Steve.Robb

	Force a GC after hot reload to clean up reinstanced objects which may still tick.

	#jira UE-40421

Change 3520480 by Robert.Manuszewski

	Improved assert message when the initial package read request was too small.

Change 3520590 by Graeme.Thornton

	SignedArchiveReader optimizations
	 - Loads more stats
	 - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
	 - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
	 - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries

Change 3521023 by Graeme.Thornton

	Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing

Change 3521787 by Ben.Marsh

	PR #3736: Small static code analysis fixes (Contributed by jovisgCL)


Change 3521789 by Ben.Marsh

	PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)


Change 3524721 by Ben.Marsh

	Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.

Change 3524741 by Ben.Marsh

	Move PumpMessages() into FPlatformApplicationMisc.

Change 3525399 by Ben.Marsh

	UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.

Change 3525743 by Ben.Marsh

	UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.

Change 3525746 by Ben.Marsh

	EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.

Change 3526453 by Ben.Marsh

	UGS: Do not generate project files when syncing precompiled binaries.

Change 3527045 by Ben.Marsh

	Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.

Change 3527420 by Ben.Marsh

	UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).

	Config files are now read from:

	Engine/Programs/UnrealGameSync/UnrealGameSync.ini
	Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini

	If a project is selected:

	<ProjectDir>/Build/UnrealGameSync.ini
	<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini

	If the .uprojectdirs file is selected:

	Engine/Programs/UnrealGameSync/DefaultProject.ini
	Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini

Change 3528063 by Ben.Marsh

	Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.

Change 3528415 by Ben.Marsh

	UAT: Remove \r characters from the end of multiline log messages.

Change 3528427 by Ben.Marsh

	EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.

Change 3528485 by Ben.Marsh

	EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.

Change 3528505 by Steve.Robb

	PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)


	#jira UE-46819

Change 3528772 by Robert.Manuszewski

	Enabling actor and blueprint clustering in ShooterGame

Change 3528786 by Robert.Manuszewski

	PR #3760: Fix typo (Contributed by jesseyeh)


Change 3528792 by Steve.Robb

	PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)


	#jira UE-46962

Change 3528941 by Robert.Manuszewski

	Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.

	#jira UE-44996

Change 3530241 by Ben.Marsh

	UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.

Change 3531377 by Ben.Marsh

	Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.

	This has several advantages over the per-module platform whitelist/blacklist:

	* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
	* References to dependent plugins from platform-specific plugins can now be eliminated.
	* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
	* The editor can load any plugins without having to whitelist supported editor host platforms.

	UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.

	Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.

Change 3531502 by Jin.Zhang

	Add support for GPUCrash #rb

Change 3531664 by Ben.Marsh

	UBT: Change output format from C# JSON writer to match output by the engine.

Change 3531848 by Ben.Marsh

	UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.

Change 3531869 by Ben.Marsh

	UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.

Change 3532474 by Ben.Marsh

	UBT: Use the same mechanism as UAT for logging exceptions.

Change 3532734 by Graeme.Thornton

	Initial VSCode Support
	 - Tasks generated for building all game/engine/program targets
	 - Debugging support for targets on Win64

Change 3532789 by Steve.Robb

	FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
	Set_Add and Map_Add no longer have a return value.
	FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
	FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.

Change 3532845 by Steve.Robb

	Obsolete UHT settings deleted.

Change 3532875 by Graeme.Thornton

	VSCode
	 - Add debug targets for different target configurations
	 - Choose between VS debugger (windows) and GDB (mac/linux)

Change 3532906 by Graeme.Thornton

	VSCode
	 - Point all builds directly at UBT rather than the batch files
	 - Adjust mac build tasks to run through mono

Change 3532924 by Ben.Marsh

	UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.

Change 3535234 by Graeme.Thornton

	VSCode - Pass intellisense system a list of paths to use for header resolution

Change 3535247 by Graeme.Thornton

	UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation

Change 3535376 by Graeme.Thornton

	VSCode
	 - Added build jobs for C# projects
	 - Linked launch tasks to relevant build task

Change 3537083 by Ben.Marsh

	EC: Change P4 swarm links to start at the changelist for a build.

Change 3537368 by Graeme.Thornton

	Fix for crash in FSignedArchiveReader when multithreading is disabled

Change 3537550 by Graeme.Thornton

	Fixed a crash in the taskgraph when running single threaded

Change 3537922 by Steve.Robb

	Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.

Change 3539691 by Graeme.Thornton

	VSCode - Various updates to get PC and Mac C++ projects building and debugging.
	 - Some other changes to C# setup to allow compilation. Debugging doesn't work.

Change 3539775 by Ben.Marsh

	Plugins: Various fixes to settings for enabling plugins.

	* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
	* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
	* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.

Change 3540788 by Ben.Marsh

	UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).

	Example usage:

	public class UnrealPakTarget : TargetRules
	{
		public UnrealPakTarget(TargetInfo Target) : base(Target)
		{
			Type = TargetType.Program;
			LinkType = TargetLinkType.Monolithic;
			LaunchModuleName = "UnrealPak";

			if(HostPlatform == UnrealTargetPlatform.Win64)
			{
				PreBuildSteps.Add("echo Before building:");
				PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");

				PostBuildSteps.Add("echo After building!");
				PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
			}
		}
	}

Change 3541664 by Graeme.Thornton

	VSCode - Add problemMatcher tag to cpp build targets

Change 3541732 by Graeme.Thornton

	VSCode - Change UBT command line switch to "-vscode" for simplicity

Change 3541967 by Graeme.Thornton

	VSCode - Fixes for Mac/Linux build steps

Change 3541968 by Ben.Marsh

	CRP: Pass through the EnabledPlugins element in crash context XML files.

	#jira UE-46912

Change 3542519 by Ben.Marsh

	UBT: Add chain of references to error messages when configuring plugins.

Change 3542523 by Ben.Marsh

	UBT: Add more useful error message when attempt to parse a JSON object fails.

Change 3542658 by Ben.Marsh

	UBT: Include a chain of references when reporting errors instantiating modules.

Change 3543432 by Ben.Marsh

	Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.

Change 3543436 by Ben.Marsh

	UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.

Change 3543536 by Ben.Marsh

	UBT: Downgrade message about redundant plugin references to a warning.

Change 3543871 by Gil.Gribb

	UE4 - Fixed a critical crash bug with non-EDL loading from pak files.

Change 3543924 by Robert.Manuszewski

	Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
	+Small optimization to token stream generation code.

Change 3544469 by Jin.Zhang

	Crashes page displays the list of plugins from the crash context #rb

Change 3544608 by Steve.Robb

	Fix for nativized generated code.

	#jira UE-47452

Change 3544612 by Ben.Marsh

	Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().

	#jira UE-47449

Change 3545954 by Gil.Gribb

	Fixed a critical crash bug relating to a race condition in async package summary reading.

Change 3545968 by Ben.Marsh

	UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.

	#jira UE-47419

Change 3545976 by Ben.Marsh

	EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.

Change 3546185 by Ben.Marsh

	Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.

Change 3547084 by Gil.Gribb

	Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.

Change 3547968 by Gil.Gribb

	Fixed critical race which potentially could cause a crash in the pak precacher.

Change 3504722 by Ben.Marsh

	BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.

	For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:

	ERROR: Unable to write to foo.txt
	         while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
	         at Engine\Build\InstalledEngineBuild.xml(91)
	       (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)

Change 3512255 by Ben.Marsh

	Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.

Change 3512332 by Ben.Marsh

	Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.

Change 3512393 by Ben.Marsh

	Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().

Change 3513452 by Ben.Marsh

	Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.

Change 3516262 by Ben.Marsh

	Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.

	* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
	* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).

Change 3517565 by Ben.Marsh

	Remove fixed engine version numbers from OSS plugins.

Change 3518005 by Ben.Marsh

	UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.

Change 3518054 by Ben.Marsh

	UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.

Change 3524496 by Ben.Marsh

	Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.

Change 3524641 by Ben.Marsh

	Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.

Change 3528723 by Steve.Robb

	MoveTemp now static asserts if passed a const reference or rvalue.
	MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
	Fixes to violations of these new rules.

Change 3528876 by Ben.Marsh

	Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.

Change 3529073 by Ben.Marsh

	Add script to package ShooterGame for any platforms.

Change 3531493 by Ben.Marsh

	Update platform-specific plugins to declare the target platforms they support.

Change 3531611 by Ben.Marsh

	UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.

Change 3531868 by Ben.Marsh

	Resaving project descriptors to remove invalid fields.

Change 3531983 by Ben.Marsh

	UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.

	* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
	* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
	* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
	* An error is output if any restricted folder names other than the output platform are in the staged output.

Change 3540315 by Ben.Marsh

	UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.

Change 3542410 by Ben.Marsh

	UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.

Change 3543018 by Ben.Marsh

	UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.

Change 3544371 by Steve.Robb

	Fixes to TSet_Add and TMap_Add BPs.

	#jira UE-47441

[CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
Matt Kuhlenschmidt
70d3bd4b72 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3497164)
#lockdown Nick.Penwarden
#rb none

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

Change 3433074 by Matt.Kuhlenschmidt

	Fix crash when clicking on certian tutorial blueprints.

	#jira UE-44593

Change 3433075 by Matt.Kuhlenschmidt

	Remove hittest grid log spam.  The underlying problem causing this has been fixed

Change 3433077 by Matt.Kuhlenschmidt

	Fix lighting becoming unbuilt when mesh painting

	#jira UE-44837

Change 3433081 by Matt.Kuhlenschmidt

	PR #3553: Crashfix for static array properties (Contributed by Pierdek)


Change 3433104 by Alexis.Matte

	Make sure re-import skeletal mesh follow the import morph option
	#jira UE-42846

Change 3434825 by Matt.Kuhlenschmidt

	Fix crash when GC happens while the vr editor radial menu is open.

Change 3434831 by Matt.Kuhlenschmidt

	Added missing file

Change 3434868 by Shaun.Kime

	If you have a reroute node between a Material Function texture input and its usage, the parent material will fail to resolve the reroute node.

	#jira ue-44670

Change 3434998 by Alexis.Matte

	Meshes editors material/section panel are now fully transactional
	- Staticmesh editor: section material slot, section cast shadow, section collision, material slot instance, material slot name
	- Skeletal mesh editor: material slot instance, material slot name
	Also fix some transaction description

	#jira UE-44462

Change 3435195 by Jamie.Dale

	Fixed incorrect handling of some LTR scripts that require shaping

	These scripts need to go through HarfBuzz, and this also fixes a case where HarfBuzz wasn't applying font scale correctly.

	#jira UE-44767

Change 3435199 by Jamie.Dale

	Fixed some crashes/artifacts with bidirectional text

	It was possible for a line to compute an incorrect range, which could cause crashes or other highlighting issues. The highlighting logic has also been updated as the old code didn't handle all bidirectional cases correctly.

Change 3435200 by Jamie.Dale

	Fixed a grapheme cluster metrics issue in the font editor viewport

	The viewport also now respects the default shaping method CVar.

Change 3435771 by Alexis.Matte

	Fix degenerated bounds calculation for skeletalmesh when the skeleton is remove from a re-import
	(PhysicAsset API change, adding 1 function)
	#jira UE-44609

Change 3436856 by Jamie.Dale

	Added some missing Unicode block ranges

Change 3436914 by Jamie.Dale

	Adding some missing combining character ranges to the text shaper

Change 3436923 by Alexis.Matte

	PR #3463: Get bounds for all triangles, not just the first one. WedgeIndex was . (Contributed by DaveC79)
	#jira UE-43764


Change 3436948 by Jamie.Dale

	Updated the Portal to use the predefined Unicode block ranges

Change 3436961 by Max.Chen

	Sequencer: Show camera shake/anim track menus even if there aren't any assets.

Change 3437244 by Max.Chen

	Sequencer: Clear locked cameras when releasing Sequencer.

	#jira UE-44967

Change 3437515 by Arciel.Rekman

	UBT: improvements for LocalExecutor.

	- Larger number of parallel jobs on 16GB+ machines.
	- Use WaitForExit() instead of polling.
	- Tested on Linux and Mac.

Change 3437629 by Matt.Kuhlenschmidt

	Improve asset import data display in static and skeletal meshes

Change 3438047 by Arciel.Rekman

	Fix overlapping ranges being passed to memcpy().

Change 3438822 by Yannick.Lange

	ViewportInteraction: Move gizmo handle files to make them private.

Change 3438906 by Matt.Kuhlenschmidt

	PR #3556: Git Plugin: fix new option "init Git LFS" that make assets read-only (master/UE4.17) (Contributed by SRombauts)


Change 3438907 by Matt.Kuhlenschmidt

	PR #3565: add -quality option to buildlighing commandlet (Contributed by kayama-shift)


Change 3438908 by Matt.Kuhlenschmidt

	PR #3558: UE-44862: Always update SColorPicker color on OK button (Contributed by projectgheist)


Change 3439393 by Matt.Kuhlenschmidt

	Force highest LOD for highres screenshots

Change 3439819 by Matt.Kuhlenschmidt

	Turned FAssetData into a struct for some upcoming script exposure of FAssetData

Change 3439949 by Arciel.Rekman

	Fixed selection logic for the UE4_LINUX_USE_LIBCXX environment variable.

	- Allows disabling libc++ by setting the variable to 0.
	- Pull request #3576 contributed by jared-improbable.


Change 3441078 by Jamie.Dale

	The culture/language/locale console commands are now available in all build configs

Change 3441109 by Jamie.Dale

	Text containing surrogate pairs now runs through HarfBuzz when shaping in Auto mode

	This is needed as the kerning-only shaping code assumes that everything is within the BMP

Change 3441275 by Matt.Kuhlenschmidt

	Disable spinning on location and scale.  These dont work because we have no notion of infinite spinning

Change 3442748 by Yannick.Lange

	ViewportInteraction: Remove unused console variables.

Change 3442775 by James.Golding

	Add support for editing MaterialFunctions to MaterialEditingLibrary
	Pull Material recompile/update code into UMaterialEditingLibrary::RecompileMaterial
	Pull MaterialFunction update code into UMaterialEditingLibrary::UpdateMaterialFunction util
	Move RebuildMaterialInstanceEditors to UMaterialEditingLibrary
	Added test content for Material/MaterialFunction editing
	Add needed BlueprintReadWrite to expressions (constants, function input/output)
	Expose UMaterialExpressionMaterialFunctionCall::SetMaterialFunction to BP, rename old func (which takes old function) to SetMaterialFunctionEx, also expose GetInputNameWithType

Change 3442779 by James.Golding

	Fix header order

Change 3442817 by Yannick.Lange

	ViewportInteraction: Add can execute checks for level editor commands.

Change 3443038 by Michael.Dupuis

	#jira UE-43377: When you select a foliage actor we will move all instance contained in it to the new level as we can't move a foliage actor
	Only permit moving foliage instance if there is some selected

Change 3443855 by Michael.Dupuis

	#jira UE-44885:  Unregister from PerModuleDataObjects when the object is destroyed

Change 3446096 by Max.Chen

	Sequencer: Add OnFinished() event when a level sequence completes playback

	#jira UE-45173

Change 3446097 by Max.Chen

	Sequencer: Evaluate one last time before the sequence is torn down and reset

	#jira UE-45174

Change 3446242 by Jamie.Dale

	Fixed caret not appearing in empty text layouts

	Caret selections have no range, and therefore have no width

Change 3446361 by Matt.Kuhlenschmidt

	Fix WITH_EDITOR only functions causing generated code compile errors when the all functions on the class are WITH_EDITOR

Change 3446457 by Alexis.Matte

	Polish the speed tree import dialog

	#jira UE-44963

Change 3446946 by Michael.Trepka

	Modified FWindowsWindow::GetRestoredDimensions to return correct window position for normal windows for which GetWindowPlacement returns position in workspace coordinates

	#jira UE-37934

Change 3447543 by Arciel.Rekman

	Reduce VMAs on Linux.

	- Trades off increased address space (VIRT in terms of ps/htop) for smaller number of distinct mappings (VMAs, virtual memory areas).
	  This decreases possibility to run into vm.max_map_count limit on Linux.
	- Tested on Linux and Mac.

Change 3448468 by Arciel.Rekman

	Fix race condition during creation of GMalloc.

	- On Mac GMalloc can be created on two different thread that are racing with each other - app's main thread and a system thread.

Change 3449012 by Max.Chen

	Sequencer: Add time to transform, color and vector key structs so that key times are editable from the key editors.

	#jira UE-45089

Change 3449018 by Max.Chen

	Sequencer: Add OnCameraCut event that fires when there is a camera cut.

	#jira UE-45137

Change 3449195 by Max.Chen

	Sequencer: Add setting for limit scrubbing to playback range.

	#jira UE-43502

Change 3449198 by Max.Chen

	Sequencer: Reorder hierarchical bias so that group priority takes precedence.

Change 3449217 by Max.Chen

	Sequencer: Add setting to activate realtime viewports when in sequencer.

Change 3449219 by Max.Chen

	Sequencer: Focus on search boxes when opened.

Change 3449238 by Max.Chen

	Sequencer: Assign actor should replace the actor itself after it has updated all the components. Also, replace components be fullname rather than by class.

Change 3449239 by Max.Chen

	Sequencer: Fix offsets when moving multiple sections. Dragging should be clamped to the bounds that any of the selected sections hits against the unselected sections.

Change 3449241 by Max.Chen

	Sequencer: Restore section selection after full tree rebuild.

Change 3449279 by Max.Chen

	Sequencer: Set movie scene capture frames only when not using custom frames. This allows the user entered frame numbers to persist in config, rather than overwriting them when doing a "Render Shot"

Change 3449280 by Max.Chen

	Sequencer: Spawn in the persistent level. Otherwise, they get spawned into whatever sublevel is current.

	#jira UE-44552

Change 3449294 by Max.Chen

	Sequencer: Null check for sequencer ed mode crash.

Change 3449297 by Max.Chen

	Sequencer: Fix delay in sliding values. Mark changed when sliding values. Mark refresh immediately when committing values since OnValueChanged will be called and needs to have the correct value that was refreshed immediately.

	#jira UE-42866

Change 3449542 by Max.Chen

	Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges.

	#jira UE-44569

Change 3451507 by Matt.Kuhlenschmidt

	Fix extra slate uv coords not functioning on ES2

Change 3451510 by Matt.Kuhlenschmidt

	PR #3595: Fixed wrong colour for level status (Contributed by ronve)


Change 3451529 by Alexis.Matte

	fbx scene importer: Make sure we set INVALID_UNIQUE_ID to node that has no attribute.
	#jira UE-34410

Change 3451611 by Yannick.Lange

	ViewportInteraction: Dragging gizmo without second pass for snapped calculations.

Change 3452134 by Jamie.Dale

	Fixed constant font cache flushing if a widget had no font set

Change 3452239 by Jamie.Dale

	Fixed constant font measure flushing if a widget had no font set

Change 3452243 by Jamie.Dale

	Removed deprecated code for creating fonts from bulk data

Change 3452277 by Jamie.Dale

	The concept of "stale" composite fonts is now editor-only

Change 3452358 by Alexis.Matte

	Fbx scene importer: Do not remove existing attribute reference from the blueprint if the reimport of the associate mesh attribute is not tick.
	#jira UE-45232

Change 3452678 by Max.Chen

	Sequencer: Fix crash on export if there's no shot data.

Change 3453057 by Matt.Kuhlenschmidt

	Exposed asset exporting to script

Change 3453782 by Andrew.Rodham

	Sequencer: Fixed deterministic cooking issues with movie scene data
	  - Movie scene signatures are now initialized in PostInitProperties
	  - A warning is now presented when attempting to cook old data that was never serialized with a signature.
	  - Removed redundant legacy data upgrade logic that could dirty level sequences on load.

	#jira UE-44912

Change 3453788 by Yannick.Lange

	ViewportInteraction: Custom scene proxy for gizmo handles.

Change 3453938 by Max.Chen

	Sequencer: Hotkeys (shift , and shift .)  to step to next/previous shot

	#jira UE-45119

Change 3454058 by Michael.Dupuis

	Fixed StaticAnalysis

Change 3454077 by Max.Chen

	Sequencer: Fix not saving the pre-animated track value when creating a track/key.

	On pre object change, broadcast property change so that a track or key can be created. That track/key needs to be evaluated immediately so that the pre-animated state can be saved properly. This is done now with RefreshAllImmediately and is only called when a track has been created. Also, added a return value for OnKeyProperty, so that it's known what changed in particular (ie. track created, track modified, etc)

	Also, fixed transform keying so that if a transform track already exists for the object or the scene component, the existing track is used.

	#jira UE-45130

Change 3454108 by Nick.Darnell

	UMG - Fixing the WIC to properly record cursor delta so that scrollbars work.

Change 3454109 by Jamie.Dale

	Cache the text layout source info in non-shipping builds so you can inspect it in the debugger

Change 3454202 by Matt.Kuhlenschmidt

	Fix bogus error message about the number of usable texture coordinates on ES2 when compiling a UI domain material

Change 3454390 by Yannick.Lange

	Fix creating a plugin in a C++ project opens a second instance of Visual Studio. Use SourceCodeAccessor to open solution when necessary.
	#jira UE-45035

Change 3454564 by Matt.Kuhlenschmidt

	#rnx Fix deprecation warnings

Change 3455471 by Yannick.Lange

	ViewportInteraction: Fix entering and exiting VR Mode disables gizmo in desktop editor viewport.
	#jira UE-44965

Change 3456183 by Max.Chen

	Sequencer: Auto key, auto track refactor.

	Auto key - create a key when the property changes and there's an existing track.
	Auto track - create a track when the property changes. This is only exposed in the level sequence editor.
	All - create a key and a track when the property changes. This is only exposed in VR Editor.
	None - do nothing.

	#jira UE-43469

Change 3456349 by Andrew.Rodham

	Sequencer: Only perform legacy signature checks on instances, and only where signatures match the CDO

Change 3456678 by Alexis.Matte

	Allow to add null level instance override material via the advance material array. But still limit the override material number to the mesh material number.
	#jira UE-45306

Change 3456945 by Max.Chen

	UMG: Add restore state to 2d transform section.

	#jira UE-45372

Change 3457196 by Arciel.Rekman

	Linux: serialize allocations from the memory pool.

Change 3458434 by Max.Chen

	Sequencer: Remove obsolete set tick prerequites functions.

Change 3458671 by James.Golding

	Added MIC editing support to MaterialEditingLibrary
	Fix static analysis warning

Change 3458888 by Matt.Kuhlenschmidt

	PR #3615: More detailed log messages for debugging warnings/errors (Contributed by projectgheist)


Change 3458893 by Matt.Kuhlenschmidt

	PR #3583: UE-44960: Delta value wasn't being used (Contributed by projectgheist)


Change 3458895 by Matt.Kuhlenschmidt

	Fix typo

Change 3458902 by Matt.Kuhlenschmidt

	PR #3607: Improved InputKeySelector functionality (Contributed by projectgheist)


Change 3458917 by Matt.Kuhlenschmidt

	Fix crash with invalid object properties in the class picker

	#jira UE-39000

Change 3458939 by Matt.Kuhlenschmidt

	Fix compile error

Change 3458984 by andrew.porter

	QAGame: Initial check in of sequencer smoke test map

Change 3459510 by Matt.Kuhlenschmidt

	Fixed ensure when deleting a map that contains build data which also happens to be the currently loaded map.

	#jira UE-45052

Change 3460985 by Max.Chen

	Sequencer: Snap play time to keys now allows scrubbing between keys and snaps to key times within a certain screenspace tolerance.

	#jira UE-45090

Change 3461698 by Arciel.Rekman

	Avoid using ARRAY_COUNT in Vulkan.

	- Sometimes those arrays can have no extensions whatsoever, and it is illegal to declare a 0 element C array.

Change 3462053 by Max.Chen

	Sequencer: Show sequencer spawnables in the world outliner and add the icon overlay for spawnables.

	#jira UE-43470

Change 3462139 by Max.Chen

	Property Editor: Add objects to FPropertyAndParent

Change 3462202 by Arciel.Rekman

	Fix FSocket::Recv() blocking with Peek when there's no data.

Change 3462253 by Nick.Darnell

	Slate - New Clipping System

	Clipping is now a stateful choice made during composition of the slate hierarchy.  Previously every widget got to respect or modify the clipping rect on an as needed basis.  The problem was that clipping was only allowed in the layout space of the widget, and it wasn't possible to properly clip elements with render transforms.  The new system permits all kinds of transforms on any widget, and they will all be clipped correctly.  It tries to use Scissor Rects as they are much cheaper, but will switch over to stenciling if need be to represent a complicated masking structure with several rotated clipping rects all needed to be combined together.

