Commit Graph

1364 Commits

Author SHA1 Message Date
Josh Adams
1b3364e137 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3173994)
#lockdown Nick.Penwarden

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

Change 3118934 on 2016/09/08 by Jeff.Campeau

	Shader compression setting based on target platform instead of cooking host platform.

	#jira UE-35753

Change 3150366 on 2016/10/04 by Nick.Shin

	emscripten SDK 1.36.11

	windows and mac binaries will be checked in separately

	#jira UE-36562  -  //UE4/Main: Compile UE4Game HTML5 completed with errors: 2 errors

Change 3150367 on 2016/10/04 by Daniel.Lamb

	Removed caching of cooked platform data from postload.
	#test cook paragon

Change 3150368 on 2016/10/04 by Daniel.Lamb

	Added new setting to reserve the maximum amount of memory to leave free for the cooker..

Change 3151091 on 2016/10/04 by Nick.Shin

	upgrade emsdk toolchain to "tag-1.36.11"

	(along with updates to make scripts)

	#jira UEPLAT-890 - HTML5 Multithreading
	#jira UE-36562  -  //UE4/Main: Compile UE4Game HTML5 completed with errors: 2 errors

Change 3151205 on 2016/10/04 by Daniel.Lamb

	HasShaderJobs now includes the PendingFinalizedShadermaps in it's check
	#test cook paragon.

Change 3151501 on 2016/10/05 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix memory usage in PS4 crash handler server.

	 - The ORTMAPI com object implements a Dispose method which we we're calling, so the object was leaked until it eventually gets GC'd.
	 - Whilst that object is alive, the orbis-debugserver-x64.exe process stays alive, using up to 2GB memory per instance.

	 - Also limited the server to processing a single crash dump at once, via a task queue.

Change 3151608 on 2016/10/05 by Nick.Shin

	fix CIS build warnings and errors

	this is for HTML5 platform

Change 3151851 on 2016/10/05 by Michael.Trepka

	Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left

	#jira FORT-30638

Change 3152085 on 2016/10/05 by Josh.Adams

	- Fixing some Wolf Launcher things (icon, string)

Change 3152451 on 2016/10/05 by Daniel.Lamb

	Enabled logging to help debug shader compiler issue.
	#test Cook Paragon.

Change 3152880 on 2016/10/05 by Dmitry.Rekman

	Linux: add support for new multiarch toolchain.

	- Redoing the change as submitted to Dev-Mobile.

Change 3152957 on 2016/10/05 by Dmitry.Rekman

	Linux: fix crosstoolchain for non-AutoSDKs case.

	- Redoing the fix for UE-36899 from Dev-Mobile.

Change 3153109 on 2016/10/06 by Keith.Judge

	Remove D3D11_RESOURCE_MISC_SHARED from XB1 D3D11.x RHI as it is invalid.

Change 3153176 on 2016/10/06 by Keith.Judge

	Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler.

Change 3153213 on 2016/10/06 by Keith.Judge

	Xbox One - Plug small memory leak in the movie player.

Change 3153258 on 2016/10/06 by Josh.Adams

	- Moved Wolf OSS to proper location for Online plugins

Change 3153450 on 2016/10/06 by Josh.Adams

	wolf net driver class stub

Change 3153451 on 2016/10/06 by Josh.Adams

	- Fixed more Wolf OSS errors without special sdk

Change 3153471 on 2016/10/06 by Dmitry.Rekman

	Linux: fix always rebuilding FixDeps.

Change 3153472 on 2016/10/06 by Josh.Adams

	- Deleting some old test files

Change 3153535 on 2016/10/06 by Josh.Adams

	- And... fixed some build errors again with the special sdk

Change 3153819 on 2016/10/06 by Daniel.Lamb

	Remove some dead code in the cook on the fly server.
	#test Cook QAGame

Change 3154050 on 2016/10/06 by Dmitry.Rekman

	Linux: remove some of the clang 3.9.0 warnings.

	- Add missing destructors.
	- Deal with defined() being undefined in a #define.
	- Prevent casting nullptr to reference (or suppress that warning for third party code).
	- Case sensitivity fixes.
	- Make deoptimization work properly.

	- Code still crashes when compiling some of the editor targets.

Change 3154071 on 2016/10/06 by Josh.Adams

	- Fixed an issue with Wolf shader compiler optimizing out global array
	- Fixed Windows display internal thing

Change 3154567 on 2016/10/07 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Hack fix for PS4 crash handler site leaking sony debug server processes.
	 - Find and kill the process after each task

Change 3154570 on 2016/10/07 by Keith.Judge

	Fix crash when run with -nolive. Unititialized member fix.

Change 3154572 on 2016/10/07 by Keith.Judge

	Xbox One - Small optimization I did a while ago for Paragon and forgot to submit. Removed the SRV dynamic/static distinction in the state cache and calling code, as it makes no difference since fast semantics.

Change 3154656 on 2016/10/07 by Dmitry.Rekman

	Linux: make Test configuration drop core by default.

Change 3154789 on 2016/10/07 by Dmitry.Rekman

	Linux: remove multiple instances of target platform device.

Change 3154957 on 2016/10/07 by Joe.Graf

	Changed additional plugin directories for project descriptors to be absolute in memory and path relative on disk

Change 3155298 on 2016/10/07 by Dmitry.Rekman

	Fix CIS (LinuxTargetDevice not linking).

Change 3155684 on 2016/10/07 by Josh.Adams

	- Added -PulseC option for Quickmatch

Change 3155691 on 2016/10/07 by Josh.Adams

	- New Wolf NetDriver for P2P sockets. Not working yet
	- OSS is _not_ currently usable, for reference

Change 3155750 on 2016/10/07 by Dmitry.Rekman

	Linux: fix UT server build (UE-37042).

Change 3156816 on 2016/10/10 by Josh.Adams

	- Fixed compile errors wihtout extra SDK bits

Change 3156872 on 2016/10/10 by Keith.Judge

	Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually.

	#jira UE-