	Here are the new clipping states a widget can have, almost all widgets are set to No.  Only change it from No if your widget actually needs to clip, generally speaking most widgets don't need to clip.

	/**
	 * This widget does not clip children, it and all children inherit the clipping area of the last widget that clipped.
	 */
	Inherit,
	/**
	 * This widget clips content the bounds of this widget.  It intersects those bounds with any previous clipping area.
	 */
	ClipToBounds,
	/**
	 * This widget clips to its bounds.  It does NOT intersect with any existing clipping geometry, it pushes a new clipping
	 * state.  Effectively allowing it to render outside the bounds of hierarchy that does clip.
	 *
	 * NOTE: This will NOT allow you ignore the clipping zone that is set to [Yes - Always].
	 */
	ClipToBoundsWithoutIntersecting UMETA(DisplayName = "Yes - Without Intersecting (Advanced)"),
	/**
	* This widget clips to its bounds.  It intersects those bounds with any previous clipping area.
	*
	* NOTE: This clipping area can NOT be ignored, it will always clip children.  Useful for hard barriers
	* in the UI where you never want animations or other effects to break this region.
	*/
	ClipToBoundsAlways UMETA(DisplayName = "Yes - Always (Advanced)"),
	/**
	 * This widget clips to its bounds when it's Desired Size is larger than the allocated geometry
	 * the widget is given.  If that occurs, it behaves like [Yes].
	 *
	 * NOTE: This mode was primarily added for Text, which is often placed into containers that eventually
	 * are resized to not be able to support the length of the text.  So rather than needing to tag every
	 * container that could contain text with [Yes], which would result in almost no batching, this mode
	 * was added to dynamically adjust the clipping if needed.  The reason not every panel is set to OnDemand,
	 * is because not every panel returns a Desired Size that matches what it plans to render at.
	 */
	OnDemand UMETA(DisplayName = "On Demand (Advanced)")

	- Large API Change -

	All FSlateDrawElement::Make_____ calls have been deprecated that involved passing in a clipping rect.  You no longer should are passed a Clipping rect via OnPaint.  You are still passed a rect, but this rect represents a Culling Rect, which is valuable if you need to just out right not paint things the user can't possibly see.

	If you were previously trying to determine if you should cull widgets, by doing something like this,

	if ( FSlateRect::DoRectanglesIntersect(MyClippingRect, CurWidget.Geometry.GetRenderBoundingRect()) )

	That's no longer a good option since there are ways for widgets to ignore the culling bounds.  You should convert anything like above to the one below,

	if (!SWidget::IsWidgetCulled(MyCullingRect, CurWidget))

	To assist in debugging efforts, there are several new debugging console flags in Slate,

	Slate.ShowClipping 1 - Controls whether we should render a clipping zone outline.  Yellow = Axis Scissor Rect Clipping (cheap).  Red = Stencil Clipping (expensive).

	Slate.DebugCulling 1 - Disables pushing clipping or stencil rects to the GPU, but continues to intersect culling rects, so that you can tell if a widget is properly culling children it can't possibly draw.

	Slate.ShowTextDebugging 1 - Show debugging painting for text rendering.

	I've added a new Experimental Feathering Option, it adds AA geometry around the outside of Box and Image brushes.

	Slate.Feathering 1

	If you're using RenderDoc or something similar, you can now enable render events for slate, so that you can better grok how we're batching and changing states for each UI render pass.

	Slate.EnableDrawEvents 1

	#jira UE-4659

	#rn

Change 3462714 by Nick.Darnell

	Fixing a few more compiler issues with the clipping changes.

Change 3462726 by Max.Chen

	Switch OnEditStructChildContentsChanged to use FObjectWriter instead of FMemoryWriter which supports serializeing UObjects. This fixes a crash when adding actor array elements to a user defined event struct.

	#jira UE-45431

Change 3462801 by Nick.Darnell

	Adding a UMG dependency to EngineTestBuild.

Change 3462914 by Max.Chen

	Sequencer: Fix regression where spawnables aren't getting saved. Caused by 3407138

	#jira UE-30007
	#jira UE-39003

Change 3462946 by Nick.Darnell

	Automation - Tweaking the UI automation tests converting them over to use the new UI Screenshot automation test.
	Automation - Adding a blur widget test.

Change 3462987 by Matt.Kuhlenschmidt

	Back out changelist 3458893

Change 3464774 by Matt.Kuhlenschmidt

	PR #3629: Bugfix: Missing small icon in Project Launcher profile editor (Contributed by aarmbruster)


Change 3464785 by Nick.Darnell

	Fixing some clipping stuff in the editor.

Change 3464830 by andrew.porter

	QAGame: Second pass on sequencer smoke test map

Change 3464902 by Nick.Darnell

	Loading - Adding some additional checks to the the loading code to ensure we're on the main thread.  Additionally adding a fix from UDN that prevents deadlocks in the rare case a user hits Alt+Tab in a fullscreen game while in a hard loading screen.

Change 3464988 by Max.Chen

	Sequencer: Add attenuation settings for attached audio components.

	#jira UE-33080

Change 3465024 by Nick.Darnell

	MoviePlayer - Impoving the playback mode displaynames.

Change 3465074 by Arciel.Rekman

	Fix shadowing issues of GraphicsPSOInit.

Change 3465097 by Matt.Kuhlenschmidt

	Some refactoring of the details panel

	Exposed new methods of adding a struct on scope to a details panel and have it work properly with customizations. The scruct on scope has a "fake" ustructproperty that allows the details panel to show the whole struct not just an individual property.

	Refactored the API for adding rows to details panels to make it more consistent\
	AddChildCustomBuilder->AddCustomBuilder
	AddChildGroup->AddGroup
	AddChildContent->AddCustomRow
	AddChildPropert->AddProperty
	AddChildStructure->AddExternalStructureProperty
	AddStructure->AddAllExternalStructureProperties
	AddExternalProperty->AddExternalObjectProperty or AddExternalStructureProperty

Change 3465186 by Max.Chen

	Sequencer: Save the BindingID in the pre animated token producer so that it can be destroyed properly. This fixes a bug where the default state of a spawnable isn't saved.

	#jira UE-43780

Change 3465315 by Matt.Kuhlenschmidt

	Fix Fortnite and Orion details panel customization warnings

Change 3465424 by Nick.Darnell

	Automation - Moving the step for setting the link to the automation reports to be set before we start the engine.

Change 3465488 by Nick.Darnell

	Automation - Forcing textures to load before taking screenshot, so that the scene gets another opportunity to render before we render with Slate.  This should fix the Blur UI Test.

Change 3466277 by Arciel.Rekman

	Linux: fix window drift when dragging (UE-40380).

	- Change by Cengiz Terzibas.

Change 3466370 by Nick.Darnell

	UMG - Fixing the colors for the resize handle in the designer.

Change 3466372 by Nick.Darnell

	UMG - Fixing the ruler ticks sometimes not being drawn.

Change 3466374 by Nick.Darnell

	UMG - Fixing the designer showing multiple options for sequencer.

Change 3466377 by Nick.Darnell

	UMG - Cleaning up some clipping bits.

Change 3467025 by Andrew.Rodham

	Re-saving assets that contain legacy (<4.15) movie scene data to remove deterministic cook warning.
	If conflicts arise during merging of these assets, please ignore the changes made in dev-editor, and accept game-side changes.

	(CIS step 62283298, jobId 7773146)
	(CIS step 62283297, jobId 7773146)

Change 3467099 by Max.Chen

	Fix GetObjectPropertyClass ensure logic. This was returning UObject::StaticClass when valid.

Change 3467172 by Max.Chen

	Sequencer: Evaluation optimizations. Also, fixes subsequences not getting expired, leaving dangling spawnables.

	#jira UE-43690

Change 3467192 by Matt.Kuhlenschmidt

	Fix transactions getting stuck in the color grading controls.  This prevents PIE from working properly and causes shutdown crashes

	#jira UE-45527

Change 3467251 by Yannick.Lange

	ViewportInteraction: Fix scale and rotation snap while dragging with two lasers.

	#jira UE-43489

Change 3467331 by Matt.Kuhlenschmidt

	Fix D3D shader compiler hard coding shader path and not giving proper warnings when it cannot find the shaders

Change 3467335 by Matt.Kuhlenschmidt

	Remove DarkStyle attribute from SNumericEntryBox and allow a spin box style to be passed to it.

Change 3467558 by Max.Chen

	Scene Outliner: Generic support to add default columns to a scene outliner.

Change 3467565 by Jamie.Dale

	Removing old screenshot data for test

Change 3467589 by Nick.Darnell

	Editor - Random cleanup.

Change 3467596 by Nick.Darnell

	Progress Bar - Exposing Border Padding to UMG.

Change 3467600 by Nick.Darnell

	Slate - Adjusting the rendering of the splitter, previously it could be off by a pixel or two, which becomes more apparent now with the clipping changes.

Change 3467601 by Max.Chen

	Property Editor: Fix static analysis warning

Change 3467662 by Nick.Darnell

	Automation - Fixing a bug with the screenshot comparison tool not replacing (removing) the old screenshot data.

Change 3467674 by Max.Chen

	Property Editor: Fix static analysis warning

Change 3467737 by Max.Chen

	Sequencer: Added OnMovieSceneBindingsChanged delegate

Change 3468053 by tim.gautier

	QAGame: Updating Editor Smoke Map

	- Updated landscapes into Stations for testing

	- Added Foliage Sublevel

Change 3468194 by Arciel.Rekman

	Linux: fix problems communicating with various STL-using libs.

	- Stop hiding global new/delete signatures.
	- Disable CEF3 since this change uncovers the problem with libcef.so not built to use bundled libpng.

Change 3468678 by Max.Chen

	Sequencer: Set "Sequencer Actor" tag before setting the actor label so that the outliner refreshes after the actor has the tag.

Change 3469314 by tim.gautier

	QAGame: Added Painted Foliage / Spline section to EditorSmoke map

Change 3469377 by Nick.Darnell

	Slate - Fixing some warnings in a couple of sample games due to the clipping changes.

	#rnx

Change 3469767 by Max.Chen

	Sequencer: Outliner column and sequencer binding data

	#jira UE-43470

Change 3469974 by Arciel.Rekman

	Fix code projects not working in Linux installed build.

Change 3470082 by Nick.Darnell

	Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread.

Change 3470174 by Nick.Darnell

	Slate - Get the last widget in a widget path utility.

Change 3470176 by Nick.Darnell

	UMG - User Widgets now have an easy way to know if they're part of or have been removed from the focused widget path, which is handy for doing effects.

Change 3470261 by Nick.Darnell

	Slate - The GetRenderer() call on SlateApplication no longer returns a SharedPtr, rather than convert it to a thread safe ptr, going to just make accessing it a raw ptr return, so it can be safely referenced on the game thread while being used on the slate loading thread.

Change 3470286 by Max.Chen

	Sequencer: Scene Component's HiddenInGame now goes through the VisibilityTrack and the visibility template.

Change 3470366 by Nick.Darnell

	Slate - We now version focus per user, that way during focus events, we can safely abort focus events and state transitions if someone interrrupts the active focus event with something new.

Change 3470649 by Matt.Kuhlenschmidt

	Fix deprecation warnings

Change 3470695 by Matt.Kuhlenschmidt

	Fixed typo

	#jira UE-45580

Change 3470721 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3471254 by Michael.Dupuis

	#jira UE-42952: Keep occlusion result per view

Change 3471287 by Nick.Darnell

	UMG - Render Focus Rule now defaults to never.

Change 3471291 by Nick.Darnell

	Slate - Fixing FSlateRenderer* change fallout.

Change 3471299 by Nick.Darnell

	Slate - Fixing FSlateRenderer* change.

Change 3471323 by Nick.Darnell

	Automation - Fixing automation and Static Analysis warning.

Change 3471413 by andrew.porter

	QAGame: Added test content for anim blending and material parameteres to sequencer smoke level

Change 3471649 by Max.Chen

	Sequencer: Modify the track when adding animation

	#jira UE-45618

Change 3471659 by Matt.Kuhlenschmidt

	Added a way to check if a movie is playing from the engine.
	Prevented viewport redraws for canvas loading screens if a slate based loading movie is playing

Change 3471734 by Matt.Kuhlenschmidt

	Added basic material hookup to USD.  Similar to FBX it will find materials based on rules specified by the user in the import settings

Change 3472176 by Nick.Darnell

	UMG - Improving the display of the +Track menu in sequencer for UMG.  Renamed it from +Add, which is repetitve to +Track.  Additionally, the dropdown now shows the currently selected widgets, as well as a submenu containing all the 'important' widgets, so we no longer populate that list with a ton of irrelevant widgets that are just Buton_1 - N, which is pointless in showing people, they'll never guess which is the right button.

Change 3472740 by Max.Chen

	Sequencer: Add GetThisFrameMetaData accessor

Change 3472748 by Max.Chen

	Sequencer: Added OnBeginScrubbing and OnEndScrubbing event delegates

Change 3472753 by Max.Chen

	Sequencer: Add EMovieSceneDataChangeType parameter to OnMovieSceneDataChanged delegate

Change 3472870 by Nick.Darnell

	Clipping - Fixing the deprecated tip for scissor rect boxes to be correct.  Removing it's usage from UT.

Change 3473340 by Max.Chen

	Scene Outliner: Add ability to register additional filters

Change 3473348 by Max.Chen

	Details View: Make ForceRefresh virtual. Added accessors to delegates (ie. GetIsPropertyReadOnlyDelegate)

Change 3473441 by Max.Chen

	Sequencer: Autokey Refactor Part 2.

	Autokey is now a single toggleable state.

	Allow Edits Mode has 3 states:
	  Allow All Edits - Allow any edits to occur, some of which may produce tracks/keys or modify default properties.
	  Allow Sequencer Edits Only - All edits will produce either a track or a key.
	  Allow Level Edits Only - Properties in the details panel will be disabled if they have a track.

	#jira UE-45229

Change 3473670 by Nick.Darnell

	Modules - The module manager no longer returns sharedptrs to IModuleInterfaces, this was the source of rare hard to track down crashes due to a shared ptr reference leak when GetModule was called on non-main threads.  We now store a TUniquePtr internally, and only lease out raw pointers.

	#rn

Change 3473711 by Nick.Darnell

	Disabling the ensure in the module manager.

Change 3473747 by Max.Chen

	Sequencer: Fix tooltip

Change 3474091 by Jamie.Dale

	Added a warning when cooking a UFontFace that is outered to a UFont asset

	These cause issues with iterative COTF, and should be split off into their own assets (as the UI has been asking people to do for several versions)

Change 3475052 by Yannick.Lange

	VR Editor: Fix Crash when quitting the editor with VR Mode enabled. VR Editor was being enabled when saving the map on closing the editor.

	#jira UE-45415

Change 3475054 by Yannick.Lange

	Fix crash when adding a camera to the world in VR Mode the second time. The slate application did not reset when stop dragging in VR Mode, so the second time when starting to drag a camera out of the UI it would already by in a dragging state.

	#jira UE-45574

Change 3475263 by Nick.Darnell

	Fixing some additional cases of IModuleInteface SharedPtr usage.

Change 3475268 by Max.Chen

	Sequencer: Set jumped state when looping playback. This fixes an issue where audio doesn't stop and restart when looped.

	#jira UE-45654

Change 3475269 by Max.Chen

	Scene Outliner: Additional filters should only apply to actor browsing mode

Change 3475407 by Nick.Darnell

	Fixing some clipping / module shared ptr changes in the launcher code.

Change 3475542 by Max.Chen

	Sequencer: Update thumbnail and section highlighting to use new clipping behavior.

	#jira UE-45692
	#jira UE-45689

Change 3475743 by Michael.Dupuis

	#jira UE-45183: When updating phyx region take into account simple collision mip

Change 3475949 by Arciel.Rekman

	Remove PhysX deoptimization (no longer needed).

	- OR-24947 has been closed three months ago.

Change 3476022 by Michael.Dupuis

	#jira UE-45560: Make sure we're not going out of range

Change 3476063 by Michael.Dupuis

	#jira UE-45562: Do not try to unregister from static mesh if no static mesh is specified for the component

Change 3476168 by Michael.Trepka

	Added handling of directory symlinks to FApplePlatformFile::IterateDirectory

	#jira UE-43704

Change 3476172 by Nick.Darnell

	Fixing a Imoduleinterface change.

Change 3476183 by Jamie.Dale

	Exposing GoTo/ScrollTo to single-line editable text for API parity with multi-line editable text

Change 3476385 by Arciel.Rekman

	Linux: handle symlinks when iterating directories.

Change 3476522 by Michael.Trepka

	Solved a problem with Mac FMallocTBB::Malloc() returning nullptr for 0 bytes allocations, which is inconsistent with other platforms. On Mac we always scalable_aligned_malloc, which behaves differently than scalable_malloc, so for 0 bytes requests we allocate sizeof(size_t), which is exactly what scalable_malloc does internally in such case.

Change 3476806 by Nick.Darnell

	UMG - Focus the designer after dropping a widget onto the surface.

Change 3476809 by Nick.Darnell

	Curve Editor - Enable Clipping on the curve editor.

Change 3477475 by Nick.Darnell

	Fixing a module interface shared ptr usage in UT.

Change 3477553 by Yannick.Lange

	VR Editor: Removed AssetEditorPanelID and replaced it with TabManagerPanelID. A panel for AssetEditorPanelID was never created making it impossible to open an asset editor.

Change 3477734 by Yannick.Lange

	VR Editor: Fix Warning: SetRelativeScale3D : Invalid Scale entered (X=inf Y=inf Z=inf). Resetting to 1.f. warning when adding CineCameraActor to World from Modes Panel. Make sure to not divide by zero when there is no boundary scale.

	#jira UE-44933

Change 3477761 by Jamie.Dale

	Some improvements to avoid loading the native .locres files twice when we don't need to

Change 3477780 by Nick.Darnell

	PR #3250: Return correct VirtualUserIndex (Contributed by projectgheist)


Change 3477786 by Nick.Darnell

	PR #3650: Changed TestNull to accept const pointers. (Contributed by e-agaubatz)


Change 3477795 by Nick.Darnell

	PR #2844: UE-36936: Don't stretch container for Plugin Image (Contributed by projectgheist)


Change 3478092 by Nick.Darnell

	PR #2341: Optional Middle Mouse Button panning in Graph Editor (Contributed by flipswitchingmonkey)
	Engine Edit - Made some small changes to the enum type, and some naming.


Change 3478450 by Nick.Darnell

	Fixing some uninitialized variable errors.

Change 3479827 by Andrew.Rodham

	Sequencer: Addressed serialization issues with some struct types

Change 3479874 by Jamie.Dale

	Fixed "NativeGameLanguage" not being used correctly during localization initialization

Change 3480012 by Andrew.Rodham

	Sequencer: Fixed loading tagged properties as native for track identifiers

	#jira UE-45823

Change 3480337 by Alexis.Matte

	Fix morph target crash missing some valid index check

Change 3480804 by Alexis.Matte

	Fix crash with ColorGradingMode custom detail

	#jira UE-45638

Change 3480892 by Andrew.Rodham

	Sequencer: Ensure that movie scene sequences know about the editor object version

	#jira UE-45842

Change 3481073 by Nick.Darnell

	Fix the shader compiler error from main in Slate.

Change 3481303 by Nick.Darnell

	UMG - Fixing a bug with the drag handle not working correctly in HDPI mode.

Change 3481308 by Nick.Darnell

	Slate - Tweaking the IsWidgetCulled logic to consider both the layout and rendering bounds.  If we do this, we get a much more desireable outcome for people that want to animate widgets and such and plan to have temporary animations to move the widget offscreen, but want the layout bounds to anchor that widget in the visible frame so that it animates even when normally it would be culled b/c the render transform and therefore the renderbounds moved it completely outside the culling rect.

Change 3481629 by Max.Chen

	Sequencer: Add Level Sequence Actor as an output for CreateLevelSequencePlayer()

	#jira UE-45785

Change 3481899 by Yannick.Lange

	VR Editor: Added debug modetoggle command with an event that is broadcasted whenever this happens. Currently this is used to show all the floating UIs of the UI system to debug without HMD using VREd.ForceVRMode.

Change 3481984 by Michael.Dupuis

	#jira UE-45845: always validate if we have a static mesh before trying to access it as user can decide to not assign one and use the tools

Change 3482047 by Nick.Darnell

	Slate - Adding some comments to IsWidgetCulled.

Change 3482110 by Nick.Darnell

	Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled.

Change 3482136 by Jamie.Dale

	The CamelCase break iterator now treats digits around character tokens as part of the identifier

Change 3482138 by Michael.Dupuis

	#jira UE-45854: Properly unregister during undo operation

Change 3482150 by Michael.Dupuis

	#jira UE-45845 : Add missing nullcheck for GetStaticMesh

Change 3482153 by Nick.Darnell

	Slate - IsWidgetCulled is no longer static and is now called IsChildWidgetCulled.

Change 3482180 by Nick.Darnell

	UMG - Widget Components do not need to define a widget class to be rendererd, they can have native slate widgets only.  This was a regression from main.

Change 3482273 by Nick.Darnell

	UMG - Tweaking some more things about the widget component box outline.

Change 3482308 by Alexis.Matte

	Fixing morph target smooth group support. Do not call FillSkeletalMeshImportData more then once on FbxNode since this fonction is doing some conversion and change the FbxNode, applying those conversion twice do not return the same faces smooth group.
	#jira UE-45696

Change 3482327 by Nick.Darnell

	UMG - More tweaks to the WidgetComponent so both shows the box outline, but works in game and VR editor.

Change 3482705 by Andrew.Rodham

	Resaving assets that contain legacy data to suppress CIS warnings.
	  - If conflicts arise in these assets, please take game-side changes and ignore these.

Change 3484245 by Max.Chen

	Sequencer: Evaluate on end scrub. This fixes a bug where audio doesn't evaluate in a stopped position at the end of scrubbing, causing it to not stop all sounds. This fixes a bug introduced from 3365018 where evaluate on end scrub was removed.

	#jira UE-45905

Change 3484263 by Max.Chen

	Sequencer: Fix crash on forcing refresh of details panel on release.

	#jira UE-45911

Change 3484431 by Andrew.Rodham

	Resaving assets that contain legacy data to suppress CIS warnings.
	  - If conflicts arise in these assets, please take game-side changes and ignore these.

Change 3484474 by Alexis.Matte

	Fix the morph target animation curve name matching.

	#jira UE-20294

Change 3484475 by Alexis.Matte

	When removing a LOD, make sure we remove all morph target data associate to the LOD.

Change 3484489 by Nick.Darnell

	PR #3668: UE-45908: Cache debug line locations when performing a LineTraceMulti (Contributed by projectgheist)

	#jira UE-45908

Change 3484692 by Nick.Darnell

	Slate - Reverting a change from a game stream.  All Arranged Children don't need to allocated 42 to begin with.  Do need to initialize WidgetPaths better.

Change 3484703 by Nick.Darnell

	Player Input - Making the input event loop for players obey EKeys::NUM_TOUCH_KEYS, rather than being set to Touch10, as the maximum touch input amount, to make supporting greater than 10 touches easier.  Also making the seeding of keys use EKeys::NUM_TOUCH_KEYS.

	#jira UE-43213

Change 3484918 by Jamie.Dale

	Fixed font measuring regression with RTL text

	RTL applies the character count to the next glyph, so it shouldn't process the end of the loop (this was how the older code used to work).

Change 3485718 by Nick.Darnell

	Editor - Removing Super Search & User Feedback button.

Change 3485719 by Nick.Darnell

	Portal - Removing SuperSearch.

Change 3485751 by Matt.Kuhlenschmidt

	Fix crash accessing platformer game menu if the menu is open during a console based load

	#jira UE-45950

Change 3486047 by Arciel.Rekman

	Linux: add OpenEXR implementation (UE-40270).

	#jira UE-40270

Change 3486467 by Max.Chen

	Sequencer: Reset max tick rate when destroyed.

	#jira UE-45956

Change 3486477 by Max.Chen

	Sequencer: Refresh outliner when column is removed.

	#jira UE-45891

Change 3486667 by Andrew.Rodham

	Added missing include

Change 3486724 by Andrew.Rodham

	Sequencer: Fixed curves with no default value, and no keys being evaluated and applied to properties
	  - Also fixed an edge case where a zero (but non-animated) channel could be applied to a final transform

Change 3486730 by Alexis.Matte

	In the Auto-Reimport options, hide the mout point only for the default /Game/ folder
	#UE-45684

Change 3486749 by Alexis.Matte

	Make sure the parent window of the monitor directory browse folder is set properly
	#jira UE-45682

Change 3486805 by Matt.Kuhlenschmidt

	Additional safety against invalid objects being accessed by slate

Change 3486848 by Alexis.Matte

	Make sure Monitor folder feature support root mount point map folder
	During auto import, give priority to asset import factory over the scene import factory
	#jira UE-45691

Change 3486879 by Andrew.Rodham

	Removing obsolete QA assets

Change 3486950 by Nick.Darnell

	PR #2281: Scrollbar missing features and SScrollbar fixes (Contributed by SNikon)
	Review - made some adjustments from the original.


Change 3486954 by Nick.Darnell

	Slate - Moving the STableViewBase over to the FOverscroll class, rather than it's own clone.

Change 3486967 by Nick.Darnell

	Slate - Fixing some HDPI calculations for fitting new windows on screen, it was using the unscaled size of the widgets for fitting, when it needed to scale them up.

Change 3486970 by Andrew.Rodham

	Sequencer: Delay mouse capture until drag for sequencer time slider
	  - Fixes context menus not opening as a result of mouse capture being taken on mouse down

	#jira UE-45937

Change 3486984 by Andrew.Rodham

	Sequencer: Improved blending type iconography

Change 3486996 by Nick.Darnell

	UMG - Adding a way for games to opt-out of the slow widget path, to completely prevent them from being cooked.
	UMG - The movie data is no longer cloned for each new instance that inhabits.  It now keeps a reference to the now publically accessible movie scene data on the class instead.

Change 3487070 by Andrew.Rodham

	Sequencer: Added graphics for key areas that represent empty space

Change 3487195 by Andrew.Rodham

	Sequencer: Changed evaluation groups to always flush implicitly
	  - Due to the latent nature of blended token types, it's no longer safe to rely solely on execution token order between tracks
	  - This fixes an issue where events set in the PostEvaluation stage were executed before blended token actuation

Change 3487322 by Nick.Darnell

	PR #2457: Add .gitdeps.xml-files for plugins support (Contributed by bozaro)


Change 3487363 by Nick.Darnell

	PR #2481: Fix for packing of a project with users plugins (Contributed by yatagarasu25)


Change 3487439 by Nick.Darnell

	PR #2642: Changed private to protected in SVirtualJoystick.h (Contributed by Skylonxe)


Change 3487500 by Arciel.Rekman

	Removed LinuxNativeDialogs.

	- No longer used; has been superceded by SlateDialogs since UE 4.8 (2 years ago).

Change 3487630 by Lauren.Ridge

	Don't create Landscape Info Maps for Editor Preview Worlds or thumbnail worlds

	#jira UE-44885

Change 3487864 by Matt.Kuhlenschmidt

	Exposed the asset registry to blueprints and script.  Works in editor scripts and runtime scripts

	AssetRegistry is now a UInterface object.
	Blueprint users can access various asset registry methods using the asset registry interface (via GetAssetRegistry) and various static helpers in  the AssetRegistryHelpers object
	C++ users should still continue to use IAssetRegistry.

Change 3487879 by Matt.Kuhlenschmidt

	Renamed asset tools uobject helper to UAssetToolsHelpers

Change 3487926 by Lauren.Ridge

	Fixing reset to default not showing up for custom widgets

	#jira UE-44164

Change 3488184 by Matt.Kuhlenschmidt

	PR #3656: Make References/Referencers List copyable (Contributed by user37337)


	#jira UE-45763

Change 3488240 by Matt.Kuhlenschmidt

	Fix compiler issue

Change 3488350 by Lauren.Ridge

	Landscape info map transactional state is based on its world's transactional state

	#jira UE-44885
	#jira UE-46019

Change 3488412 by Matt.Kuhlenschmidt

	Fix reset to default showing up in two different places for some customizations

Change 3488413 by Matt.Kuhlenschmidt

	Fix slate font customization

Change 3488414 by Matt.Kuhlenschmidt

	Fix slate font customization

Change 3488415 by Matt.Kuhlenschmidt

	Missed file

Change 3488565 by Arciel.Rekman

	Add pretty printers for gdb (UETOOL-1171).

	- Committing shelf by Cengiz.Terzibas, with some modifications.

	#jira UETOOL-1171

Change 3489094 by Nick.Darnell

	Slate - The Slate RHI Renderer now caches the TextureLODGroups so that it can properly lookup the filtering of different texture groups that are set to Default, instead of a particular filter override on a texture.
	Engine/Rendering - Simplifying some of the setup logic in TextureLODSettings so that code is shared for setting them up properly after loading from a config file.

Change 3489095 by Nick.Darnell

	PR #2699: GameViewportClient - Added a method to allow setting the viewport cur. (Contributed by rfenner)
	Review - Fixed spacing.


Change 3489108 by Matt.Kuhlenschmidt

	Fix deprecation warning

Change 3489120 by Nick.Darnell

	PR #3478: Fix possible UComboBoxString crash (Contributed by nakosung)


Change 3489147 by Andrew.Rodham

	Sequencer: Adding return value to function to appease static analysis
	  - This function is never compiled, and if it is, it won't compile, but static analysis doesn't know that

Change 3489264 by Nick.Darnell

	Testing - Finishing the thought behind an enum comment.

Change 3489265 by Nick.Darnell

	PR #2750: UE-35164: Button padding (Contributed by projectgheist)


Change 3489267 by Nick.Darnell

	PR #3645: UE-45464: Handle SSlider mouse interaction more accurately (Contributed by projectgheist)


Change 3489632 by Arciel.Rekman

	Correctness changes to MallocPoisonProxy.

	- Missing forwarding functions added.  Incorrect comment removed.
	- Change by Steve.Robb, doing here so it is in 4.17.

Change 3489689 by Arciel.Rekman

	More MallocPoisonProxy changes I missed in previous CL.

Change 3489751 by Matt.Kuhlenschmidt

	Moved editor performance settings out of per-project settings so they can be shared across projects

Change 3489837 by Lauren.Ridge

	Keyboard shortcut for entering/leaving VR Mode is now Alt+V

Change 3491082 by Arciel.Rekman

	Linux: better fix for the crash due to name collision (UE-46040).

	- Put classes in Sequencer module into Sequencer namespace instead of SceneOutliner namespace.
	- Undid change in the SceneOutliner module.

	#jira UE-46040

Change 3491096 by Arciel.Rekman

	Fix UAT compilation on the newest mono.

Change 3491240 by Max.Chen

	Sequencer: Disable key button when allow level edits only is on.

	#jira UE-46060

Change 3491406 by Yannick.Lange

	Fix editor crashes when opening a project that includes a plugin with more than two custom Volume classes. This issue was caused because registering show volume commands is based on finding volume classes. Finding these classes at multiple times resulted in a mismatch of the returned array of volume classes because modules/plugins were still being loaded.

	#jira UE-45806

Change 3491559 by Alexis.Matte

	Make sure we use the good preview mesh when doing a preview
	#jira UE-45963

Change 3491563 by Alexis.Matte

	Fix crash with staticmesh editor LodLevel selection

Change 3491564 by Nick.Darnell

	UMG - Fixing an offset with the grab handles in HDPI mode.

Change 3491595 by Nick.Darnell

	Editor - Fixing a clipping artifact in the pin type dropdown in the blueprint editor.

Change 3491604 by Nick.Darnell

	Back out changelist 3489265

Change 3491615 by Arciel.Rekman

	Added malloc replay proxy (Linux only for now).

	- Allows to dump malloc callstream (without regard to threads) and replay later to study the behavior of different mallocs and/or repro problems.

Change 3491684 by Arciel.Rekman

	Added FMalloc functions I missed.

	- Also moved function bodies into the .cpp file, this does not make a difference in performance in this case.

Change 3491692 by Matt.Kuhlenschmidt

	Some minor fixes to the static mesh editor
	- Fix UV combo button looking non-standard on the toolbar
	- Fix a few combo buttons in the details panel looking too big.

Change 3491702 by Arciel.Rekman

	Do not compile replay proxy-specific code when not used.

Change 3491717 by Michael.Dupuis

	#jira UE-35083:
	The component is now the owner of the PerInstanceRenderData instead of the proxy
	Add an Update path to only update specified instances range
	Always call BuildTreeIfOutdated so we have a standard code path to make sure static mesh are fully loaded before trying to build the tree
	Moved the Instance Buffer aysnc to the base class, as it's not related to UHierarchicalInstancedStaticMeshComponent
	Expose a new property to decide if we require dynamic instance buffer

Change 3491758 by Matt.Kuhlenschmidt

	Fix crash on static mesh editor shutdown

Change 3491873 by Cody.Albert

	Fixed clipping issue in Sequencer curve editor

	#rnx

Change 3491956 by Matt.Kuhlenschmidt

	Fix crash opening the Previewing sub-menu in the level editor settings menu

	#jira UE-46095

Change 3492046 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3492076 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3492165 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3492222 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3492274 by Michael.Dupuis

	#jira UE-46105: Fixed Clang warning

Change 3492338 by andrew.porter

	QAGame: Testing ensure when submitting

Change 3492371 by Nick.Darnell

	UMG - Reverting the animation sharing, cossed GLEO regressions in cooking.  Will look for a better solution.

Change 3492462 by Matt.Kuhlenschmidt

	Fix ensure checking in files through perforce

Change 3492491 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3492505 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3492517 by Jamie.Dale

	The package localization ID is no longer used at all at runtime, and is now truly editor-only

	This should have always been the case, but it was leaked into manifest/archives/PO files in 4.14, and while 4.15 removed it from PO files it was still present in the manifest/archives. This change removes it entirely (unless gathering editor-only data, and even then the PO file will still collapse the entries together for translation), and the deprecated 4.14 export behavior will now produce an error if you attempt to use it.

	After taking this change you'll need to run a gather, import, and compile of your LocRes files to update your game localization to use the new localization IDs.

Change 3492630 by Nick.Darnell

	UMG - Removing some extra cleanup code that's probably overkill and is causing a crash for uses of  "Within" in class meta.

	#jira UE-46124

Change 3492692 by Matt.Kuhlenschmidt

	Fix drop shadows inheriting the outline color of the font.  The outline should still appear but not have a different outline color from fill color

Change 3492714 by Matt.Kuhlenschmidt

	Added outline with drop shadow to font automation test

Change 3492737 by Matt.Kuhlenschmidt

	Fix linux

Change 3492992 by tim.gautier

	Resaving Ocean Widget Blueprints / Sequences to resolve Legacy Sequence Data warnings

	#jira UE-46132

Change 3493089 by Jamie.Dale

	Ensure that the composite font of a font asset is flushed when the font object is GC'd

Change 3493322 by Jamie.Dale

	Fixing null crash

	#jira UE-45758

Change 3494467 by Andrew.Rodham

	Fix Xbox warning

Change 3494852 by tim.gautier

	QAGame: Changed streaming method of QA-EditorSmoke-Landscape to Always Loaded

Change 3494853 by Nick.Darnell

	Another attempt at fixing the automation blueprint SA warning.

Change 3494896 by Arciel.Rekman

	Fix possible null pointer access during Vulkan init.

	- May fix static analysis warnings in UE-46142, although warnings seem to be referring to something else.

	#jira UE-46142

Change 3494987 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3495010 by Matt.Kuhlenschmidt

	Adding additional logging to track down html5 issue

Change 3495212 by Michael.Dupuis

	#jira UE-46143: Properly init the InstanceRenderData during the cooking phase (required by fortnite)

Change 3495536 by Jamie.Dale

	Updating UGameEngine to call its Super::PreExit after performing its own teardown

	This prevents UEngine cleaning up resources that UGameEngine still needs.

	#jira UE-46159

Change 3495551 by Arciel.Rekman

	Another attempt to fix analyzer problem (UE-46142).

Change 3495794 by Jamie.Dale

	Fixing some font cooking warnings by splitting out font faces from their font assets

	#jira UE-45843

Change 3495905 by Matt.Kuhlenschmidt

	Fix USD crash when importing a meshwith no material

[CL 3499771 by Matt Kuhlenschmidt in Main branch]
2017-06-19 20:27:30 -04:00
Richard Hinckley
d9f48f3b82 #jira UE-45010
Fixing inconsistencies between function signatures and adding code comment directives to help Doxygen work correctly. Also restored container.html to the engine.
#lockdown nick.penwarden
#rb marc.audy

[CL 3475507 by Richard Hinckley in Main branch]
2017-06-06 10:42:56 -04:00
Thomas Sarkanen
1547db70c9 Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden

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

Change 3281394 on 2017/02/01 by Chad.Garyet

	one more try on the name here, with the extension this time

Change 3286009 on 2017/02/03 by Jon.Nabozny

	Fix SkelMeshMerge duplicating Skeleton sockets.

	#jira UE-39690

Change 3288374 on 2017/02/06 by Jon.Nabozny

	Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial

Change 3288640 on 2017/02/06 by Jon.Nabozny

	#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.

	#jira UE-40261

Change 3288978 on 2017/02/06 by Jon.Nabozny

	Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.

Change 3290332 on 2017/02/07 by Marc.Audy

	Add AnimPhys object version

Change 3290753 on 2017/02/07 by Jon.Nabozny

	Update CoM documentation for CoM offset.

	#jira UE-40136

Change 3290783 on 2017/02/07 by Jon.Nabozny

	Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.

	#jira UE-39820

Change 3292286 on 2017/02/08 by Jon.Nabozny

	Fix OSSNull query filtering.

	#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
	#jira: UE-37512

Change 3294138 on 2017/02/09 by Thomas.Sarkanen

	Add more descriptive name for sub-struct members in property tracks

Change 3294139 on 2017/02/09 by Thomas.Sarkanen

	Moving to individual structs for limbs

Change 3294140 on 2017/02/09 by Thomas.Sarkanen

	Updated base human asset to reflect limb changes

	Updated map to just contain the mannequin for now
	Updated Sequence to contain some default IK keys

Change 3294178 on 2017/02/09 by Thomas.Sarkanen

	Fix shadow variable warning

Change 3294554 on 2017/02/09 by Thomas.Sarkanen

	Fixed persistent limb drift issues with non-participant bones

	Still have rotational drift with IK chain nodes (still to fix).
	Also fixes the addition of initial keys on binding when animating.
	Also fixes not being able to pick the widget sometimes when picking nodes in the tree.

Change 3294826 on 2017/02/09 by Chad.Garyet

	fixing up busted defaultvalues on physx and precompiled binaries

Change 3294827 on 2017/02/09 by Thomas.Sarkanen

	CIS fixes for non-editor and monolithic builds

Change 3296363 on 2017/02/10 by Thomas.Sarkanen

	Fix bone drifting

	Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
	Also optimized the hierarchy API a little & prevented excess work when nothing changes.

Change 3296393 on 2017/02/10 by James.Golding

	Add support for clicking on PoseDriver targets in viewport

Change 3296465 on 2017/02/10 by Thomas.Sarkanen

	Removed component visualizer (no longer used)

Change 3296467 on 2017/02/10 by Thomas.Sarkanen

	Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.

	Added ability to hide nodes (advanced setting) and manipualtors (on playback)

Change 3296554 on 2017/02/10 by Thomas.Sarkanen

	Fixed up some workflow issues

	Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
	Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.

Change 3296621 on 2017/02/10 by Thomas.Sarkanen

	Added ability to specify manipulator type when adding

	Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
	Also tweaked default extents for box manipulators.

Change 3296622 on 2017/02/10 by Thomas.Sarkanen

	Changed FK manipulators to boxes

Change 3296740 on 2017/02/10 by James.Golding

	Added bOnlyDriveSelectedBones option to PoseDriver

Change 3296957 on 2017/02/10 by James.Golding

	Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array

Change 3297092 on 2017/02/10 by Jon.Nabozny

	#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.

	#JIRA UE-39876

Change 3297160 on 2017/02/10 by Ori.Cohen

	Temp fix for physx immediate mode crashing when 0 rows are generated.

Change 3297203 on 2017/02/10 by Ori.Cohen

	Temp fix for immediate mode crash when free joints are batched together

	#JIRA UE-41026

Change 3297326 on 2017/02/10 by Jon.Nabozny

	PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)

	Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.

	#JIRA UE-38981

Change 3297618 on 2017/02/10 by Charles.Anderson

	Arcblade - GDC
	- Created a new mor polished Phat for this.  Probably not gonna use it.
	- Created a Ragdoll asset. Need to talk to Ori about getting it working better.

Change 3297799 on 2017/02/10 by mason.seay

	Test map for testing audio attenuation

Change 3297940 on 2017/02/10 by Jon.Nabozny

	#rn Fix ConstraintComponentVisualizer with AngularOffset.

	Needed to apply local transform before world.

	#JIRA UE-39597

Change 3297947 on 2017/02/10 by Chad.Garyet

	adding automated test build option

Change 3299203 on 2017/02/13 by Thomas.Sarkanen

	Fixed local coord system issues with rotation (etc).

	Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
	Fixed up to allow for animating actors with transformed skeletal mesh components.
	Also added some proximity scaling to manipulators.

Change 3299220 on 2017/02/13 by Thomas.Sarkanen

	Fixed CIS missing include

Change 3299343 on 2017/02/13 by Lina.Halper

	Spine twist/roll check in
	- control points are disabled

	#rb: Thomas.Sarkanen

Change 3299388 on 2017/02/13 by James.Cobbett

	Updating QA-Physics map

Change 3299518 on 2017/02/13 by Lina.Halper

	fix build issue

	#rb: none

Change 3299701 on 2017/02/13 by Ori.Cohen

	Add finer grain physx stat information.

Change 3299894 on 2017/02/13 by Ori.Cohen

	Added LOD support for immediate mode physics

Change 3299906 on 2017/02/13 by James.Cobbett

	Updating QA-Collision map with new test scenarios

Change 3299962 on 2017/02/13 by Ori.Cohen

	Fix shadow warning

Change 3300100 on 2017/02/13 by Lina.Halper

	- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
	- enable control point reading part
	- twist/roll controll is localspace reader - BaseHuman

	#rb: none
	#code review:Thomas.Sarkanen

Change 3300206 on 2017/02/13 by Ori.Cohen

	Rename Ragdoll node to RigidBody node

Change 3300899 on 2017/02/13 by Alan.Noon

	Migrating Paragon Origin and Origin Small maps content.

Change 3301279 on 2017/02/14 by Jurre.deBaare

	Mesh paint refactor

Change 3301288 on 2017/02/14 by Jurre.deBaare

	Incremental CIS fixes

Change 3301290 on 2017/02/14 by Jurre.deBaare

	Another CIS fix

Change 3301311 on 2017/02/14 by Thomas.Sarkanen

	Fixed non-editor builds

Change 3301313 on 2017/02/14 by Jurre.deBaare

	More CIS fixes

Change 3301315 on 2017/02/14 by Jurre.deBaare

	Include CIS fix

Change 3301333 on 2017/02/14 by Jurre.deBaare

	Non-Unity CIS fixes

Change 3301388 on 2017/02/14 by Benn.Gallagher

	CIS fix for cloth create panel

Change 3301445 on 2017/02/14 by Benn.Gallagher

	Last few changes over from the mesh paint branch
	hooked up LOD dropdown box
	Moved asset selection out of details panel

Change 3301527 on 2017/02/14 by mason.seay

	Deleting unneeded map

Change 3301531 on 2017/02/14 by mason.seay

	Renaming Map to fix naming scheme

Change 3301558 on 2017/02/14 by Ori.Cohen

	Fix physx stats not being counted properly as we were not using static data.

Change 3301604 on 2017/02/14 by Ori.Cohen

	Fix static analysis warning

Change 3301615 on 2017/02/14 by Jurre.deBaare

	All. The. CIS. Fixes

Change 3301630 on 2017/02/14 by mason.seay

	Updating Map for testing

Change 3301697 on 2017/02/14 by mason.seay

	Final change to map

Change 3301734 on 2017/02/14 by Jurre.deBaare

	- Crash CTRL-Z when having cloth painter and paint mode open
	- Fill action not being undo-able
	- Import vertex colors should default to to-instance
	- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)

Change 3301763 on 2017/02/14 by Jurre.deBaare

	- Fix for asset without engine version
	- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes

Change 3302421 on 2017/02/14 by Lina.Halper

	Fixed issue where spline gets incorrect position when it has many control points.

	#rb: Thomas.Sarkanen

Change 3302667 on 2017/02/14 by Lina.Halper

	- added spine control points to work
	  - FK/IK switch isn't working great yet. Don't try
	  - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
	- added option to add fk nodes, change parnets
	  - fixed issue with drawing skeleton drawing, when parents weren't added yet.
	- Added neck/head/body control

	#code review: Thomas.Sarkanen
	#rb: none

Change 3303200 on 2017/02/14 by Alan.Noon

	Collision shapes for Immediate Mode Ragdolls

Change 3303201 on 2017/02/14 by Alan.Noon

	Adding Origin, Full Map

Change 3303477 on 2017/02/15 by James.Golding

	Add Get and SetComponentForAxis to FVector and FRotator

Change 3303478 on 2017/02/15 by James.Golding

	Add support for multiple source bones to PoseDriver

Change 3303480 on 2017/02/15 by James.Golding

	Added per-scene frame number, handles cases like motion blur caching.
	Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
	(Original author Chris.Bunner)

Change 3303513 on 2017/02/15 by Jurre.deBaare

	CIS: Linux file name case fixes and incorrect pragma once

Change 3303576 on 2017/02/15 by Thomas.Sarkanen

	Sub-sequence sections can now override how they instance their template

	Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
	Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
	Added access for FMovieSceneEvaluationTrack::ChildTemplates.

Change 3303578 on 2017/02/15 by Thomas.Sarkanen

	Rich curves can now be transformed post-copy correctly

	Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.

Change 3303579 on 2017/02/15 by Thomas.Sarkanen

	Added GetLinkNode to complement SetLinkNode in FAnimNode_Base

Change 3303580 on 2017/02/15 by Thomas.Sarkanen

	Made the logic around when sub-tracks can be primed for recording more specific

	Prevents rig control sub tracks form being able to be primed.

Change 3303581 on 2017/02/15 by Thomas.Sarkanen

	Allowing alpha on rig tracks to work

	Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
	Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
	Moved anim node to local space (now it is just derived form FAnimNode_Base).
	Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.

Change 3303582 on 2017/02/15 by Thomas.Sarkanen

	Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only

	Also fixed crash in property chain iteration (for non-existent array properties)

Change 3303594 on 2017/02/15 by Jurre.deBaare

	Fix for crash on deleting painted actors

Change 3303636 on 2017/02/15 by Lina.Halper

	-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
	This will move to editor menu soon.

	#rb: none

Change 3303648 on 2017/02/15 by Martin.Wilson

	Fix reimport crashes if the animation uses additive transform tracks.

	#jira UE-41929
	#jira UE-41921

Change 3303652 on 2017/02/15 by Benn.Gallagher

	Added merged Ice mesh with new simulation mesh to match mesh from APEX version.

Change 3303660 on 2017/02/15 by Benn.Gallagher

	map update for clothing demo

Change 3303662 on 2017/02/15 by Benn.Gallagher

	State machine update for Ice anim

Change 3303676 on 2017/02/15 by mason.seay

	Adjusted sound actor location

Change 3303689 on 2017/02/15 by Benn.Gallagher

	Updated Ice mesh to have clothing present on the back part of the dress

Change 3303691 on 2017/02/15 by Jurre.deBaare

	CIS fixes for pose driver details

Change 3303704 on 2017/02/15 by Lina.Halper

	Add FK limb links
	- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins

	#rb:none

Change 3303716 on 2017/02/15 by Thomas.Sarkanen

	Updated manipulators to always draw in front of the mesh

	Added material & enabled content for the plugin.

Change 3303730 on 2017/02/15 by thomas.sarkanen

	Resaving manipulator material with correct engine version

Change 3303754 on 2017/02/15 by Thomas.Sarkanen

	Fix manipulators popping to max size when manipulating

Change 3303835 on 2017/02/15 by Thomas.Sarkanen

	Fix hitch by not displaying spawned objects if we dont have a sequence focused.

Change 3303843 on 2017/02/15 by Lina.Halper

	Added normalize rotation on inputs/outputs

	#code review: Thomas.Sarkanen
	#rb: none

Change 3303916 on 2017/02/15 by Jurre.deBaare

	CIS: Linux incorrect pragma once

Change 3304084 on 2017/02/15 by James.Golding

	Update pose driver test after addition of multi-bone input

Change 3304188 on 2017/02/15 by James.Golding

	Add custom remap curve option per-target in PoseDriver

Change 3304189 on 2017/02/15 by James.Golding

	Fix CIS for ControlManipulator.cpp

Change 3304210 on 2017/02/15 by Alan.Noon

	Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol

Change 3304327 on 2017/02/15 by Alan.Noon

	Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P

Change 3304337 on 2017/02/15 by Alan.Noon

	renamed minion demo level for GDC

Change 3304508 on 2017/02/15 by Lina.Halper

	- You can see constraints in the tree view (full edit mode)
	- YOu can add or update constraints (using update constraints button)
	- You can delete constraints
	- Cleaned up constraints interface

	#rb: none
	#code review: Thomas.Sarkanen

Change 3304537 on 2017/02/15 by chris.evans

	!N Initial PSD test [chrise]

Change 3304551 on 2017/02/15 by James.Golding

	Fix missing 'break's from SetComponentForAxis in FVector and FRotator

Change 3304570 on 2017/02/15 by Chris.Evans

	!N Source assets for psd test
	#RB none

Change 3304964 on 2017/02/15 by Lina.Halper

	fix build issue

	#code review: James.Golding
	#rb: none

Change 3304998 on 2017/02/15 by Chris.Evans

	!B Checking in correct FBX
	#RB none

Change 3305314 on 2017/02/15 by chris.evans

	!N Adding materials driven

	!N Adding 'simulation' animation which simulates the driven result

Change 3305355 on 2017/02/15 by chris.evans

	!N Initial test shoulder pose

Change 3305357 on 2017/02/15 by chris.evans

	!N Initial Mambo shoulder ROM

Change 3305446 on 2017/02/15 by Lina.Halper

	fixed CIS error

	#rb: none
	#code review: Thomas.Sarkanen

Change 3305768 on 2017/02/16 by Jurre.deBaare

	CIS: Clang compile errors

Change 3305857 on 2017/02/16 by thomas.sarkanen

	Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.

Change 3305907 on 2017/02/16 by Thomas.Sarkanen

	Fix hitches on selection of multiple keys

	Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
	Dont force the details panel to refresh if nothing has changed.
	Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.

Change 3305910 on 2017/02/16 by Thomas.Sarkanen

	Allow multiple instances ot the same parameterized subsequence to exist and function correctly

	Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
	Editor only right now - cooked builds are still to come

Change 3305911 on 2017/02/16 by Thomas.Sarkanen

	Fix NaNs from uninitialized poses

Change 3305922 on 2017/02/16 by Thomas.Sarkanen

	BuiltData for Origin_Small_P

Change 3305927 on 2017/02/16 by Thomas.Sarkanen

	Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder

	Added some test assets

Change 3305928 on 2017/02/16 by Thomas.Sarkanen

	Dont select actors when we bind to them

	Selection can sometimes look bad and obscure the character.

Change 3306118 on 2017/02/16 by Thomas.Sarkanen

	CIS fix

Change 3306230 on 2017/02/16 by Jurre.deBaare

	CIS fix for linking errors on specific platforms

	#test compile PS4 OrionGame

Change 3306378 on 2017/02/16 by Martin.Wilson

	First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)

	- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
	- Live Link Interface (editor module with interface files)
	- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
	- Live Link (experiemental plugin that contains editor part of live link system)

Change 3306388 on 2017/02/16 by Lina.Halper

	- build issue fix
	- also tweaked display name to display only node name in editing mode

	#rb: none

Change 3306455 on 2017/02/16 by Jon.Nabozny

	#rn Perf improvements to FAnimNode_RigidBody.

	Cache bounds to prevent unnecessary overlap updates.
	Move overlaps off game thread.

Change 3306591 on 2017/02/16 by Martin.Wilson

	Updates to live link

	- Copyright changes (some were still 2016)
	- Rename BlankMayaPlugin to LiveLinkMayaPlugin

Change 3306907 on 2017/02/16 by Jon.Nabozny

	MinionDemo Content Perf Pass.

Change 3306914 on 2017/02/16 by Thomas.Sarkanen

	Back out changelist 3305857 and 3305922

	Reverts particle system changes to Origin_Small_P

Change 3306942 on 2017/02/16 by Martin.Wilson

	Live link demo content

	-Feng mao mesh that matches maya scene
	- LiveLinkGDC Map
	- Beginning of camera control sequencer

Change 3307154 on 2017/02/16 by Alan.Noon

	Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials

Change 3307382 on 2017/02/16 by Martin.Wilson

	Fix CIS (Add virtual destructor to ILiveLinkSource)

Change 3307497 on 2017/02/16 by chris.evans

	!N Moving mats

Change 3307541 on 2017/02/16 by Chris.Evans

	!B Rebuilding test assets with new skeleton

Change 3307873 on 2017/02/16 by Chris.Evans

	!N Mambo updates

Change 3307875 on 2017/02/16 by Chris.Evans

	!R Update to blueprint

Change 3308030 on 2017/02/16 by Alan.Noon

	Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.

Change 3308246 on 2017/02/16 by Alan.Noon

	Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh

Change 3308470 on 2017/02/16 by Lina.Halper

	- make sure all are hooked up properly to pelvis and spine_03
	  - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
	- make sure end effector rotation is modifying IK's last chain rotation
	  - had to hack for saving offset for IK/FK switch mode but it works fine
	- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.

	#rb:none
	#code review: Thomas.Sarkanen

Change 3308764 on 2017/02/17 by Jurre.deBaare

	Fix for non-unity Orion game build

Change 3308774 on 2017/02/17 by Thomas.Sarkanen

	Added multi-selection of manipulators

	Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
	Also fixed manipulators drawing in front of widget
	Changed manipualtors to be world-relative rather than screen relative scaled.
	Tweaked proximity to be stateful so we only highlight the closest node
	Also fixed slow FPS when dragging.

Change 3308802 on 2017/02/17 by James.Golding

	Fix 'apply custom curve' for pose driver targets being on by default

Change 3308824 on 2017/02/17 by Lina.Halper

	Fix build issue

	#code review:Thomas.Sarkanen
	#rb: none

Change 3308851 on 2017/02/17 by James.Golding

	Add new control manipulator picking UI

Change 3308863 on 2017/02/17 by Martin.Wilson

	Enable Live Link plugin in AnimTechDemo

Change 3308880 on 2017/02/17 by Thomas.Sarkanen

	Getting instanced subsequences working in cooked builds

Change 3309009 on 2017/02/17 by Benn.Gallagher

	Mask support and UI, not hooked up to painter yet
	Added clothing tools experimental flag and hooked up

Change 3309016 on 2017/02/17 by Martin.Wilson

	Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown

Change 3309108 on 2017/02/17 by Jurre.deBaare

	CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)

Change 3309134 on 2017/02/17 by Jurre.deBaare

	Crash in texure painting mode
	#fix Required some extra checks for new setup (can only paint while having one mesh selected)

	Issue with vertex paint propagating to lower LOD levels
	#fix There was no setup to propagate colors from source static mesh data so added the path

	#misc Re-added flow painting and removed flow-strength property
	#misc Added detail customization for texture paint UV channel

Change 3309256 on 2017/02/17 by Benn.Gallagher

	CIS fix

Change 3309393 on 2017/02/17 by James.Golding

	Set color for kinematic controls

Change 3309410 on 2017/02/17 by Ori.Cohen

	PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)

Change 3309469 on 2017/02/17 by Benn.Gallagher

	Added ContentExamples cloth assets

	Added camera transitions and controls

	Cleanup logic

	Move characters and materials onto upper plinth

	Hid actor mesh from game view.

Change 3309625 on 2017/02/17 by mason.seay

	Resaving assets to remove warnings

Change 3309802 on 2017/02/17 by Alan.Noon

	Modified Origin_Small_P lighting. Set up ArcBlade for presentation

Change 3309985 on 2017/02/17 by Thomas.Sarkanen

	Fixed crash adding multiple rigs to sequence

	If a hierarchy is empty, dont attempt to access a non-existent node

	#jira UE-42103

Change 3310209 on 2017/02/17 by Lina.Halper

	- Fix limbs detaching issues
	- added set translation to override translation
	  - moved joint targets away from the limbs
	- Spine FK is on by default
	- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.

	#rb: none

Change 3310389 on 2017/02/17 by Chris.Evans

	!N Mambo multi-joint pose demo

Change 3310911 on 2017/02/18 by Lina.Halper

	Ice/Mambo mapping fix with BaseHuman

Change 3311138 on 2017/02/19 by James.Golding

	- Allow multi-select in control picker
	- Clicking on background clears selection
	- Add 'Select All' button
	- Darken controls that are disabled (is in different kinematic mode)
	- Use selection color from control instead of outline
	- Center and fit picker to details panel width
	- Remove entire Nodes section of edit mode panel (not just tree)
	- Fix rig properties not scrolling
	- Place picker in expandable area, collapsed when no rig selected

Change 3311147 on 2017/02/19 by Thomas.Sarkanen

	Fix spine keying

	Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.

	This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.

Change 3311150 on 2017/02/19 by Thomas.Sarkanen

	Synchronizing sequencer selection

	Now enter key works for keying selected tracks

	Added new way to select sequencer tracks externally via property paths.

Change 3311152 on 2017/02/19 by Thomas.Sarkanen

	Missed files

Change 3311153 on 2017/02/19 by Thomas.Sarkanen

	CIS fixes

Change 3311154 on 2017/02/19 by Thomas.Sarkanen

	File I missed (CIS fix)

Change 3311156 on 2017/02/19 by James.Golding

	Change 'ControlRig Edit Mode' icon

Change 3311176 on 2017/02/19 by Lina.Halper

	Fix build issue

	#rb:none
	#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding

	p.s. not sure who's code, so just adding everybody I can think of

Change 3311261 on 2017/02/19 by Lina.Halper

	- Fixed an issue when you don't have parent in the rig
	  - get all component space, and convert to local

	#rb:none
	#code review: Thomas.Sarkanen

Change 3311282 on 2017/02/19 by Lina.Halper

	Fixed issue where pivot location is incorrect when mapping to other meshes

	#rb: none
	#code review:Thomas.Sarkanen

Change 3311491 on 2017/02/20 by Thomas.Sarkanen

	CIS fix

Change 3311497 on 2017/02/20 by Jurre.deBaare

	Game editor compile error
	#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY

Change 3311507 on 2017/02/20 by Jurre.deBaare

	Cloth paint progress
	- Different approach / refactored out paint ray retrieval
	- Added key input callback to IMeshPainter and derived classes
	- Added toggle for showing invisible vertices
	- Added gradient paint tool
	- Details customization for brush/gradient tool settings
	- Some cleaning

Change 3311527 on 2017/02/20 by Jurre.deBaare

	CIS header guard warning

Change 3311530 on 2017/02/20 by Jurre.deBaare

	CIS dereferencing possible nullptr warning

Change 3311533 on 2017/02/20 by Jurre.deBaare

	CIS dereferencing warning (better fix)

Change 3311543 on 2017/02/20 by James.Golding

	Add buttons for switching IK/FK mode of limb/spine to picker
	Put picker and details panel in a scroll box
	Fix spine manipulators not being hidden when disabled

Change 3311649 on 2017/02/20 by James.Golding

	R key now toggles manipulator visibility

Change 3311707 on 2017/02/20 by Lina.Halper

	Added Clavicle FK controls

	#code review: Danny.Bouimad

Change 3311764 on 2017/02/20 by Martin.Wilson

	Update cameras for Live link demo map and turn on recompute tangents on Feng Mao

Change 3311858 on 2017/02/20 by Chris.Evans

	!R Updated with pose values

Change 3312043 on 2017/02/20 by Jon.Nabozny

	Change SkelMeshMerge logic to fix duplicates (again) and fix crash.

	#jira UE-39690, UE-42146

Change 3312046 on 2017/02/20 by Thomas.Sarkanen

	Fix crash drag/dropping skeletal mesh

	#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame

Change 3312052 on 2017/02/20 by James.Golding

	Change manipulator colors to red for right, blue for left, white for middle
	Change IK/FK switch buttons to yellow/purple
	Move picker buttons to take up less horizontal space
	Move IK/FK switch button positions out of C++

Change 3312137 on 2017/02/20 by Ben.Marsh

	Fix settings for using precompiled binaries in Dev-AnimPhys.

Change 3312517 on 2017/02/20 by Alan.Noon

	Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.

Change 3312570 on 2017/02/20 by Charles.Anderson

	More work on Arcblade Ragdoll for GDC

Change 3312594 on 2017/02/20 by Alan.Noon

	MultipleJointPoseDriving_GDC_P_pose_test_level

Change 3312637 on 2017/02/20 by Alan.Noon

	Reconciling offline content

Change 3312902 on 2017/02/20 by Charles.Anderson

	Minions for GDC

Change 3313206 on 2017/02/20 by Ori.Cohen

	Added trimesh support for immediate mode.

Change 3313247 on 2017/02/20 by Chris.Evans

	!N updated with both demo assets in one map

Change 3313447 on 2017/02/20 by Ori.Cohen

	Fix immediate mode collision not working with convex transforms being baked in

Change 3313472 on 2017/02/20 by Ori.Cohen

	Fix crash caused by missing switch case break

Change 3313518 on 2017/02/20 by Lina.Halper

	IK knee issue/Twist issue

	#code review: Thomas.Sarkanen, James.Golding
	#rb: none

Change 3313547 on 2017/02/20 by Lina.Halper

	Fixed Body-Ctrl to work with every node.

Change 3313617 on 2017/02/20 by Lina.Halper

	- Fix for limbs delaying when moving BodyCtrl
	- Fix for additive issue for control rig anim node

	#rb: none
	#code review: Thomas.Sarkanen

Change 3313618 on 2017/02/20 by Lina.Halper

	remove unnecessary calc

	#rb:none

Change 3313625 on 2017/02/20 by Lina.Halper

	Fixed body ctrl move keys

	- all IK keys also have to be in local space (but they're local to body_ctrl)

Change 3313633 on 2017/02/20 by Alan.Noon

	Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting

Change 3313655 on 2017/02/20 by Lina.Halper

	- Fixed so that you can tweak pelvis and move body also
	- Fixed mambo mapping

Change 3313897 on 2017/02/21 by James.Golding

	Make all FK manipulators smaller (3 instead of 4.5)

Change 3313898 on 2017/02/21 by James.Golding

	Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
	DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB

Change 3313902 on 2017/02/21 by James.Golding

	Draw lines from IK target to mid-joint

Change 3313906 on 2017/02/21 by Thomas.Sarkanen

	Fix undo/redo/save t-pose and crashes

	Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
	Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.

Change 3313938 on 2017/02/21 by Benn.Gallagher

	Migrated clothing assets

Change 3313982 on 2017/02/21 by James.Golding

	Fix static analysis in ClothPainter.cpp

Change 3313985 on 2017/02/21 by Benn.Gallagher

	Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.

	#jira UE-41935
	#rnx

Change 3314052 on 2017/02/21 by James.Golding

	Fix CIS in ControlRigEditModeSettings.cpp

Change 3314100 on 2017/02/21 by Lina.Halper

	IK fix for retargeting

	- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.

	#rb: none

Change 3314160 on 2017/02/21 by Thomas.Sarkanen

	Added optional node trajectories

	Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
	Builds trajectories and their meshes incrementally when relevant things change

Change 3314167 on 2017/02/21 by James.Golding

	Fix undo when pushing IK/FK toggle buttons

Change 3314168 on 2017/02/21 by Benn.Gallagher

	Disabled skin cache on tech demo project

Change 3314290 on 2017/02/21 by Lina.Halper

	- Cleaned up code a bit
	- Fixed thigh to rotate to target and fixed a bug that caused jittering

	#rb: none

Change 3314418 on 2017/02/21 by Thomas.Sarkanen

	Fix CIS issue

Change 3314428 on 2017/02/21 by Thomas.Sarkanen

	Fixup anim node to be of correct editor-time type

	Caused crash when placed in an anim BP

Change 3314574 on 2017/02/21 by Thomas.Sarkanen

	Fixed crash on shutdown

	#jira UE-42214

Change 3314705 on 2017/02/21 by Alan.Noon

	Iterating on map collision. Made minion weapon joint unbreakable

Change 3314722 on 2017/02/21 by Alan.Noon

	Moved minions back into Minion demo Persistent level.

Change 3314778 on 2017/02/21 by Lina.Halper

	added neck/ball_r/l control

	#code review: Daniel.Bouimad

Change 3314908 on 2017/02/21 by Ori.Cohen

	Temp fix for cloth bounds issue.

Change 3314920 on 2017/02/21 by Alan.Noon

	Placing minions. Iterating collision

Change 3314970 on 2017/02/21 by Lina.Halper

	added bone picker for toes, neck

Change 3315006 on 2017/02/21 by Benn.Gallagher

	Fixed clothing bounds issue with empty simulations.

Change 3315017 on 2017/02/21 by Lina.Halper

	fix crash on null proxy

	#rb: Benn.Gallagher

Change 3315054 on 2017/02/21 by Alan.Noon

	Placing minions

Change 3315671 on 2017/02/21 by Chris.Evans

	!B Fixed default material
	!N Added physics subgraph for Mambo
	!N Added third 'gameplay' complex example

Change 3315693 on 2017/02/21 by chris.evans

	!N Enabling tangent recompute on Mambo face and arm pits.

Change 3315838 on 2017/02/21 by Alan.Noon

	New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)

Change 3316206 on 2017/02/22 by Thomas.Sarkanen

	Fix shadowed variables

Change 3316207 on 2017/02/22 by Thomas.Sarkanen

	Manipulators are now transparent

Change 3316258 on 2017/02/22 by Jurre.deBaare

	- Fix for changing levels while force painting to a specific LOD
	- Brush depth not same as in main

Change 3316259 on 2017/02/22 by Jurre.deBaare

	Fix for paint verts being rendered outside of painting area
	#misc want to change underlying behaviour for the brush representation but this'll patch it up for now

Change 3316260 on 2017/02/22 by Jurre.deBaare

	Changed default paint brush settings

Change 3316267 on 2017/02/22 by Jurre.deBaare

	Added channel paint flags to texture painting settings
	#misc might want to create base class for common paint settings

Change 3316268 on 2017/02/22 by Jurre.deBaare

	Fix for issue with viewport color mode not being reset when exiting mesh paint mode
	#jira UE-42221

Change 3316278 on 2017/02/22 by James.Golding

	Fix crash when pose asset contains a bone that is not in the mesh

Change 3316304 on 2017/02/22 by Thomas.Sarkanen

	Prevent sequencer from reselecting tracks when keys are selected

	Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
	Also made manipualtors not grow and shrink when transacting.
	Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.

	#jira UE-42164

Change 3316325 on 2017/02/22 by James.Golding

	Hook up Mambo physics as 'Pose Process AnimBP'

Change 3316384 on 2017/02/22 by James.Golding

	Slow down mambo anim playback rate

Change 3316385 on 2017/02/22 by Jurre.deBaare

	CIS: Deprecation warning fix

Change 3316424 on 2017/02/22 by Lina.Halper

	#fix : control rig mapping fix for Mambo

	#lockdown: James.Golding

Change 3316525 on 2017/02/22 by Lina.Halper

	- Fixed so that the mapping happening with retarget base pose, not ref pose
	- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
	- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.

	#lockdown: James.Golding
	#rb: none
	#code review: Thomas.Sarkanen, James.Golding

Change 3316684 on 2017/02/22 by Lina.Halper

	fix shadow warning

	#rb: none
	#lockdown: james.golding

Change 3316748 on 2017/02/22 by Thomas.Sarkanen

	Fix t-pose bindings in various demo workflow situations

	Fix a crash when clearing actor
	Fix t-pose when opening a new sequence over an old one
	Fix t-pose on save

	Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.

	#jira UE-42136

Change 3316895 on 2017/02/22 by Jurre.deBaare

	Incorrect simulation verts getting painted
	#fix added an early rejection test
	#misc fixed sqrd vs non-sqrd check
	#misc level painting already did this in other specific code

Change 3316917 on 2017/02/22 by thomas.sarkanen

	Disabling threaded update on Mambo's post process anim BP

	We dont support running the main BP non-threaded and the post process threaded right now.

Change 3316933 on 2017/02/22 by Thomas.Sarkanen

	Fixed linux shadow variable warning

Change 3317104 on 2017/02/22 by Chris.Evans

	!N Initial animation with face

Change 3317483 on 2017/02/22 by Alan.Noon

	Added controls to resize the Orbital Laser Impulse in the minion demo

Change 3317592 on 2017/02/22 by Alan.Noon

	Tweaking Parameters on orbital Laser Pawn

Change 3317608 on 2017/02/22 by Lina.Halper

	Sorry - missed this files from previous check-in
	It should have gone with CL 3316525

	#rb:none
	#code review:Thomas.Sarkanen, James.Golding

	#lockdown: James.Golding

Change 3317762 on 2017/02/22 by Lina.Halper

	- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
	- the bug was property was overriding the value, so we'll  have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)

	#rb:none
	#code review: Thomas.Sarkanen, James.Golding
	#lockdown: James.Golding

Change 3317807 on 2017/02/22 by Martin.Wilson

	Update for Live link code

	-Rename Maya Source to Message Bus Source
	-Fix typo in ReceiveClient function name

Change 3318031 on 2017/02/22 by Alan.Noon

	100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse

Change 3318217 on 2017/02/22 by Jon.Nabozny

	Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.

Change 3318365 on 2017/02/22 by Alan.Noon

	Created new shadow capsule asset for minion. Disabled DOF.

Change 3318421 on 2017/02/22 by Alan.Noon

	Adding more minion anims for variety

Change 3318435 on 2017/02/22 by Alan.Noon

	Tweak to minion anim BP: minions pick and idle and stay with it.

Change 3318860 on 2017/02/23 by James.Golding

	Force update nodes and manipulators when changing IK/FK mode
	Better fix for UE-42257

Change 3318869 on 2017/02/23 by James.Golding

	Key limb manipulators when switching IK/FK mode

Change 3318870 on 2017/02/23 by James.Golding

	Fix head button picker location

Change 3318875 on 2017/02/23 by James.Golding

	Add 'T' key shortcut for toggling trajectory drawing

Change 3318907 on 2017/02/23 by Benn.Gallagher

	Added rail for clothing sheet examples

Change 3318909 on 2017/02/23 by Thomas.Sarkanen

	Fix trajectories jittering as they generate

	The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
	Basically to get the rig to a state it needs ticking more than once.
	This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
	This may be to do with the latent IK/FK switching, and needs to be investigated.
	For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.

Change 3318929 on 2017/02/23 by James.Golding

	Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)

Change 3318930 on 2017/02/23 by James.Golding

	Resave pose_test_level with camera in better default position

Change 3318969 on 2017/02/23 by thomas.sarkanen

	Added demo map with mannequin and mambo

Change 3318975 on 2017/02/23 by thomas.sarkanen

	Improved embededed test sequence

	Kept blends away from initial binding because of t-pose issues

Change 3318979 on 2017/02/23 by thomas.sarkanen

	Added sequence showing retargeting to multiple skeletons

Change 3318983 on 2017/02/23 by thomas.sarkanen

	Improved retargeting sequence so that loop points dont pop animation

Change 3318991 on 2017/02/23 by Thomas.Sarkanen

	Prevent division by zero in trajectory generation

	Newly created sequences dont have a frame interval set up.

Change 3319013 on 2017/02/23 by Lina.Halper

	Fixed twist issue

	#lockdown: James.Golding
	#rb: none

Change 3319017 on 2017/02/23 by Lina.Halper

	Checked in wrong line - disabling optimization

	#rb:none
	#lockdown:James.Golding

Change 3319034 on 2017/02/23 by Lina.Halper

	sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged

	#rb: none
	#lockdown: James.Golding

Change 3319056 on 2017/02/23 by Lina.Halper

	Back out changelist 3319013
	#lockdown:James.Golding

Change 3319090 on 2017/02/23 by Thomas.Sarkanen

	Added bookmarks to level, fixed up animation sequeces to be used in demo

	Cleaned up unused assets from demo folder

Change 3319209 on 2017/02/23 by Chris.Evans

	!R Lighting rebuilt
	!N cameras added, camera switching functionality

Change 3319219 on 2017/02/23 by Chris.Evans

	!R Disabling physics on the snake head on left shoulder

Change 3319268 on 2017/02/23 by Chris.Evans

	!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.

Change 3319290 on 2017/02/23 by James.Golding

	Default bShowManipulatorsDuringPlayback to on

Change 3319291 on 2017/02/23 by James.Golding

	Add GDC2017 shared collection

Change 3319867 on 2017/02/23 by Alan.Noon

	Moved Audio to a level and removed from sublevel list. Deleted particles.

Change 3320056 on 2017/02/23 by Alan.Noon

	Built lighting in Clothing_GDC_P

Change 3320067 on 2017/02/23 by Ori.Cohen

	Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)

Change 3320085 on 2017/02/23 by Alan.Noon

	Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"

Change 3320098 on 2017/02/23 by Martin.Wilson

	Final updates for Live Link GDC Demo

	-Add maya scene for demo
	-Add binary for maya plugin + installation instructions
	-Update actor location from based on latest maya scene and fix cameras in sequencer
	-Updates on live link system for demo that I have been running with locally. Should be safe.

Change 3320579 on 2017/02/23 by Alan.Noon

	Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.

Change 3321144 on 2017/02/24 by Chris.Evans

	!B Lighting was bad in PIE,  forced -1.5 exposure bias on all cameras

Change 3321317 on 2017/02/24 by James.Golding

	PIE on pose_test_level jumps to first placed camera

Change 3321956 on 2017/02/24 by Alan.Noon

	Adding missing minion anims. And Stuff.

Change 3324190 on 2017/02/27 by Lina.Halper

	Removed ensure from EvaluateAnimation

	- this is invalid because of worker thread but I'll have more conversation over this change.

	#rb: none
	#code review: Laurent.Delayen, Martin.Wilson
	#jira: UE-41731

Change 3324309 on 2017/02/27 by Lina.Halper

	fixed issue with skeleton bone not displaying for curve picker

	#jira: UE-41909
	#rb: Marc.Audy

Change 3324342 on 2017/02/27 by mason.seay

	First round of assets for testing root motion with framerate

Change 3324562 on 2017/02/27 by Lina.Halper

	Fix build error

	#rb: none

Change 3325010 on 2017/02/28 by mason.seay

	Finished map

Change 3325124 on 2017/02/28 by mason.seay

	Updated test to use trigger instead of delay

Change 3325205 on 2017/02/28 by mason.seay

	Deleting old map

Change 3325207 on 2017/02/28 by mason.seay

	Deleting old map

Change 3325752 on 2017/02/28 by Lina.Halper

	Back out changelist 3319056

	- adding upper twist back again

	#rb: none

Change 3325759 on 2017/02/28 by James.Cobbett

	Moving Weld automated tests to EngineTest project

Change 3326039 on 2017/02/28 by Lina.Halper

	Fix spine issues

	This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.

	#jira: UE-42260, UE-42268
	#rb: none

Change 3326246 on 2017/02/28 by mason.seay

	Test map and assets for overlap functional tests

Change 3327926 on 2017/03/01 by Lina.Halper

	- disabled pelvis animation on WaveAnimationGDC
	- added pelvis controls so that you can animate without worring about gmibal lock.

	#code review: danny.bouimad

Change 3327971 on 2017/03/01 by Lina.Halper

	Moved BaseHuman to ControlRig/Content folder

	- checking in redirector for the people who have local contents that want to keep

	#code review: Thomas.Sarkanen

Change 3329196 on 2017/03/02 by James.Cobbett

	Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.

Change 3329263 on 2017/03/02 by mason.seay

	Temp submission as I reorganize other content

Change 3329321 on 2017/03/02 by mason.seay

	Reorganizing content

Change 3329493 on 2017/03/02 by James.Cobbett

	Moving/renaming automated tests

Change 3332044 on 2017/03/03 by mason.seay

	Procedural Mesh Functional Tests

Change 3332049 on 2017/03/03 by Mason.Seay

	Screenshot comparisons for Procedural Mesh Tests

Change 3333080 on 2017/03/06 by Lina.Halper

	Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node

	#jira: UE-42460

Change 3333826 on 2017/03/06 by Lina.Halper

	Renamed nodes -
	- adding rename feature for HumanRig

	#rb: none

Change 3333847 on 2017/03/06 by Lina.Halper

	Fixed build error

Change 3333865 on 2017/03/06 by Lina.Halper

	Fixed build error on shadow warning

Change 3333957 on 2017/03/06 by Lina.Halper

	Fixed issue where limb length wasn't applied correctly on human rig

	#jira: UE-42307

Change 3335109 on 2017/03/07 by Thomas.Sarkanen

	Prevent us from rebuilding node tree in 'view' mode

	This means that a rare crash cant occur any more

	#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence

Change 3335110 on 2017/03/07 by Jurre.deBaare

	Editor crashes on importing Alembic file
	#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
	#jira UE-40189

Change 3335117 on 2017/03/07 by Jurre.deBaare

	Crash when opening cloth painter with Paint mode open and selecting different actor
	#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
	#jira UE-42573

Change 3335119 on 2017/03/07 by Jurre.deBaare

	In Persona, the lighting rig rotation changes when switching between profiles
	#fix don't know how I wrote this code before, but made it so it makes sense now
	#jira UE-40877

Change 3335120 on 2017/03/07 by Jurre.deBaare

	Auto-Exposure Overriding Preview Scene Profile Settings
	#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
	#misc made same changes for animation editors
	#jira UE-39217

Change 3335121 on 2017/03/07 by Jurre.deBaare

	Points not marked as invalid in Aim Offset graph when in invalid positions
	#fix ensure that samples which have a valid grid point when checking their animation ptr
	#misc whitespace fixes
	#jira UE-40715

Change 3335122 on 2017/03/07 by Jurre.deBaare

	Cannot right-click a blend point if the green preview point is in the way
	#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
	#jira UE-39060

Change 3335123 on 2017/03/07 by Jurre.deBaare

	It's not clear which Grid Stretch  mode in blend space is currently on
	#jira UE-39080
	#fix added color change on grid stretch type state

Change 3335124 on 2017/03/07 by Jurre.deBaare

	Not clear that material baking is only supported for single lod merge actors
	#fix extended tooltip to include requirement for material merging
	#jira UE-39621

Change 3335125 on 2017/03/07 by Jurre.deBaare

	#fix Alembic import fix (indexed UVs) copy-pasta error

Change 3335126 on 2017/03/07 by Jurre.deBaare

	Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
	#jira UE-37080
	#feature Added bp exposed get/set-er
	#misc Corrected some comments

Change 3335127 on 2017/03/07 by Jurre.deBaare

	Blend space interpolation settings do not update until the user reopens the asset
	#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
	#jira UE-40950

Change 3335129 on 2017/03/07 by Jurre.deBaare

	Store imported mesh names for Alembic files (makes reimporting easier)
	#jira UE-39034

Change 3335161 on 2017/03/07 by Jurre.deBaare

	CIS fix: Partial back out changelist 3335129

Change 3335426 on 2017/03/07 by Jurre.deBaare

	Crash fix for importing random maya shapes through Alembic
	#fix add safety checks for writing material indices
	#jira UE-40189

Change 3335427 on 2017/03/07 by Jurre.deBaare

	Editor hard locks when adding Profile in Preview Scene Settings
	#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
	#jira UE-42609

Change 3335448 on 2017/03/07 by Thomas.Sarkanen

	Fixed binding (and re-binding) of rig that was broken by main integration

	Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
	Moved runtime and compile-time binding into the template (rather than the track).
	Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.

Change 3336018 on 2017/03/07 by Ori.Cohen

	Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.

	#JIRA UE-42090

Change 3336508 on 2017/03/07 by Ori.Cohen

	PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)

	#JIRA UE-42533

Change 3336524 on 2017/03/07 by Ori.Cohen

	Added compiler error when component space sim and world collision is used.

	#JIRA UE-41402

Change 3336700 on 2017/03/07 by Ben.Marsh

	Fix stream name for bulding PhysX.

Change 3336949 on 2017/03/08 by James.Golding

	In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp

	#jira UE-42377

Change 3337008 on 2017/03/08 by Lina.Halper

	- Fix for lagging update
	- Removed unnecessary update from trajectory cache

	#rb: Thomas.Sarkanen

Change 3337190 on 2017/03/08 by James.Golding

	Remove defunct PhysX 3.3 libs

Change 3337562 on 2017/03/08 by Ori.Cohen

	Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.

	#JIRA UE-41026, UE-42628

Change 3337779 on 2017/03/08 by Ori.Cohen

	Added skeletal mesh component override for sync vs async scene.

	#JIRA UE-39829

Change 3337859 on 2017/03/08 by Ori.Cohen

	Fix CIS

Change 3338593 on 2017/03/08 by Ori.Cohen

	Remove physx get geometry macro and replace with calls to .any which should be faster.

	#JIRA UE-40503

Change 3338614 on 2017/03/08 by Ori.Cohen

	Fix warning about missing EditAnywhere

	#JIRA UE-41361

Change 3338677 on 2017/03/08 by Ori.Cohen

	Fix new generated physics assets not properly setting user settings to default profile.

	#JIRA UE-41135

Change 3338683 on 2017/03/08 by Ori.Cohen

	PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)

	#JIRA UE-3225

Change 3338694 on 2017/03/08 by Ori.Cohen

	Added a getter to physical animation component (PR #3163)
	#JIRA UE-41047

Change 3339131 on 2017/03/09 by James.Golding

	Merging Engine changes from //UE4/Private-GDC17-FaceRig
	- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
	- Add CurveSyncOffset option to AudioCurveSourceComponent
	- Add 'Copy Curves To SoundWave' option to Anim Editor
	- Bind possible curve sources by iterating over component properties, rather than owned components
	- Add ref-pose override option to SkinnedMeshComponent
	- Major fixes for per-instance skin-weights (was not using per-section map)
	- Improve warnings for per-instance skin weight problems

Change 3339223 on 2017/03/09 by Thomas.Sarkanen

	Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport

	Tab is now shown by default
	Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).

	#jira UE-39365 - Make Preview scene setup more discoverable

Change 3339270 on 2017/03/09 by Lina.Halper

	Added create animation blueprint back since now we have a separate editor.

	#jira: UE-39457
	#rb: Martin.Wilson

Change 3339318 on 2017/03/09 by Danny.Bouimad

	TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.

Change 3339431 on 2017/03/09 by James.Golding

	Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
	(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)

Change 3339809 on 2017/03/09 by James.Golding

	Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX

	#jira UE-5262

Change 3339955 on 2017/03/09 by Ori.Cohen

	Allow kinematic leaf bodies in immediate mode

Change 3339995 on 2017/03/09 by mason.seay

	Collision functional tests

Change 3340085 on 2017/03/09 by Ori.Cohen

	Change default contact-gen method to PCM. This is the default in PhysX 3.4

	#JIRA UE-40365

Change 3340562 on 2017/03/09 by Ori.Cohen

	Added physx simulation shader override.

	#JIRA UE-35304

Change 3341155 on 2017/03/10 by Ori.Cohen

	Fix CIS warnings

Change 3341295 on 2017/03/10 by Martin.Wilson

	Cache compact pose bone index on FBoneReference and remove manual caching in Paragon

	#jira UE-42302

Change 3341943 on 2017/03/10 by mason.seay

	Cleaned up logic for map blueprints.  Worked around delays

Change 3342029 on 2017/03/10 by mason.seay

	Cleaned up blueprint logic to remove dependency on delays

Change 3342063 on 2017/03/10 by mason.seay

	Disabling tests

Change 3342071 on 2017/03/10 by mason.seay

	Updated map to use assertions

Change 3342884 on 2017/03/13 by James.Golding

	Expose 'trace by profile' functions to BP
	Refactor duplicated code in KismetSystemLibrary collision functions
	#jira UE-32912

Change 3342886 on 2017/03/13 by James.Golding

	Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)

	#jira UE-6015

Change 3342921 on 2017/03/13 by Benn.Gallagher

	Added some checking to anim dynamics pre update to avoid crashes when world isn't available
	#jira UE-42729

Change 3342970 on 2017/03/13 by James.Golding

	Fix incorrect display names for some ..ByProfile trace funcs

Change 3342972 on 2017/03/13 by James.Golding

	PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)

Change 3343032 on 2017/03/13 by Josh.Stoddard

	Enable stabilization in PhysX by default
	 - set PxSceneFlag::eENABLE_STABILIZATION by default
	 - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
	 - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
	#jira UE-6612 #rb ori.cohen

Change 3343073 on 2017/03/13 by Martin.Wilson

	Properly initialize single bone controller bone references

	#jira UE-42776

Change 3343074 on 2017/03/13 by Martin.Wilson

	Clear raw curve data during cooking

	#jira UE-37897

Change 3343317 on 2017/03/13 by Jurre.deBaare

	Crash after clearing the animation from a sample point in a 1D Blendspace
	#jira UE-42672
	#misc made sure that we do not deem empty blend spaces as additive

Change 3343498 on 2017/03/13 by Lina.Halper

	Fix on odin cook crash
	- fallout from CL 3336018

	#rb:Marc.Audy
	#code review:Ori.Cohen

Change 3343548 on 2017/03/13 by Lina.Halper

	Fix crash on ocean -

	#rb: none
	#code review: Ori.Cohen

Change 3344764 on 2017/03/14 by Thomas.Sarkanen

	Fixed crash right-clicking empty space in the asset shortcut dropdown

	#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
	#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor

Change 3344776 on 2017/03/14 by James.Golding

	Really fix names for BP-expose 'ByProfile' traces

Change 3344780 on 2017/03/14 by James.Golding

	PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
	#jira UE-42771

Change 3344781 on 2017/03/14 by James.Golding

	PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
	#jira UE-42610

Change 3344782 on 2017/03/14 by James.Golding

	Fix procmesh->staticmesh conversion if only a single triangle
	#jira UE-42310

Change 3344783 on 2017/03/14 by James.Golding

	PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
	#jira UE-41832

Change 3344785 on 2017/03/14 by James.Golding

	PR #3196: Improved Constraint warning message (Contributed by projectgheist)

Change 3344790 on 2017/03/14 by James.Golding

	PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)

Change 3344891 on 2017/03/14 by Jurre.deBaare

	Incorporate back list of animations into blendspace editor
	#feature added labels toggle to blend space grid
	#feature can now override animations when drop on sample
	#jira UE-39368

Change 3344921 on 2017/03/14 by Jurre.deBaare

	Expose Opacity and Opacity Mask options on material flattening
	#feature added support for baking out opacity and opacity masks
	#jira UE-39563

Change 3344963 on 2017/03/14 by Jurre.deBaare

	Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
	#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
	#jira UE-38909

Change 3345060 on 2017/03/14 by Jurre.deBaare

	CIS fix: missing include

Change 3345929 on 2017/03/14 by Jon.Nabozny

	Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).

	#jira UE-42772

Change 3346970 on 2017/03/15 by Jurre.deBaare

	#feature Support importing vertex colours from Alembic files
	#jira UE-39032

Change 3346976 on 2017/03/15 by Jurre.deBaare

	Missing files from CL 3344921

Change 3346983 on 2017/03/15 by Jurre.deBaare

	Static mesh editor crashes when opening
	#fix default value for additional settings

Change 3347019 on 2017/03/15 by James.Cobbett

	Tidying up blueprint comments

Change 3347128 on 2017/03/15 by mason.seay

	Updated descriptions on tests

Change 3347146 on 2017/03/15 by mason.seay

	Updated descriptions on tests

Change 3347178 on 2017/03/15 by Martin.Wilson

	PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)

Change 3347257 on 2017/03/15 by Thomas.Sarkanen

	Fixed crash when canceling saving a new preview mesh collection

Change 3347314 on 2017/03/15 by mason.seay

	Narrowed collision volumes by half

Change 3347386 on 2017/03/15 by mason.seay

	Updated descriptions

Change 3347388 on 2017/03/15 by mason.seay

	Forgot to disable tests :P

Change 3347397 on 2017/03/15 by James.Cobbett

	Tidying up blueprint comments for WeldingScreenshots.umap automated test

Change 3347433 on 2017/03/15 by Thomas.Sarkanen

	Fix IK/FK switch on first frame (clobbering FK data)

	Added a 'first frame' flag to limbs etc.

Change 3347436 on 2017/03/15 by Thomas.Sarkanen

	Control rig sequences can now be exported to anim sequences

	Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
	Added converter function that performs similar logic to the animation recorder.
	Fixed binding template in cooked builds.
	Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)

	#jira UE-42608 - Add "export to anim sequence" to control rig sequences

Change 3347475 on 2017/03/15 by Lina.Halper

	#LookAt node refactor
	 - you can use LookAtLocation based on joint or socket (jira UE-8972)
	 - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it

	 - GetOnScreenDebugInfo changed parameter - added runtime node
	  - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
	  - deprecated previous GetOnScreenDebugInfo

	 - Added AnimPhys Object version GUID

	#rb:Thomas.Sarkanen

Change 3347512 on 2017/03/15 by Thomas.Sarkanen

	Filter anim sequences to the correct skeleton when exporting

	Feeback from code review of CL 3347436.

Change 3347543 on 2017/03/15 by Thomas.Sarkanen

	Fix shadow variable warnings

Change 3347556 on 2017/03/15 by Jurre.deBaare

	Unable to select bones in the animation editor viewport
	#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
	#feature added toggle button to skeletal mesh editor to enable mesh section selection
	#jira UE-42893

Change 3347559 on 2017/03/15 by James.Golding

	By default, re-use anim editor with correct Skeleton when double clicking anim asset
	Add menu option to force a new edtor to open
	#jira UE-42912

Change 3347749 on 2017/03/15 by Lina.Halper

	Fix build issue.

	#rb: none

Change 3347926 on 2017/03/15 by James.Cobbett

	Adding new test to Welding.umap for children welding when attached to ragdoll

Change 3347938 on 2017/03/15 by Lina.Halper

	Fix build error

	#rb: none

Change 3347939 on 2017/03/15 by Mason.Seay

	General cleanup of bp logic in maps and blueprint actors
	Added scenarios to test actor descriptions
	Fixed an error in blueprints (I think I failed to submit changes before)

Change 3348074 on 2017/03/15 by Lina.Halper

	build error fix

	#rb: none
	#code review: martin.wilson

Change 3348154 on 2017/03/15 by Lina.Halper

	last fix, hopefully

	#rb: none
	#code review: MArtin.wilson

Change 3349160 on 2017/03/16 by Thomas.Sarkanen

	Adding 'set preview mesh' to toolbar

	#jira UE-42910 - Add 'preview mesh' button to toolbar

Change 3349175 on 2017/03/16 by Jurre.deBaare

	Notification on reimported animations that might be bad
	#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
	#jira UE-34522

Change 3349197 on 2017/03/16 by Martin.Wilson

	Add ability to choose slot to preview to montage editor

	#jira UE-38910

Change 3349216 on 2017/03/16 by James.Cobbett

	Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children

Change 3349217 on 2017/03/16 by James.Cobbett

	Disabling new Welding tests pending review

Change 3349314 on 2017/03/16 by Benn.Gallagher

	Fixed clothing not running in PS4 packaged builds

	#jira UE-42857

Change 3349504 on 2017/03/16 by James.Fox

	Enabling RootMotion automation tests. Approved: UEENGQA-12277

Change 3349611 on 2017/03/16 by Lina.Halper

	retargeting pose options change

	 - now reset, import pose, use current pose

	#rb: Martin.Wilson
	#jira: UE-19768

Change 3349738 on 2017/03/16 by Martin.Wilson

	Remove force inline from virtual compression functions.

	#jira UE-33070

Change 3349787 on 2017/03/16 by James.Golding

	Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)

Change 3349827 on 2017/03/16 by Josh.Stoddard

	- Expose PhysX stabilization as project setting, disabled by default
	- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
	#jira UE-42868

Change 3349932 on 2017/03/16 by James.Golding

	Possible fix for cooking crash - ContentBrowser module not necessarily being loaded

Change 3350011 on 2017/03/16 by Jon.Nabozny

	Created AddForceAtLocationLocal function to allow component space forces.

	#jira UE-38115

Change 3350134 on 2017/03/16 by Josh.Stoddard

	Fix memory leak from GPhysXSDK->createShape()
	#jira UE-42733 #rb ori.cohen

Change 3351166 on 2017/03/16 by Lina.Halper

	Fixed build issue

	#code review:Jon.Nabozny

Change 3351451 on 2017/03/17 by Benn.Gallagher

	Fixed clothing reimports not working correctly and possibly leading to editor crash
	#jira UE-42953

Change 3351564 on 2017/03/17 by Benn.Gallagher

	Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary

	#jira UE-42224

Change 3351594 on 2017/03/17 by mason.seay

	Updated BP logic to use Set Actor Location (speeds up tests)

	Gave actors distinct names

	Reworded descriptions

Change 3351629 on 2017/03/17 by Jon.Nabozny

	Add methods to determine the WeldParent and WeldChildren of a given component.

	#jira UE-40733

Change 3351639 on 2017/03/17 by Jon.Nabozny

	Fix StopMovementImmediately for WheeledVehicleMovementComponent.

	#jira UE-40078

Change 3351649 on 2017/03/17 by Jon.Nabozny

	Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.

Change 3351663 on 2017/03/17 by Thomas.Sarkanen

	Anim notify blueprints now start with a 'received notify' event node (ghosted)

	#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override

Change 3351696 on 2017/03/17 by Thomas.Sarkanen

	Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component

	Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
	Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
	Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
	Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
	Commented FAnimNode_Base interface.

	#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe

Change 3351698 on 2017/03/17 by James.Golding

	Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
	#jira UE-42802

Change 3351701 on 2017/03/17 by James.Golding

	Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets

Change 3351703 on 2017/03/17 by James.Golding

	Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
	#jira UE-39664

Change 3351704 on 2017/03/17 by James.Golding

	Fix scrubbing curves that aren't selected
	#jira UE-39574

Change 3351805 on 2017/03/17 by Thomas.Sarkanen

	Prevent crash when trying to implement a function in a child anim blueprint

	The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.

	#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint

Change 3352000 on 2017/03/17 by James.Cobbett

	Adding VehicleAdvBP assets for use in upcoming Welding tests

Change 3352067 on 2017/03/17 by Lina.Halper

	Removed AnimGraph from GraphEditor module
	- Created node factory, pin factory, pin connection policy factory
	- Moved all anim related files out of GraphEditor

	#code review: Michael.Noland
	#jira: UE-37976
	#rb: Michael.Noland

Change 3352178 on 2017/03/17 by Lina.Halper

	Moved to AnimationBlueprintEditor as these are just graph visual nodes

	#code review:Michael.Noland

Change 3352753 on 2017/03/17 by James.Fox

	Checking in some naming convention changes for Overlap automation test.

Change 3353371 on 2017/03/19 by Lina.Halper

	Fix build error

	#code review: Bob.Tellez

Change 3353644 on 2017/03/20 by Jurre.deBaare

	Animation thumbnails vanishing
	#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
	#jira UE-42974

Change 3353654 on 2017/03/20 by James.Golding

	Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
	Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header

Change 3353684 on 2017/03/20 by Jurre.deBaare

	Separate asset viewer profiles for local / shared
	- Split out profiles in local/shared UProperty
	- Modifications to ini writing :(
	- Extra checks for default ini writing
	- Add checkout/make writable for default editor ini file

Change 3353803 on 2017/03/20 by Jurre.deBaare

	CIS fixes

Change 3353830 on 2017/03/20 by Martin.Wilson

	Fix additives breaking when pose link not connected to anything

	#jira ue-39174

Change 3353847 on 2017/03/20 by Martin.Wilson

	Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes

	#jira UE-40446

Change 3353950 on 2017/03/20 by Ori.Cohen

	Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.

	#JIRA UE-42090

Change 3353956 on 2017/03/20 by Ori.Cohen

	Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)

Change 3354003 on 2017/03/20 by Thomas.Sarkanen

	Back out changelist 3353914

Change 3354031 on 2017/03/20 by Benn.Gallagher

	Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
	#jira UE-42975

Change 3354151 on 2017/03/20 by Lina.Halper

	Make sure nullptr tick function still works
	- this is prerequisite for the play and export option

	#rb:Ori.Cohen

Change 3354229 on 2017/03/20 by James.Golding

	Add 'default camera' options for skel meshes
	#jira UE-42762

Change 3354342 on 2017/03/20 by Martin.Wilson

	Strip out identity raw tracks when baking additives.

	#jira UE-40508

Change 3354388 on 2017/03/20 by Martin.Wilson

	Fix false anim blueprint compile errors with aim offset pins

	#jira UE-38196

Change 3354494 on 2017/03/20 by Martin.Wilson

	Serialize compressed anim data when counting memory

	#jira UE-39691

Change 3354515 on 2017/03/20 by Josh.Stoddard

	Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
	#jira UE-41484 #rb ori.cohen

Change 3355932 on 2017/03/21 by Thomas.Sarkanen

	Back out changelist 3354003

	Reinstating merge from Main:

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)

Change 3355954 on 2017/03/21 by Thomas.Sarkanen

	Fixed up CIS issues post merge from Main

Change 3355974 on 2017/03/21 by James.Golding

	Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)

Change 3355981 on 2017/03/21 by Jurre.deBaare

	Whitelisted circular dependencies between meshpaintmode and VR editor modules

Change 3355986 on 2017/03/21 by Jurre.deBaare

	Linux CIS file, non-capital M

Change 3356072 on 2017/03/21 by James.Golding

	Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
	#jira UE-43117

Change 3356073 on 2017/03/21 by James.Golding

	Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent

Change 3356300 on 2017/03/21 by Ori.Cohen

	Allow kinematic bodies with simulated parents using the full scene solver

Change 3356362 on 2017/03/21 by Lina.Halper

	- Support create animation from Play
	- Support export animation from Play
	 - this allows retargeting, post graph, or anything you see in engine will be baked to the animation

	#rb: Thomas.Sarkanen
	#jira: UE-19746

Change 3356482 on 2017/03/21 by Martin.Wilson

	Fix crash when opening a new montage

	#UE-43132

Change 3356709 on 2017/03/21 by James.Golding

	Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
	Add clamps when editing rotation of collision shapes, to avoid massive rotation entries

	#jira UE-39664

Change 3356968 on 2017/03/21 by Ori.Cohen

	Fix physics asset bounds to be as small as 1cm.
	This introduces flicker, but passing to rendering to fix that on their end.

Change 3357092 on 2017/03/21 by Josh.Stoddard

	Don't update kinematic target if the body isn't moving
	#jira UE-42784 #rb ori.cohen

Change 3357194 on 2017/03/21 by Lina.Halper

	Fix on vehicle anim instance look at node issue

	#rb: Ori.Cohen
	#jira: UE-43116

Change 3357298 on 2017/03/21 by Ori.Cohen

	Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.

	#JIRA UE-42211

Change 3357494 on 2017/03/21 by Jon.Nabozny

	Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.

	#jira UE-43098

Change 3357892 on 2017/03/21 by Lina.Halper

	fix build error
	#rb: none

Change 3358078 on 2017/03/22 by James.Golding

	Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)

Change 3358080 on 2017/03/22 by Jurre.deBaare

	Updating Alembic importer thirdparty dependencies for Windows and Mac

Change 3358081 on 2017/03/22 by James.Golding

	Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member

Change 3358092 on 2017/03/22 by James.Golding

	Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)

Change 3358093 on 2017/03/22 by James.Golding

	Panning in orbit mode now takes in account camera speed

	#jira UE-43082

Change 3358106 on 2017/03/22 by Thomas.Sarkanen

	Fix fallout from Main integration

Change 3358454 on 2017/03/22 by Ori.Cohen

	Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor

	#JIRA UE-41711

Change 3358886 on 2017/03/22 by Ori.Cohen

	Fix AutoWeld not being disabled in blueprint editor when the object is simulated

	#JIRA UE-40193

Change 3358950 on 2017/03/22 by Lina.Halper

	reverted code asking about asset name when create asset

	#rb: none

Change 3359034 on 2017/03/22 by Lina.Halper

	#fix fall out from previous revert
	 - because now export also shows the window. we don't want export to FBX to show name dialog
	 - it will use asset name as base

	#rb: none
	#code review:Thomas.Sarkanen

Change 3359165 on 2017/03/22 by Ori.Cohen

	Fix welded capsules not using the right rotation

	#JIRA UE-41546

Change 3359232 on 2017/03/22 by Ori.Cohen

	Bump DDC key for new bvh34.

Change 3359233 on 2017/03/22 by mason.seay

	Added a couple more scenarios and updated names.  Needs more organization

Change 3359293 on 2017/03/22 by tim.gautier

	Submitting MeshPaint test content for QAGame.

Change 3359389 on 2017/03/22 by Ori.Cohen

	Back out changelist 3356589

Change 3359402 on 2017/03/22 by Jon.Nabozny

	Move GetWeldParent and GetWeldChildren to EngineTest.

Change 3359978 on 2017/03/23 by Jurre.deBaare

	Mesh Paint brush disappears when painting in VR
	#fix removed conditional clause for painting the interactors
	#jira UE-43150

Change 3359980 on 2017/03/23 by Jurre.deBaare

	Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
	#fix reverted to old behavior, paint mode overriding catching key input to viewport
	#jira UE-43158

Change 3360052 on 2017/03/23 by James.Golding

	Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.

Change 3360121 on 2017/03/23 by James.Golding

	Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds

Change 3360177 on 2017/03/23 by Jurre.deBaare

	Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore

Change 3360358 on 2017/03/23 by mason.seay

	Updated naming and organization of actors in Outliner

Change 3362050 on 2017/03/23 by Lina.Halper

	Back out changelist 3343074

	#rb:none
	#code review: Martin.Wilson, James.Golding

[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Ori Cohen
368bd22e6b Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none

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

Change 3050254 on 2016/07/14 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614

Change 3136629 on 2016/09/22 by Marc.Audy

	bye bye auto

Change 3136631 on 2016/09/22 by Marc.Audy

	Allow objects to be marked as duplicate transient or non PIE duplicate transient
	ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
	#jira UE-35680

Change 3136636 on 2016/09/22 by Marc.Audy

	ParticleSystem and Audio Components now  route Activate/Deactivate events to blueprints
	Component Activate/Deactivate events now provide component as a property
	#jira UE-35191

Change 3136640 on 2016/09/22 by Marc.Audy

	Expose bReplicates to blueprint component properties
	#jira UE-34433

Change 3136709 on 2016/09/22 by Ori.Cohen

	Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.

	#JIRA UE-36234

Change 3136710 on 2016/09/22 by Ori.Cohen

	Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.

	#JIRA UE-35899

Change 3136770 on 2016/09/22 by Marc.Audy

	Fix compile error

Change 3136854 on 2016/09/22 by Marc.Audy

	Sprite components need to be text export transient
	#jira UE-36064

Change 3136926 on 2016/09/22 by Ori.Cohen

	Fix ensure when skeletal mesh bodies have no collision.

Change 3137054 on 2016/09/22 by Aaron.McLeran

	PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)

Change 3137058 on 2016/09/22 by Aaron.McLeran

	PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)

Change 3137060 on 2016/09/22 by Aaron.McLeran

	UE-36336 Fixing A3D for mono/2D sounds

	- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
	- Fixing A3D mono sources from failing after a time

Change 3137066 on 2016/09/22 by Aaron.McLeran

	Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0

Change 3137098 on 2016/09/22 by dan.reynolds

	AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.

Change 3137132 on 2016/09/22 by Aaron.McLeran

	PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)

Change 3137175 on 2016/09/22 by Aaron.McLeran

	Fixing compile error with PhysXCollision.cpp from CL 3136710

Change 3137540 on 2016/09/23 by Thomas.Sarkanen

	Fixed crash when generating LODs automatically for skeletal meshes

	Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.

	#jira UE-36253 - Crash applying LOD changes in Persona

Change 3137720 on 2016/09/23 by Thomas.Sarkanen

	Changed asset shortcut bar to display asset names & reworked padding

	#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text

Change 3137761 on 2016/09/23 by Martin.Wilson

	Fix typo in root motion from everything accumulation code

Change 3137877 on 2016/09/23 by Thomas.Sarkanen

	Fixed undo/redo forcing skeletal meshes into t-pose

	Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.

	#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function

Change 3137885 on 2016/09/23 by Benn.Gallagher

	Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
	#jira UE-35151

Change 3137888 on 2016/09/23 by Benn.Gallagher

	Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
	#jira UE-24860

Change 3137889 on 2016/09/23 by Benn.Gallagher

	Fixed transform and widget inconsistencies in IK edit mode
	#jira UE-20628

Change 3137890 on 2016/09/23 by Jurre.deBaare

	Alembic Cached Geometry Does Not Display in Stand Alone Game
	#fix required to force load the GeometryCache module during runtime
	#jira UE-36187

Change 3137892 on 2016/09/23 by Jurre.deBaare

	Geometry cache playback should work in sequencer
	#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
	#jira UE-35447

Change 3137893 on 2016/09/23 by Jurre.deBaare

	Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
	#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
	#jira UE-35091

Change 3137894 on 2016/09/23 by Jurre.deBaare

	Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
	#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
	#misc added a new check + message in case this occurs again
	#jira UE-36059

Change 3137938 on 2016/09/23 by Jurre.deBaare

	Alembic Importing with Incorrect UV's
	#fix adding option for flipping UVs on import
	#jira UE-36190

	Alembic import axis not aligned correctly
	#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
	#jira UE-35510

Change 3137949 on 2016/09/23 by Jurre.deBaare

	Frame range importing causes confusion during Alembic importing
	#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
	#misc changed settings UI listview layout (extra columns and resized old ones)
	#jira UE-35498

Change 3137994 on 2016/09/23 by Martin.Wilson

	Fix for creating an empty state when dragging a montage into a state machine graph

	#jira UE-33371

Change 3138103 on 2016/09/23 by Aaron.McLeran

	UE-36312 Fixing sound node distance cross fade for case of looping sounds

Change 3138104 on 2016/09/23 by Aaron.McLeran

	UE-35392 Copy pasting local node into separate project crashes the engine

Change 3138224 on 2016/09/23 by Aaron.McLeran

	UE-36312 Fixing sound node distance cross fade for case of looping sounds

	- Adding a check for wave instance count to account for virtualized sounds (one-shots)

Change 3138666 on 2016/09/23 by Ben.Zeigler

	#UEFW-204 Add more comprehensive gameplay tag tests
	Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon

Change 3138779 on 2016/09/23 by Marc.Audy

	Get rid of pointless casts

Change 3138782 on 2016/09/23 by Marc.Audy

	remove some GWorlds

Change 3139701 on 2016/09/26 by Jurre.deBaare

	Assert failed on GemetryCache for PS4 package
	#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
	#jira UE-36392

Change 3139704 on 2016/09/26 by Jurre.deBaare

	Fix for -1 begin frame
	#fix do the max as an signed int, to make sure we don't wrap around

Change 3139748 on 2016/09/26 by Benn.Gallagher

	PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)

	Moved the definition of the boundary to a FPhysScene class static
	Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary

	#jira UE-35736

Change 3139903 on 2016/09/26 by Benn.Gallagher

	Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
	#jira UE-34366

Change 3140409 on 2016/09/26 by Lukasz.Furman

	fixed uninitialized configs of gameplay debugger
	copy of CL# 3140399

Change 3140516 on 2016/09/26 by dan.reynolds

	AEOverview Map Update - Ambient Zone + Focus Test

Change 3140526 on 2016/09/26 by Jon.Nabozny

	#rn Fixed CanJump inconsistencies with previous versions.

	Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
	jump count and hold time were compared in CanJump.

	#jira UE-35524, UE-35582

Change 3140745 on 2016/09/26 by dan.reynolds

	AEOverview Test Map Update + Occlusion Test

Change 3140839 on 2016/09/26 by dan.reynolds

	AEOverview - minor updates

Change 3141101 on 2016/09/27 by Thomas.Sarkanen

	Preview scene worlds now render correctly

	Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
	In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
	Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
	Fixed up UT cases where this was being used.
	FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
	Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
	Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.

	#jira UE-22883 - Using FPreviewScenes in-game for scene captures

Change 3141106 on 2016/09/27 by Thomas.Sarkanen

	Column toggling improvements

	Column toggle menu now does not close when items are selected.
	This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
	Also allowed columns to be hidden by default for specific use cases (like the sequence browser).

	#jira UE-35818 - Anim asset browser column picker should stay up

Change 3141131 on 2016/09/27 by Thomas.Sarkanen

	Fix CIS warnings

	Fallout from preview world changes

Change 3141143 on 2016/09/27 by Jurre.deBaare

	Fix for CIS errors

Change 3141235 on 2016/09/27 by Thomas.Sarkanen

	Fix offset of Persona floor mesh when auto-alignment is enabled

	When auto alignment was disabled, the offset wasnt getting taken into account.

	#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled

Change 3141327 on 2016/09/27 by Marc.Audy

	Ensure that the client side AttachChildren array remains accurate
	#jira UE-26025

Change 3141474 on 2016/09/27 by mason.seay

	Updating test map name and moving PlayerStart

Change 3141501 on 2016/09/27 by Benn.Gallagher

	Loading time improvements for destructibles from Nvidia
	Updated to use new framework custom version instead of global object version
	Fixed usage of TArray to enable correct loading and saving of the cached data.
	#jira UE-29680

Change 3141889 on 2016/09/27 by Marc.Audy

	Fix DestructibleMesh when WITH_APEX is 0
	#jira UE-36484

Change 3142034 on 2016/09/27 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971

Change 3142131 on 2016/09/27 by Ori.Cohen

	Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.

	#JIRA UE-36381

Change 3142154 on 2016/09/27 by Ori.Cohen

	Fix build, ModuleCachedData instead of NxApexModuleCachedData

Change 3142159 on 2016/09/27 by mason.seay

	Blueprint for testing Child Actor Templates

Change 3142255 on 2016/09/27 by Jon.Nabozny

	Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.

	#jira UE-35199, UE-35197, UE-35201

Change 3142717 on 2016/09/27 by dan.reynolds

	AEOverview Update + Sound Class Test

Change 3142764 on 2016/09/27 by Marc.Audy

	Fix Ocean deprecation warnings

Change 3142962 on 2016/09/28 by Thomas.Sarkanen

	Fixed bounds calculations for local camera animations

	Correctly calculated bounds as local to the initial transform in the track.
	Implemented suggested fixes from UDN user chhaddon (The Coalition).

	#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true

Change 3143007 on 2016/09/28 by Martin.Wilson

	Added virtual bones to USkeleton

	API Breaking change:
	-Added USkeleton pointer to RemoveBonesByName
	-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead

	#jira UEFW-81

Change 3143040 on 2016/09/28 by James.Golding

	Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
	Fix up game projects to compile in Shipping/Test after this change

	PR #2757: (Contributed by projectgheist)
	#jira UE-35488

Change 3143046 on 2016/09/28 by James.Golding

	Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)

Change 3143047 on 2016/09/28 by James.Golding

	PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
	#jira UE-35142

Change 3143050 on 2016/09/28 by Martin.Wilson

	Update DDC key as some animation have stale data

Change 3143088 on 2016/09/28 by Martin.Wilson

	CIS Fixes for Ocean after FReferenceSkeleton changes

Change 3143090 on 2016/09/28 by Benn.Gallagher

	Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
	#jira UE-36482

Change 3143091 on 2016/09/28 by Thomas.Sarkanen

	Fix play/pause keyboard shortcut toggle in Persona based editors

	Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
	Added the ability for FEdModes to specify whether they can use a widget mode.
	Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).

	#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused

Change 3143100 on 2016/09/28 by James.Golding

	UE-32275  Fix Anim Curve entries losing Auto state when hidden/reshown

Change 3143107 on 2016/09/28 by Martin.Wilson

	Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us

	#jira UE-34431

Change 3143125 on 2016/09/28 by Jurre.deBaare

	PR #2749: Fix blend space triangulation (Contributed by tmiv)

Change 3143225 on 2016/09/28 by Jurre.deBaare

	Mesh/material merging basic test files

Change 3143235 on 2016/09/28 by Martin.Wilson

	Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section

	#jira UE-35929

Change 3143312 on 2016/09/28 by Marc.Audy

	Don't globally reregister components, globally recreate render state instead when force deleting assets
	Fixes crash force deleting a blueprint with a child actor component in it from the content browser

Change 3143340 on 2016/09/28 by Mieszko.Zielinski

	Improved consistency of loudness usage in AISense_Hearing #UE4

Change 3143359 on 2016/09/28 by Marc.Audy

	Fix spelling error in comment

Change 3143372 on 2016/09/28 by Jurre.deBaare

	HLOD meshes are causing degenerate triangles
	#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
	#jira UE-34336

Change 3143420 on 2016/09/28 by Mieszko.Zielinski

	Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4

Change 3143421 on 2016/09/28 by Martin.Wilson

	Allow reading on animation sequence length in blueprints

	#jira UE-34168

Change 3143455 on 2016/09/28 by James.Golding

	Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
	Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions

Change 3143518 on 2016/09/28 by Jurre.deBaare

	Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
	#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
	#misc set texture sampling for HLOD proxy base material to clamp
	#jira UE-35221

Change 3143542 on 2016/09/28 by James.Golding

	Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
	Fix comment
	Enable by default for FN

Change 3143543 on 2016/09/28 by Benn.Gallagher

	Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.

Change 3143556 on 2016/09/28 by Aaron.McLeran

	UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE

Change 3143566 on 2016/09/28 by Benn.Gallagher

	Readded early out alongside new ensure for catching bad preFilter shapes

Change 3143568 on 2016/09/28 by Marc.Audy

	Fix deprecation warnings in UT

Change 3143572 on 2016/09/28 by Jurre.deBaare

	More test content for mesh/material merging

Change 3143581 on 2016/09/28 by Jurre.deBaare

	More content :D

Change 3143585 on 2016/09/28 by Jurre.deBaare

	Geometry cache cleaning
	#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
	#misc cleaning out unecessary code

Change 3143594 on 2016/09/28 by Marc.Audy

	Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
	#jira UE-36511

Change 3143658 on 2016/09/28 by Marc.Audy

	RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
	#jira UE-36553

Change 3143776 on 2016/09/28 by Marc.Audy

	Properly reinstance child actor templates when using the fast reinstancing path
	#jira UE-36516

Change 3143896 on 2016/09/28 by Ori.Cohen

	Remove UPROPERTY on aggregate threshold which is always read from the physics settings.

Change 3144022 on 2016/09/28 by Ben.Zeigler

	Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system

Change 3144252 on 2016/09/28 by mason.seay

	More blueprints for child actor template testing

Change 3144262 on 2016/09/28 by Mason.Seay

	Deleting assets

Change 3144283 on 2016/09/28 by dan.reynolds

	AEOverview update + Sound Priority Test

Change 3144411 on 2016/09/28 by dan.reynolds

	AEOverview end of day update and tweaks

Change 3144679 on 2016/09/29 by Benn.Gallagher

	Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.

Change 3144856 on 2016/09/29 by Jurre.deBaare

	HLOD Outliner scrolls back to the top when generating proxy meshes
	#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
	#jira UE-30384

Change 3144864 on 2016/09/29 by Thomas.Sarkanen

	Preview mesh fixes

	Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
	Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).

	#jira UE-36582 - Cannot set preview mesh per-animation

Change 3144865 on 2016/09/29 by Jurre.deBaare

	More test content

Change 3144885 on 2016/09/29 by James.Golding

	UE-35307  Move 'invalid scale' warning to Message Log to be more visible in editor
	Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)

Change 3144903 on 2016/09/29 by Thomas.Sarkanen

	Deprecating StaticMesh in UStaticMeshComponent

	Added GetStaticMesh to access the value as read-only.
	SetStaticMesh is now called in all locations that used to call "StaticMesh =".
	Lots of fixups.

	#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent

Change 3145020 on 2016/09/29 by Thomas.Sarkanen

	Fix bounds calculations that include bones to respect LOD (and other requried bones)

	Sometimes bones would not be updated if we LOD switched, extending the bounds.

	#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD

Change 3145041 on 2016/09/29 by Jurre.deBaare

	Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
	#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
	#misc ignore the source lightmap uv channels to reduce data
	#jira UE-36595

Change 3145219 on 2016/09/29 by Benn.Gallagher

	Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
	#jira UE-36552

Change 3145222 on 2016/09/29 by Jurre.deBaare

	Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
	#fix on import set _all_ bone influence to 0
	#jira UE-36602

Change 3145267 on 2016/09/29 by Ori.Cohen

	Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.

	#JIRA UE-36483

Change 3145306 on 2016/09/29 by Jon.Nabozny

	Fixed PhAT so multiple constraints can be selected and edited properly at the same time.

	#JIRA: UE-31493

Change 3145342 on 2016/09/29 by Marc.Audy

	Do not update cull distance volumes whenever any property changes
	* Any movement or property change of a cull distance volume still does a global update
	* Any movement of a component belong to any other Actor updates only the components of that Actor
	* Any property change of a primitive component only updates that component
	#jira UE-36399

Change 3145958 on 2016/09/29 by Marc.Audy

	In game worlds don't auto activate components until the actor is ready to process them
	#jira UE-35189

Change 3146110 on 2016/09/29 by dan.reynolds

	AEOverview update + Soundwave Procedural Test Map

Change 3146375 on 2016/09/30 by Benn.Gallagher

	Fixed crash saving newly created destructible mesh after material refactor.
	#jira UE-36619

Change 3146378 on 2016/09/30 by James.Golding

	UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
	Also add stat for FBodyInstance::LineTrace

Change 3146379 on 2016/09/30 by James.Golding

	Add test assets for creating procmesh collision in non-editor builds

Change 3146386 on 2016/09/30 by Thomas.Sarkanen

	Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports

	Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
	This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.

	#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints

Change 3146464 on 2016/09/30 by Thomas.Sarkanen

	Fix layered blend per bone odd/even connection counts alternately working/not working

	Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.

	#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs

Change 3146652 on 2016/09/30 by Benn.Gallagher

	Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
	#jira UE-34141

Change 3146673 on 2016/09/30 by Martin.Wilson

	Make RawAnimationData (and associated anim sequence data) private

	#jira ue-25869

Change 3146680 on 2016/09/30 by Benn.Gallagher

	Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
	#jira UE-29847

Change 3146681 on 2016/09/30 by Benn.Gallagher

	Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
	#jira UE-30885

Change 3146711 on 2016/09/30 by Jon.Nabozny

	Fix PhAT SnapConstraintToBone.

	#jira UE-31491

Change 3146717 on 2016/09/30 by Danny.Bouimad

	Adding Jurres really useful merge actor test assets to somewhere QA can get em.

Change 3146738 on 2016/09/30 by Martin.Wilson

	Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1

	#tests Editor tests with mambo pose asset
	#jira UE-36189

Change 3146750 on 2016/09/30 by Jurre.deBaare

	Material baking issue
	#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
	#misc Replaced incorrect masks with _way_  better approach thanks to Martin

Change 3146755 on 2016/09/30 by Jurre.deBaare

	Need better progress bar for HLOD
	#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
	#jira UE-34334

Change 3147085 on 2016/09/30 by Marc.Audy

	PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
	#jira UE-36632

Change 3147224 on 2016/09/30 by Martin.Wilson

	CIS Fix

Change 3147280 on 2016/09/30 by Marc.Audy

	Mouse smoothing should use application frame rate, not the dilated game frame rate
	#jira UE-31040

Change 3147446 on 2016/09/30 by Aaron.McLeran

	UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly

Change 3147693 on 2016/09/30 by Ben.Zeigler

	#jira UE-36657
	If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location

Change 3147697 on 2016/09/30 by Jon.Nabozny

	Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX

	#jira UE-30486

Change 3147761 on 2016/09/30 by Jon.Nabozny

	Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.

Change 3148533 on 2016/10/03 by Thomas.Sarkanen

	Fix new deprecation warnings introduced by the pull from main

Change 3148567 on 2016/10/03 by Marc.Audy

	Fix crash when exiting PIE while a panoramic screenshot is being taken
	Make stereo panorama tick with the world it is operating on
	#jira UE-36492

Change 3148571 on 2016/10/03 by Marc.Audy

	Allow modification of components that are EditAnywhere but don't exist in the CDO
	#jira UE-36694

Change 3148607 on 2016/10/03 by Martin.Wilson

	Properly end notify states when we clear the anim instance on a skeletal mesh.

	#jira UE-32488

Change 3148711 on 2016/10/03 by Martin.Wilson

	Fix type in virtual bone tooltip

	#jira UE-36703

Change 3148746 on 2016/10/03 by Benn.Gallagher

	Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
	#jira UE-36529

Change 3148807 on 2016/10/03 by Martin.Wilson

	Fix mismatch skeleton error when undoing virtual bone changes

	#jira UE-36705

Change 3148812 on 2016/10/03 by Martin.Wilson

	Add undo support to removing virtual bones

	#jira UE-36706

Change 3148975 on 2016/10/03 by Jurre.deBaare

	Issue with combining meshes both with/without normal maps
	#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
	#misc fixed issue in function to set texture rectangle to a single colour
	#misc spotted comparison error

Change 3148976 on 2016/10/03 by Ori.Cohen

	Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs

	#JIRA UE-36639

Change 3148991 on 2016/10/03 by Jurre.deBaare

	Changing LOD materials on Merged Actors Crashes Editor
	#fix take into account LOD that is using the material when remapping (removing duplicate) materials
	#jira UE-35883

Change 3148997 on 2016/10/03 by Jurre.deBaare

	Make sure we remove matrix samples that fall outside of the import range and remap those that are in range

Change 3149002 on 2016/10/03 by Jurre.deBaare

	Issues with importing Alembic caches using  matrix transformations
	#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from

Change 3149030 on 2016/10/03 by Martin.Wilson

	Dont show save warning on animations when we have curve data

	#jira UE-34145

Change 3149115 on 2016/10/03 by Mieszko.Zielinski

	Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4

	#jira UE-35153

Change 3149186 on 2016/10/03 by Ben.Zeigler

	#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
	There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
	This code is weird but this solution is better than the old version and handles inconsistent results

Change 3149235 on 2016/10/03 by Martin.Wilson

	Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.

	#jira UE-20005

Change 3149245 on 2016/10/03 by Marc.Audy

	Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.

Change 3149397 on 2016/10/03 by Ori.Cohen

	Fix collision profile writing out response values to channels that don't exist.

	#JIRA UE-36359

Change 3149679 on 2016/10/03 by Zak.Middleton

	#ue4 -  Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.

Change 3149929 on 2016/10/04 by Jurre.deBaare

	Fix for CIS errors
	#fix Mac didn't like undefined struct

Change 3149977 on 2016/10/04 by danny.bouimad

	Massive update to Merge Actor test files

Change 3150014 on 2016/10/04 by James.Golding

	UE-36686 Fix crash when slicing and not creating other section

Change 3150016 on 2016/10/04 by James.Golding

	UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging

Change 3150019 on 2016/10/04 by James.Golding

	UE-36737 Fix LineTraceComponent not returning face index

Change 3150020 on 2016/10/04 by James.Golding

	UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module

Change 3150027 on 2016/10/04 by Ben.Marsh

	Add PhysX build option into Dev-Framework.

Change 3150042 on 2016/10/04 by Benn.Gallagher

	Fixed clothing example 1.3 collision glitches

Change 3150172 on 2016/10/04 by Benn.Gallagher

	Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
	#jira UE-36589

Change 3150319 on 2016/10/04 by Ori.Cohen

	Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.

	#JIRA UE-36535, UE-36504

Change 3150355 on 2016/10/04 by Zak.Middleton

	#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.

Change 3150370 on 2016/10/04 by Ori.Cohen

	Fix deferred actors not getting flushed.

Change 3150386 on 2016/10/04 by Martin.Wilson

	Fix additive animation check failing in cooked builds when using virtual bones

	#jira UE-36743

Change 3150424 on 2016/10/04 by Ori.Cohen

	Exclude kinematic actors from active transforms generation.

Change 3150613 on 2016/10/04 by Zak.Middleton

	#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.

	(Mirror CL 3138304  in Orion-DevGeneral)

	#jira UE-36810
	#tests compiled

Change 3150679 on 2016/10/04 by Ben.Zeigler

	Crash fix with no async scene

Change 3150765 on 2016/10/04 by Ben.Zeigler

	Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
	Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
	This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing

Change 3150796 on 2016/10/04 by Marc.Audy

	Fix LOCTEXT warnings related to blueprint class menu options

Change 3150806 on 2016/10/04 by Ben.Zeigler

	Fix bad text format in import error message, lead to double error

Change 3150891 on 2016/10/04 by Ben.Zeigler

	#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global

Change 3150914 on 2016/10/04 by Marc.Audy

	Don't try to recreate render state if it has already been recreated while the recreate context was active
	#jira UE-36590

Change 3151195 on 2016/10/04 by Dan.Reynolds

	Updates to QASoundWaveProcedural

	QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave.  Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square).  Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.

Change 3151233 on 2016/10/04 by Ben.Zeigler

	#jira UE-36836 Fix variable shadowing warnings

Change 3151328 on 2016/10/04 by dan.reynolds

	AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP

Change 3151461 on 2016/10/05 by Thomas.Sarkanen

	Fix localization warnings

	#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings

Change 3151546 on 2016/10/05 by Martin.Wilson

	Fix pose watch regression due to persona refactor changes.

	#jira UE-36851

Change 3151587 on 2016/10/05 by Jurre.deBaare

	Updating Simplygon to SDK version 8.0
	#misc removed redundant files
	#misc fixed landscape culling in merge actor path
	#misc added support for volume culling using simplygon
	#misc fixed when or not to use mesh data for material baking

	#notes
	Change: 3137650
	Date: 23/09/2016 07:57
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	-Renamed commandline variables for ZipUtils AutomationScript
	-Implemented Execute instead of ExecuteBuild
	-Updated commandline arguments in SimplygonSwarm
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
	//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
	Change: 3137649
	Date: 23/09/2016 07:56
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Moved file hash computation to ImportObject
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
	Change: 3137646
	Date: 23/09/2016 07:55
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Fixes CL3099204
	EditorPerProjectUserSetting
	Removed ConfigRestartRequired attribute from properties where it was not required
	MeshUtilities
	-Added FProxyFailedDelegate
	-Extended IMeshMerging to include FProxyFailed delegate
	-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
	-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
	SimplygonMeshReduction
	-Added check for invalid texture id
	-Updated notes and removed commented code that is not required.
	-Setup failed delegate
	-Fixed issue where image data was never hooked into the texture.
	-Fixed issue where texture table was never passed into casters
	SimplygonSwarm
	-Setup failed delegate
	-Fixed RawMesh pointer usage.
	-Move helper method into SimplygonSwarmHelpers.h.
	-Added SimplygonSwarmHelpers
	-Removed redundant constant path to 7-zip
	-Removed GetSimplygonDirectory instead using inplace.
	-Removed commented code that is currently not required.
	-Fixed Typos
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
	Change: 3099204
	Date: 24/08/2016 07:56
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Simplygon 8.0 Updates
	Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
	EditorPerProjectSettings
	*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
	*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
	*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
	SPL, SimplygonSwarm, RESTClient
	*Bumped up SPL Version to 8
	*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
	*Removed SPL Templates for version 7.0
	*Added conditional logging to REST methods
	*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
	*Updated method to take in texturepath
	SimplygonMeshReduction
	*Removed minimum version requirement.
	*Bumped up minimum version
	*Chagned license file name to refelect 8.0 changes
	*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
	Change: 3099200
	Date: 24/08/2016 07:48
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
	Change: 3099199
	Date: 24/08/2016 07:47
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
	This will remove any dependency on external zip program and should work across platforms
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
	Change: 3099197
	Date: 24/08/2016 07:40
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	*Speed improvements for FBX Scene Importer
	*Added a static method to compute Hash.
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2

Change 3151664 on 2016/10/05 by Richard.Hinckley

	Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.

Change 3151729 on 2016/10/05 by Thomas.Sarkanen

	Audit of remaining NaN checks

	Some checks remain on in shipping (generally those called from blueprint):

	- AActor::TeleportTo
	- AActor::SetActorRelativeScale3D

	#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test

Change 3151742 on 2016/10/05 by Ori.Cohen

	Make sure that if physical animation component doesn't find a body and bone it doesn't crash.

	#JIRA UE-36839

Change 3151756 on 2016/10/05 by Jurre.deBaare

	Fixing d3dcompiler_47.dll missing issue
	#fix added runtime dependency and dll name to build.cs file
	#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL

Change 3151761 on 2016/10/05 by Thomas.Sarkanen

	Fix deprecation warning from last integration

	Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.

	#jira UE-36858 - Compile UE4Editor* completed with 1 warning

Change 3151782 on 2016/10/05 by Jurre.deBaare

	Simplygon patch up
	#misc linker errors popping up from JSONCPP
	#misc incorporated emissive material property fix from other shelve
	#misc static analysis fix

Change 3151804 on 2016/10/05 by Marc.Audy

	Clear need end of frame update when unregistering a component

Change 3151928 on 2016/10/05 by Ori.Cohen

	Fix runtime DLLs not including all delay loaded physx dll files.

	#JIRA UE-36816

Change 3151977 on 2016/10/05 by Martin.Wilson

	Notifies can no longer occupy the same time on the same track.

	#jira UE-30658

Change 3151989 on 2016/10/05 by Jon.Nabozny

	Fix ArchVis character rotation pitch when looking up/down.

	#jira UE-35706

Change 3152083 on 2016/10/05 by Marc.Audy

	Ensure that pending kill components get their marked for end of frame state cleared.

Change 3152086 on 2016/10/05 by Ben.Zeigler

	#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
	Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid

Change 3152093 on 2016/10/05 by Marc.Audy

	Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
	#jira UE-36146
	#jira UE-24647

Change 3152100 on 2016/10/05 by Ben.Zeigler

	Remove pragma optmize

Change 3152112 on 2016/10/05 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072

Change 3152134 on 2016/10/05 by Jurre.deBaare

	Simplygon/Merge actor issues
	#fix for emissive output on meshes that do not have emissive properties
	#fix for texture binning, not removing invalid split area causing overlapped textures

Change 3152136 on 2016/10/05 by James.Golding

	UE-36859 Fix tooltip saying you can click to stop recording

Change 3152169 on 2016/10/05 by James.Golding

	UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
	ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
	Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh

Change 3152202 on 2016/10/05 by Jurre.deBaare

	Mac/Linux fix

Change 3152303 on 2016/10/05 by Marc.Audy

	Fix deprecation warning post merge from main

Change 3152320 on 2016/10/05 by Martin.Wilson

	Fix root motion from everything calculating incorrect root motion when animations haven't been ticking

	#jira UE-35364

Change 3152354 on 2016/10/05 by James.Golding

	PoseDriver should pass through if no poses activated

Change 3152357 on 2016/10/05 by James.Golding

	UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.

Change 3152556 on 2016/10/05 by Marc.Audy

	Remove autos

Change 3152560 on 2016/10/05 by Marc.Audy

	Don't allow child actor references to be dragged from the outliner to a level script
	#jira UE-16700

Change 3152568 on 2016/10/05 by Marc.Audy

	Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
	Remove deprecated bNoCollisionFail
	#jira UE-35928

Change 3152575 on 2016/10/05 by Marc.Audy

	Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move

Change 3153101 on 2016/10/06 by Thomas.Sarkanen

	Fix crash re-opening the viewport in Persona-based editors

	#jira UE-36775 - Editor crashes when re-opening viewport in Persona

Change 3153139 on 2016/10/06 by James.Golding

	UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported

Change 3153160 on 2016/10/06 by Thomas.Sarkanen

	Fix for crash when deleting additive layer track

	Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).

	#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona

Change 3153175 on 2016/10/06 by Benn.Gallagher

	Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
	#jira UE-36900

Change 3153223 on 2016/10/06 by Thomas.Sarkanen

	Fixed crash when opening an asset from the blend space editor

	Code was still trying to open 'old' Persona when it was disabled.
	Also fix other call sites where this was being done outside of asset type actions.

	#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona

Change 3153324 on 2016/10/06 by Thomas.Sarkanen

	Prevented invalid GUIDs from being saved into smart name containers

	AddOrFindName now checks to see if existing GUIDs are valid before using them.
	AddName now requires a valid GUID to be passed in.
	Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without  this the skeleton might not get saved.
	Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).

	#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset

Change 3153348 on 2016/10/06 by Martin.Wilson

	Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)

	#jira UE-36751

Change 3153426 on 2016/10/06 by Mieszko.Zielinski

	Added missing elements of block comments support in BT editor #UE4

Change 3153454 on 2016/10/06 by Benn.Gallagher

	Fixed crash using anim debug with subinstances that are preceded by branching nodes.
	#jira UE-36935

[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
Andrew Grant
48331caa30 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3028454)
#lockdown Nick.Penwarden

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

Change 3028439 on 2016/06/27 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28 @ CL 3028090

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3027952 on 2016/06/26 by Jurre.deBaare

	- Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling
	- Readded landscape/volume culling for in-engine static mesh merging path
	- Fixed issue with r.HLOD force -1 (now stops forcing hlods)
	- Marked hlodcullingvolume as experimental
	- Added Landscape culling flag + precision level

	#codereview Michael.Noland
	#rb Michael.Noland
	#tests build clusters locally/cloud + landscape culling tests

Change 3027702 on 2016/06/25 by Jason.Bestimt

	#ORION_DG - Merge MAIN @ CL 3027698

	#RB:none
	#Tests:none

Change 3027312 on 2016/06/24 by Daniel.Lamb

	Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages.
	#rb Peter.Sauerbrei
	#test QA game launch on and cook by the book + cook on the fly paragon

Change 3027165 on 2016/06/24 by Daniel.Lamb

	Fix compiler warnings from cvars changes.
	#rb none
	#test cook paragon

Change 3026900 on 2016/06/24 by Daniel.Lamb

	Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function.
	#rb Marcus.Wasmer
	#test Cook on the fly paragon
	#codereview Rolando.Caloca

Change 3026874 on 2016/06/24 by Olaf.Piesche

	#jira OR-18363
	fix distortion in particle macro UVs with camera movement

	#rb frank.fella
	#tests PC Editor/Game

Change 3026494 on 2016/06/24 by jason.bestimt

	#ORION_MAIN - Merge 28 @ CL 3026460

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3026381 on 2016/06/24 by Graeme.Thornton

	Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon

	#rb simon.tovey
	#codereview dmitry.rekman
	#tests pc cooked client/server, golden path

Change 3025760 on 2016/06/23 by jason.bestimt

	#ORION_MAIN - Merge 28 @ CL 3025687

	#RB:none
	#tests:none

	#ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened
	//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3025661 on 2016/06/23 by Mieszko.Zielinski

	Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3025359 on 2016/06/23 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: sam.zamani
	#online,externalui,ps4
	- expose access to reset cookies before invoking embedded web browser
	- fixed not capturing resulting Url when PS4 browser is closed

	#rb none
	#tests ps4

	#ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3025184 on 2016/06/23 by Lina.Halper

	Fix crash with morphtargets

	#jira: OR-24257
	#rb: Rolando.Caloca
	#tests: switching mesh with different morphtargets in editor

Change 3024714 on 2016/06/23 by Lukasz.Furman

	added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in  games started with -LogBotGame param
	#rb Mieszko.Zielinski
	#tests server game with and without LogBotGame cmdline

Change 3024709 on 2016/06/23 by Daniel.Lamb

	Added support for async save when saving seperate bulk data file.
	Added mb saved to cooking package stats.
	#rb Andrew.Grant,Wes.Hunt
	#test Cook Paragon

Change 3024674 on 2016/06/23 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: sam.zamani
	Merging //Orion/Release-28 to Main (//Orion/Main)

	#online,identity,ps4
	- add psplus flag to online account after privilege check

	#rb none
	#tests ps4 login flow

	#ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3024510 on 2016/06/23 by Graeme.Thornton

	Added more info to the dumpparticlesystems exec command output

	#rb simon.tovey
	#tests cooked pc client, golden path

Change 3024504 on 2016/06/23 by Graeme.Thornton

	Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb)

	#rb robert.manuszewski
	#tests windows cooked client, golden path

Change 3024213 on 2016/06/22 by Ryan.Gerleve

	Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it.
	Added an ensure before a check that would fail in this case so we'll know if it happens again.

	#tests replays
	#rb john.pollard

Change 3024127 on 2016/06/22 by John.Pollard

	Bulk merge using Dev-Networking_->_Dev-General_(Orion)

	3002989
	Add ability to skip missing/changed properties in FFastArraySerializer

	3003072
	Fix crash related to new replay backwards compatibility changes

	3008097
	Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache

	3009684
	Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout

	* Adds ability to track missing/changed custom delta properties names
	* Adds ability to track missing/changed RPC's

	3013455
	Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility

	* We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date
	* No longer factor in parameters when building checksum for RPC's
	* Save FNetFieldExport handle for FClassNetCache fields
	* Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value)
	* Lots of cleanup and sanity checking improvements

	3018078
	Optimize replay checkpoints

	* Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties
	* When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation
	* To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint

	3021196
	Fix issue with Fast tarray exporting package map info during checkpoints

	* Add ability to save and restore package map ack status
	* Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint
	* No longer queue up reliable bunches on ack list for internal ack connections

	3024033
	Prune the cached change list before using when saving out checkpoints

	* Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist

	3024034
	Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream

	#rb RyanG
	#tests Replays

Change 3024021 on 2016/06/22 by Dmitry.Rekman

	Fix PS4 build.

	#rb Michael.Noland
	#tests none
	#codereview Michael.Noland, Dan.Youhon, Sammy.James

Change 3023734 on 2016/06/22 by Lukasz.Furman

	added replication for input events and tool state for both gameplay debugger categories and extensions
	#ue4
	#rb Mieszko.Zielinski
	#tests PIE, server game

Change 3023708 on 2016/06/22 by Dmitry.Rekman

	Add a separate macro for a poison malloc proxy usage.

	#rb Michael.Noland
	#codereview Michael.Noland, Gil.Gribb
	#tests Compiled OrionServer-Linux-Debug, ran it

Change 3023670 on 2016/06/22 by Nick.Darnell

	Home screen - Fixing safezones on the homescreen.  Adding a scale option to the XP_Fill widget.  Adding better animations to the tiles.  Showing subtitles again.  Hero XP summary widget now takes you to that hero.

	#rb none
	#tests PIE

Change 3023632 on 2016/06/22 by Dmitry.Rekman

	Fix incorrect matching condition in comments.

	#rb none
	#tests Compiled OrionServer-Linux-Debug
	#codereview Michael.Noland

Change 3023475 on 2016/06/22 by Rolando.Caloca

	O - Back out changelist 3022847 as it broke SSS on PC
	#rb none
	#tests re-run editor on PC

Change 3023178 on 2016/06/22 by Michael.Noland

	Engine: Added system memory and % of time spent hitching to analytics
	#rb bob.tellez
	#tests Tested a match in Paragon

Change 3022963 on 2016/06/22 by Mieszko.Zielinski

	Fixed a subtle navigation repathing bug #UE4

	While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation.

	#rb Lukasz.Furman
	#test golden path

Change 3022865 on 2016/06/22 by David.Ratti

	gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects

	#rb none
	#tests ability system sample project

Change 3022847 on 2016/06/22 by Rolando.Caloca

	O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled
	#rb Marcus.Wassmer
	#codereview Marcus.Wassmer, Brian.Karis
	#tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin

Change 3022804 on 2016/06/22 by Mieszko.Zielinski

	Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4

	Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT

	#rb Lukasz.Furman
	#test golden path

Change 3022674 on 2016/06/22 by Robert.Manuszewski

	Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz:

	UE-30729 Crash in Native Orion when selecting Sword or Tomahawk

	Clear AsyncLoading in subobjects.

	#jira OR-23997

	#rb me
	#tests Golden path in editor build, selecting Venus

Change 3022405 on 2016/06/21 by Ryan.Gerleve

	Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received.

	#rb john.pollard
	#tests bug repro

Change 3022387 on 2016/06/21 by Ryan.Gerleve

	Added the ability to disable ticking of individual worlds.

	#tests golden path
	#rb john.pollard
	#codereview marc.audy

Change 3022312 on 2016/06/21 by Nick.Darnell

	Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases.  The XP ovewview panels now have a basic support for account and hero progression.  Hero one shows the last hero you played, widget is invisibile until you play your first game.  The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy.  Weekly quests now show the weekly quests screen when clicked.  OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input.

	#rb none
	#tests PIE

Change 3022207 on 2016/06/21 by Wes.Hunt

	Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%.
	#rb none
	#tests run windows server with one bot connecting and checking analytics version is what is expected.

Change 3021808 on 2016/06/21 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: josh.markiewicz
	#UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000
	#rb none
	#tests compile run ps4

	#ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3021663 on 2016/06/21 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: josh.markiewicz
	#UE4 - CancelFindSessions() didn't null out search result
	- future FindSession() calls would fail with "search in progress"
	#rb joe.wilcox
	#tests UT matchmaking

	#ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3021508 on 2016/06/21 by Marcus.Wassmer

	Remove anti-ghosting AA for now.
	Causes dithered transparency to be very wrong (Dekker shoulders)
	And also a border around all characters of 'noisy fuzz' even when they are not moving
	#rb none
	#test PC/PS4
	#codereview Brian.Karis,Jordan.Walker

Change 3021475 on 2016/06/21 by Marcus.Wassmer

	Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664)
	unified some code for easier maintainance, fixed missing multiply from former change
	#rb none
	#test PS4/PC agora

Change 3021468 on 2016/06/21 by Michael.Noland

	Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed
	#rb ori.cohen
	#tests Compiled changes, will provide more information when issue reoccurs in build machine cooks
	#jira OR-24082

Change 3021460 on 2016/06/21 by Michael.Noland

	Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output
	#rb bob.tellez
	#tests Tested a match in Paragon
	#codereview dmitry.rekman

Change 3021368 on 2016/06/21 by Marcus.Wassmer

	Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used.
	#rb rolando.caloca
	#test agora with/wo new config
	#codereview brian.karis

Change 3021119 on 2016/06/21 by David.Ratti

	Make -notimeouts work during initial connecting phase
	#codereview John.Pollard
	#rb none
	#tests pie agora

Change 3021048 on 2016/06/21 by David.Ratti

	minor tweaks to gameplay cues:
	-Descriptions of engine GC notify classes
	-Added 'auto attach to owner' flag on actor notify class.

	#rb none
	#test ability system sample project

Change 3020694 on 2016/06/20 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3020301

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#CodeReview: cody.haskell

Change 3020624 on 2016/06/20 by Michael.Noland

	Engine: Pushing more fps chart analytics up to engine level code from Paragon
	Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks
	#rb Bob.Tellez
	#tests Golden path Solo VS AI in Paragon and forced a match
	#codereview bob.tellez, peter.knepley

Change 3020181 on 2016/06/20 by Dmitry.Rekman

	Re-do allowing allocations in NullRHI (OR-24029).

	- Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926.

	#rb none
	#codereview Marcus.Wassmer, Andrew.Grant
	#tests none

Change 3020139 on 2016/06/20 by Ryan.Gerleve

	Added ability to pause replay recording while keeping the current replay open.

	#rb john.pollard
	#tests paused deathcam recording while disabled

Change 3019817 on 2016/06/20 by Dmitry.Rekman

	Poison allocated/freed memory in Debug and Development (non-editor) configs.

	- With this Paragon client may be more likely to crash on start.

	#rb Steve.Robb
	#codereview  Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb
	#tests Built Linux server and Windows client, ran them, also built Windows Orion editor.

Change 3019599 on 2016/06/20 by Rolando.Caloca

	O - Fix flickering on heroes with morph targets
	#rb Marcus.Wassmer
	#tests Load Agora_P
	#jira OR-23866

Change 3019581 on 2016/06/20 by Wes.Hunt

	Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging)
	#rb Chris.Wood
	#tests none

Change 3019524 on 2016/06/20 by David.Ratti

	call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly

	#rb none
	#tests golden path

Change 3019406 on 2016/06/20 by Marcus.Wassmer

	Duplicate 3014956 from Dev-Rendering
	Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
	Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
	#rb none
	#test none
	#codereview Jordan.Walker

Change 3019371 on 2016/06/20 by Graeme.Thornton

	Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon.

	#rb robert.manuszewski
	#tests tested with cooked pc client + server

Change 3018492 on 2016/06/17 by Laurent.Delayen

	FBoneReferenceCustomization: support editing properties in AnimBP defaults.

	#rb none
	#tests: Sword.

Change 3017974 on 2016/06/17 by Ryan.Gerleve

	Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled.

	#rb cody.haskell
	#tests settings menu, enabled and disabled deathcam

Change 3017913 on 2016/06/17 by Robert.Manuszewski

	Fixing leaked log archive.

	#rb Steve.Robb
	#tests Cooked Win64 client + server

Change 3017873 on 2016/06/17 by Daniel.Lamb

	Fix warning in diff cooked build.
	#test none
	#rb none

Change 3017676 on 2016/06/17 by Sam.Zamani

	#online,identity,mcp
	fix for uninitialized variable

	#rb dmitry.rekman
	#tests none

Change 3017671 on 2016/06/17 by Robert.Manuszewski

	Fxied and improved log message when cluster assumptions are violated.

	#rb Steve.Robb
	#tests Win64 client + server (cooked) golden path

Change 3017358 on 2016/06/16 by Nick.Atamas

	Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets.

	#rb none
	#test PIE

Change 3017242 on 2016/06/16 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3017179

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3017237 on 2016/06/16 by Dmitry.Rekman

	Fix accessing uninitialized field (kills valgrind warnings).

	#rb none
	#codereview Michael.Noland, Andrew.Grant, Ori.Cohen
	#tests Compiled and ran Linux server.

Change 3017236 on 2016/06/16 by Dmitry.Rekman

	Initialize missed field (kills valgrind warnings).

	#rb none
	#codereview Michael.Noland, Andrew.Grant
	#tests Compiled and ran Linux server.

Change 3017186 on 2016/06/16 by Dmitry.Rekman

	Linux: Add hooks for libcrypto memory functions.

	- Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it.
	- This change a) redirects these allocations to use UE's malloc  b) initializes it with zeros, avoiding valgrind's warnings.
	- This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later).

	#rb Michael.Noland, Rob.Cannaday (original version)
	#codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani
	#tests Compiled Linux server and ran it.

Change 3017037 on 2016/06/16 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: andrew.grant
	Merging content fix for driver crash from Release-27

	#ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3016838 on 2016/06/16 by Alexis.Matte

	#jira UE-31901 fix to export all blueprint component to obj

	#rb uriel.doyon
	#codereview matt.kuhlenschmidt
	#test export a blueprint containing multiple staticmesh component to obj

Change 3016629 on 2016/06/16 by Dmitry.Rekman

	Make Binned default on Linux non-editor builds.

	#codereview Andrew.Grant
	#rb none
	#tests none

Change 3016615 on 2016/06/16 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: andrew.grant
	Temporarily disabling jemalloc for Linux
	#rb #tests none
	[CodeReviewed] Dmitry.Rekman

	#ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3016566 on 2016/06/16 by Michael.Noland

	Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge
	#codereview andrew.grant
	#rb dan.hertzka
	#tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared

Change 3016521 on 2016/06/16 by Ryan.Gerleve

	Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam.

	Includes the following CLs from Dev-Networking:
	2997908
	2998001
	2998832
	2999054
	2999057
	2999749
	3000051
	3001361
	3001365
	3004958
	3009972
	3009973

	And this CL from //UE4/Main:
	3015528

	#tests golden path, replays
	#rb john.pollard

Change 3016503 on 2016/06/16 by Brian.Karis

	Fixed uninitialized variables on particle lights. Fixes hair shading.

	#rb none
	#tests editor

Change 3016429 on 2016/06/16 by Max.Chen

	Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386.

	#jira UE-29167
	#tests Load up AnnounceMaster and adjust leading edge of animation clips
	#rb Frank.Fella

Change 3016356 on 2016/06/16 by Lina.Halper

	- Fix crash on rampage morphtarget

	Merging using //UE4/Dev-Framework_to_//Orion/Dev-General
	 - this is dupe change from Dev-Framework

	#jira: https://jira.ol.epicgames.net/browse/OR-23194
	#rb: Ori.Cohen
	#tests: editor/pie spawn as rampage's alt skin

Change 3015696 on 2016/06/15 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 27.2 @ CL 3015646

	This re-unifies our build pipeline.  Fingers crossed. (only 6 files are actually different)

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3015642 on 2016/06/15 by Mieszko.Zielinski

	Fixes to multiple reasons AI bots were getting stuck #Orion

	#rb Lukasz.Furman
	#test golden path

Change 3015622 on 2016/06/15 by Mieszko.Zielinski

	fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3015514 on 2016/06/15 by Uriel.Doyon

	Fixed GlobalMipBias not affecting max texture resolution.
	This fix is implemented differently in Dev-Rendering in  CL 301498.
	#jira OR-23511
	#rb marcus.wassmer
	#test played game with different quality settings

Change 3015258 on 2016/06/15 by Lina.Halper

	Fix crash with recursive reference between two assets

	#rb: Ori.Cohen
	#tests: Sword

Change 3014988 on 2016/06/15 by Wes.Hunt

	Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector.
	#rb daniel.lamb
	#tests compile Orion

Change 3014962 on 2016/06/15 by Olaf.Piesche

	Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters.

	#rb simon.tovey
	#tests PC editor game

Change 3014958 on 2016/06/15 by Laurent.Delayen

	Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule.
	This ensures that when the capsule is in view, the mesh will remain updated.

	#rb Michael.Noland
	#test Sword ultimate from another player's view.

Change 3014833 on 2016/06/15 by Laurent.Delayen

	Fix for Base Heroes having their locomotion blendspace broken.

	#rb Thomas.Sarkanen
	#codereview Thomas.Sarkanen
	#tests Gadget networked PIE

Change 3014688 on 2016/06/15 by Nick.Darnell

	UMG - Fixing IsHovered on UUserWidgets.  SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool.

	#rb none
	#tests PIE

Change 3014325 on 2016/06/15 by Marcus.Wassmer

	Duplicate 3012706:
	Scalability CVAR for ContactShadows
	#rb john.billon
	#test flip cvar in editor.

Change 3014230 on 2016/06/15 by Robert.Manuszewski

	Fix potentially missing log output when serializing text of length equal to the async log writer buffer size.

	#rb Steve.Robb
	#tests Tested in editor build (client + server)

Change 3013913 on 2016/06/14 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Updating from DMM (updated from 27.1MM)

	#RB:none
	#Tests:compiled

	#ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3013437 on 2016/06/14 by Simon.Tovey

	Speculative fix for OR-23158

	Couldnt' repro NANs but did see it reading garbage.

	Reinstated the check that direct accesses for particles in a zero size emitter will return null.
	Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters.

	#tests GoldenPath, No broken fx and no more reading garbage.
	#rb Olaf.Piesche

Change 3013063 on 2016/06/14 by Jason.Bestimt

	#ORION_DG - Unclog robomerge from DMM Merge

	#RB:none
	#tests:none

Change 3012936 on 2016/06/14 by Rob.Cannaday

	Fix for multiple account login not kicking previous logins
	Client was not parsing response from backend.  Client was expecting content-type to be "application/json" (using FString::Equals).  Backend was returning "application/json;charset=UTF-8".  Changed usage from FString::Equals to FString::StartsWith
	#jira FORT-25452
	#rb sam.zamani
	#tests multiple account login, frontend only

	Merge from FN CL 3011647, plus fixing one other location expecting "application/json"

Change 3012696 on 2016/06/14 by Max.Chen

	Sequencer: Select actors for corresponding selected keys or sections.

	Copy from Dev-Sequencer

	#jira UE-30727
	#tests Load up AnnounceMaster and select keyframes
	#rb none

Change 3012691 on 2016/06/14 by Max.Chen

	Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip.

	Copy from Dev-Sequencer

	#jira UE-29167
	#tests Load up AnnounceMaster and adjust leading edge of animation clips
	#rb Frank.Fella

Change 3012690 on 2016/06/14 by Andrew.Grant

	Removed Linux work-around for memory stomp alignment
	#rb none
	#tests compiled

Change 3012687 on 2016/06/14 by Max.Chen

	Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time.

	Copy from Dev-Sequencer

	#rb none
	#tests Load up AnnounceMaster and played through sequence

Change 3012627 on 2016/06/14 by Mieszko.Zielinski

	Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4

	#rb none
	#test golden path

Change 3012615 on 2016/06/14 by Mieszko.Zielinski

	Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3012572 on 2016/06/14 by Dmitry.Rekman

	Fix realloc with non-default alignment in jemalloc (OR-23541).

	- Removed obsolete check(), the code was already there since CL 1834526.

	#rb none
	#codereview Andrew.Grant, Robert.Manuszewski
	#tests none

Change 3012481 on 2016/06/14 by David.Ratti

	ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class

	#rb none
	#tests ability system sample project

Change 3012457 on 2016/06/14 by Andrew.Grant

	Un-fix misaligned memory-stomp fix for Linux
	#rb none
	#tests compiled

Change 3012320 on 2016/06/14 by Graeme.Thornton

	Fixes for MemoryAnalyser2 solution
	 - Upgraded to VS 2015
	 - Clean up solution configurations. Only leave "Any CPU"
	 - Switch project to build with "Any CPU" rather than "x64".

	Reimplementation of CL 3012221 from Dev-Core

	#rb robert.manuszewski
	#tests opened the main window form correctly in visual studio

Change 3012316 on 2016/06/14 by Thomas.Sarkanen

	Fix copying non-POD structs in the fast path

	Prevents double-deletions of TArrays etc.

	#jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path
	#tests Played PIE & died as Sword in OrionEntry, Exited PIE.
	#rb Martin.Wilson

Change 3012187 on 2016/06/14 by Graeme.Thornton

	Corrected error message when not specifying linux server device command line correctly in UAT

	#rb Dmitry.Rekman
	#tests Checked error message was useful when wrong command line was specified

Change 3012026 on 2016/06/13 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3011936

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3011969 on 2016/06/13 by Brian.Karis

	Tweaks for hair

Change 3011638 on 2016/06/13 by Andrew.Grant

	Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp).

	Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor

	#codereview Dave.Ratti, John.Pollard
	#rb none
	#tests Ran with/without memstomp

Change 3011575 on 2016/06/13 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3011414

	NOTE - Card data was altered.  Shame shame shame.  Not authoritative in DUI

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt

	#ROBOMERGE-SOURCE: CL 3011552 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3011462 on 2016/06/13 by Alexis.Matte

	#jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add.

	#rb nick.darnell
	#codereview Robert.Manuszewski
	#test export a obj file and verify all object are exported in maya or max

Change 3011424 on 2016/06/13 by Martin.Wilson

	Hack out fastpath anim bp code until heap corruption issue can be fixed.

	#rb Laurent.Delayen
	#tests Persona + PIE

Change 3011191 on 2016/06/13 by Mieszko.Zielinski

	Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4

	#rb none
	#test golden path

Change 3011138 on 2016/06/13 by Mieszko.Zielinski

	Switched bots over from travel mode to sprinting #Orion

	#rb Lukasz.Furman
	#test golden path

Change 3011075 on 2016/06/13 by David.Ratti

	Default GameplayAbility instancing policy to InstancePerExecution

	#rb BenZ
	#tests compile

Change 3011051 on 2016/06/13 by David.Ratti

	Add missing include so GameplayAbilitySet.h can be included on its own.

	#rb none
	#tests compile

Change 3010968 on 2016/06/13 by Mieszko.Zielinski

	Fixed console variables crashing on "" string #UE4

	#rb Lukasz.Furman
	#codereview Martin.Mittring
	#test PIE

Change 3010888 on 2016/06/13 by Alexis.Matte

	#jira OR-23301 Close the OS handle when closing the FAsyncWriter.

	#rb Robert.Manuszewski
	#codereview Robert.Manuszewski
	#test try to export a obj file

Change 3010239 on 2016/06/11 by Michael.Noland

	UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267]

	#jira UE-31570
	#tests Compiled some blueprints
	#rb none

Change 3009870 on 2016/06/10 by Wes.Hunt

	Remove logging of analytics payloads from dedicated servers #jira UE-31858
	#codereview:dmitry.rekman
	#rb none
	#tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster.

Change 3009599 on 2016/06/10 by Michael.Noland

	Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner)
	#tests Verified in the output of the help command
	#rb none
	#rn

Change 3009559 on 2016/06/10 by Marcus.Wassmer

	Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results.  Set SceneColorFormat to 2 on PS4 and lowspec PC.  All in all saves .3-.5ms on PS4 and improves temporalAA ghosting.
	#rb Brian.Karis
	#test Agora PS4 / PC

Change 3009525 on 2016/06/10 by David.Ratti

	Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path.

	#rb none
	#tests object libraries in paragon

Change 3009228 on 2016/06/10 by David.Ratti

	remove world check. Can be triggered in editor with PIE

	#rb none
	#tests pie

Change 3009050 on 2016/06/10 by Dmitry.Rekman

	Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance.

	- Fixes by BenM.

	#rb none
	#codereview Ben.Marsh
	#tests Compiled OrionEditor on Linux.

Change 3008973 on 2016/06/10 by Marcus.Wassmer

	Fix Windualshock on VS2015
	#rb Rolando.Caloca
	#test PS4 controller on VS2015 build

Change 3008970 on 2016/06/10 by David.Ratti

	Fix warning about minimal replication tag count
	-Made bit count a config setting. Bumped to 5
	-Minor optimization to UAbilitySystemGlobals::Get()

	#rb none
	#tests goldne path, pie

Change 3008478 on 2016/06/09 by Jason.Bestimt

	#ORION_DG - Merge MAIN @ CL 3008469

	#RB:none
	#Tests:none

Change 3008416 on 2016/06/09 by Andrew.Grant

	Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun
	#review-3008417 Ben.Marsh, Justin.Sargent
	#rb none
	#tests BuildCookRun with config

Change 3008286 on 2016/06/09 by Dmitry.Rekman

	Add LinuxClient target platform.

	#rb none
	#tests Compile OrionEditor on Linux.
	#codereview Brad.Angelcyk, Ben.Marsh

Change 3007978 on 2016/06/09 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3007507

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari, kerrington.smith

	#ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3007771 on 2016/06/09 by Laurent.Delayen

	Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node.

	#rb martin.wilson
	#codereview martin.wilson
	#tests Sword Leap.

Change 3007436 on 2016/06/09 by David.Ratti

	change designer facing parameter name
	#rb none
	#test compile

Change 3007408 on 2016/06/09 by David.Ratti

	WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events

	#rb danY
	#tests pie

Change 3007250 on 2016/06/09 by bruce.nesbit

	Banner impact location fix. (OR-23179)

	#rb none

	#tests Game+PIE

Change 3007228 on 2016/06/09 by Ben.Marsh

	BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph.

	#rb none
	#tests none

Change 3007225 on 2016/06/09 by Ben.Marsh

	EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job.

Change 3006985 on 2016/06/08 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3006936

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3006978 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3006926 on 2016/06/08 by Andrew.Grant

	Merging //UE4/Main @ 300872 via //UE4/Orion-Staging
	#rb none
	#tests engine QA, orion qa smoke

Change 3006444 on 2016/06/08 by Ben.Marsh

	BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead.

	#rb none
	#tests none

Change 3006389 on 2016/06/08 by Daniel.Lamb

	Delay the processing of packages which aren't ready till the end of the cook.
	This allows other packages to be processed sooner.
	#rb Peter.Sauerbrei
	#test cook orion.

Change 3006306 on 2016/06/08 by Michael.Noland

	Rendering: Added FreezeRendering to the console autocomplete list
	#rn

Change 3006305 on 2016/06/08 by Michael.Noland

	HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example)
	Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values:
	-1: No maximum level (default)
	0: Prevent ever showing a HLOD cluster instead of individual meshes
	1: Allow only the first level of HLOD clusters to be shown
	2+: Allow up to the Nth level of HLOD clusters to be shown

	Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels

	HLOD: Allowed r.HLOD console command to be used in Test configurations
	HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger
	HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code

	#rn
	#codereview jurre.debaare
	#rb marc.audy
	#tests Tested with various settings in Paragon and tried creating some new clusters in the editor

Change 3006304 on 2016/06/08 by Michael.Noland

	Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first
	#rb marc.audy
	#tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon

Change 3006041 on 2016/06/08 by Andrew.Grant

	Added buildidoverride to shipping whitelist
	#rb none
	#tests compiled and used param in shipping

Change 3005678 on 2016/06/08 by Ben.Marsh

	Back out changelist 3004395

	#rb none
	#tests none

Change 3005265 on 2016/06/07 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3005120

	#RB: none
	#Tests: none

	#ROBOMERGE-SOURCE: CL 3005250 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3005081 on 2016/06/07 by Daniel.Lamb

	Reworked the way packages which are renamed on load are added to the cooked package list.
	Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory).
	#rb Andrew.Grant, Marcus.Wasmer
	#test cook orion

Change 3004752 on 2016/06/07 by Daniel.Lamb

	Requeue packages to the next package on the list instead of to the end of the list.
	#rb Andrew.Grant
	#test cook orion

Change 3004560 on 2016/06/07 by David.Ratti

	Kill timelines, latent actions, timer when recycling gameplay cues

	#rb danY
	#tests pie

Change 3004559 on 2016/06/07 by David.Ratti

	Object Library:
	-Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets.

	GameplayCue Editor:
	-Fix issue with new notifies not showing up after being created through the GC Editor (until restart).

	-Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once.

	#rb none
	#tests editor

Change 3004395 on 2016/06/07 by Ben.Marsh

	BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job.

	#rb none
	#tests none

Change 3004164 on 2016/06/07 by David.Ratti

	Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability.

	#rb danY
	#tests multi pie

Change 3003837 on 2016/06/07 by David.Ratti

	Ability system engine work
	-Default to /Game as search path for gameplay cues, if no explicit paths are set in the config.

	#rb none
	#tests ability sample project

Change 3002800 on 2016/06/06 by Marcus.Wassmer

	Fix shader crash in PIE
	#rb none
	#test PIE

Change 3002657 on 2016/06/06 by Dmitry.Rekman

	Do not copy to clipboard on crash if headless or on the wrong thread.

	- Could result in crash handler crashing itself in some circumstances.

	#rb none
	#codereveiw Brad.Angelcyk
	#tests Compiled Linux dedicated server and CrashReportClient.

Change 3002546 on 2016/06/06 by Daniel.Lamb

	Improve cooking performance.
	Allow cooker to save other packages opportunistically if main package is compiling shaders.
	Allow cooker to load more packages if there aren't many packages to save.
	#rb Josh.Adams
	#test cook orion

Change 3002369 on 2016/06/06 by Marcus.Wassmer

	Project setting for optional rendering features to reduce shader compile times.
	# of shaders per material is reduced by ~30-40% depending on material
	#rb Daniel.Wright
	#test Editor with/without all options, cooked ps4.

Change 3002142 on 2016/06/06 by David.Ratti

	Ability system engine level:
	-Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified
	-Fix crash when GameplayCue tag is not specified

	#rb none
	#tests sample ability system project, paragon

Change 3002106 on 2016/06/06 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: sam.zamani
	#orion
	- add support for code tokens which can be shared/redeemed
	- refactor of existing friend founder's pack codes to be displayed in a generic way using code token info
	- added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack
	- added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code
	- No longer differentiation between PC/PS4 friend codes
	- "Share Friend Code" button will now process all available codes that can be issued instead of just 1
	- updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type

	[CodeReviewed]: david.nikdel, jason.bestimt
	#rb david.nikdel
	#tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes

	#ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3001218 on 2016/06/05 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3001162

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3001200 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 2999508 on 2016/06/03 by jason.bestimt

	#ORION_MAIN - Merge 27 @ CL 2999463

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 2999465 on 2016/06/03 by Robert.Manuszewski

	Whitelisting more DLLs for injection.

	#rb none
	#tests none

Change 2999455 on 2016/06/03 by Lukasz.Furman

	disabled path invalidation events for minions
	#orion
	#rb Mieszko.Zielinski
	#tests PIE with additional debug logging

Change 2998488 on 2016/06/02 by Michael.Noland

	Engine: Prevent forced drawing of spline components in Test configuration
	#codereview james.golding
	#tests Ran a cooked Test build on a map with splines in it
	#rb david.ratti
	#robomerge: main

Change 2997954 on 2016/06/02 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jon.lietz
	OR-22425

	no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active.

	#RB Dave.Ratti
	#Tests golden path

	#ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2997750 on 2016/06/02 by Graeme.Thornton

	Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption
	Added -checkpak option for force a check of every mounted pak file

	#rb robert.manuszewski
	#tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error.

[CL 3031715 by Andrew Grant in Main branch]
2016-06-28 17:59:42 -04:00
Marc Audy
643171b445 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3021292)
#lockdown Nick.Penwarden
#rb None

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

Change 3016321 on 2016/06/16 by Ori.Cohen

	Refactor constraint instance so that we can easily swap parameters at runtime using profiles.

Change 3016367 on 2016/06/16 by Marc.Audy

	Strip #lockdown from changelists as well

Change 3016380 on 2016/06/16 by Martin.Wilson

	Fixes for socket copying in Persona (mode to preserve bone attachment & fix for duplicating same socket multiple times)

Change 3016396 on 2016/06/16 by Zak.Middleton

	#ue4 - Fix bad call to RemoveAt() in FFinalPostProcessSettings::UpdateEntry() causing potential infinite loop.

	#jira UE-32036
	Github #2504

	Merging using //UE4/Dev-Framework_to_//UE4/Release-4.12 (reversed)

Change 3016477 on 2016/06/16 by Marc.Audy

	Fix initialization order compile warning
	Actually initialize LastKnownScale

Change 3017624 on 2016/06/17 by James.Golding

	- Remove DestructibleActor.h from Engine.h
	- Remove SkeletalMesh.h from EnginePrivate.h

Change 3017657 on 2016/06/17 by Benn.Gallagher

	PR #2253: Fix UDestructibleComponent::AddImpulseAtLocation (Contributed by mik14a)
	#jira UE-29280

Change 3017658 on 2016/06/17 by Benn.Gallagher

	PR #1840 fixed generating patch with DestructibleMesh assets (Contributed by Pierdek)
	#jira UE-24231

Change 3017661 on 2016/06/17 by Benn.Gallagher

	Dynamic space switching for anim dynamics, also exposed a bunch of properties as optional pins.
	#jira UEFW-163

Change 3017914 on 2016/06/17 by James.Golding

	- Add WITH_EDITORONLY_DATA around ProgressiveDrawingFraction
	- Add number of morph targets to SkelMesh asset registry tags

Change 3017915 on 2016/06/17 by James.Golding

	Move util to find debugged node from FAnimationViewportClient to UAnimGraphNode_SkeletalControlBase

Change 3017916 on 2016/06/17 by James.Golding

	Remove unused FMorphTargetMap struct

Change 3018038 on 2016/06/17 by Aaron.McLeran

	UE-32124 Crash when Deleting Concatenator Node while Playing Sound Cue

Change 3018048 on 2016/06/17 by Mieszko.Zielinski

	Made GameplayDebugger's HUD toggling persist over tool toggling #UE4

Change 3018068 on 2016/06/17 by Mieszko.Zielinski

	Improved navigaiton-related condition in USceneComponent::PostUpdateNavigationData to avoid doing unnecessary work #Orion

	Thich change also fixes USceneComponent not working in client-side dynamic navmesh generation

Change 3018529 on 2016/06/17 by Aaron.McLeran

	Passing in sendlist on CreateSource for xaudio2 in effort to avoid lag on AMD with CreateSourceVoice

	As per this thread:
	https://udn.unrealengine.com/questions/298497/xaudio2-setoutputvoices-lag.html

Change 3018907 on 2016/06/18 by James.Golding

	UE-32004 Add EngineDefines.h to CameraTypes.h for WORLD_MAX

Change 3019372 on 2016/06/20 by James.Golding

	- Initial add of OrientationDriver node
	  - UI for importing poses from PoseAset not yet working
	- Add FQuat::AngularDistance

Change 3019373 on 2016/06/20 by James.Golding

	PSD test assets

Change 3019444 on 2016/06/20 by Jurre.deBaare

	Added advanced preview scene, this allows specific profiles to be set altering the Persona and Static mesh editor scene

Change 3019565 on 2016/06/20 by Lina.Halper

	#anim : prioritize socket name over bone name

	#jira : UE-24847

Change 3019712 on 2016/06/20 by Jurre.deBaare

	Changed the way the advanced preview tab is spawned for Persona (otherwise would cause a crash in anim graph editor)

Change 3020010 on 2016/06/20 by Aaron.McLeran

	Implementing CL 3019996 in Dev-Framework

	Proper default LPF values to avoid situation when going to area with no reverb volume

Change 3020067 on 2016/06/20 by Ori.Cohen

	Add constraint profiles to physics assets.

Change 3020110 on 2016/06/20 by Lina.Halper

	Github PR: mesh merge crash fix

	#jira : UE-19569

Change 3020167 on 2016/06/20 by Ori.Cohen

	Added the ability to add forces and impulses to all bodies in a skeletal mesh component. Refactored iteration of bodies below in skeletal mesh component.

Change 3020324 on 2016/06/20 by Ori.Cohen

	Bring back cone constraint visualization, but with some improvements like colors and free vs locked.
	Turn on constraint visualization when drawing a skeletal mesh with constraint show flags.

Change 3020342 on 2016/06/20 by Ori.Cohen

	Fix constraint crash when trying to wake up an actor that hasn't been added into the scene yet.

	#JIRA UE-32248

Change 3020349 on 2016/06/20 by mason.seay

	Resaving material assets

Change 3020400 on 2016/06/20 by Lina.Halper

	Disable check single influence on LOD check

	- this doesn't seem to appropriate anymore

	#code review:Alexis.Matte

Change 3020928 on 2016/06/21 by James.Golding

	- Move PSD test assets out of Developer folder
	- Add PSD test AnimBP

Change 3021000 on 2016/06/21 by Ori.Cohen

	Remove ensure from body instance customization. This is a legit case where owner becomes stale (bp recompile for example)

	#JIRA UE-31445

Change 3021017 on 2016/06/21 by Ori.Cohen

	Help static analysis

Change 3021045 on 2016/06/21 by Marc.Audy

	Fix regression with detachment in AActor::OnRep_AttachmentReplication
	#jira UE-32276

[CL 3021299 by Marc Audy in Main branch]
2016-06-21 12:37:19 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Andrew Grant
9abcacfd1b Merging Engine code from Orion at CL2744789 through //depot/UE4-To-//UE4/Main
[CL 2745726 by Andrew Grant in Main branch]
2015-10-28 19:18:20 -04:00
Richard TalbotWatkin
abf5d1c32e Made the SCS Editor Viewport camera speed a per-project editor user setting.
#jira UE-18243 - Request for Blueprint Camera speed to be saved between sessions

[CL 2619765 by Richard TalbotWatkin in Main branch]
2015-07-14 05:03:40 -04:00
Gil Gribb
4ec459d982 Merging parallel particle fixes from orion branch
[CL 2609121 by Gil Gribb in Main branch]
2015-07-02 10:41:30 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00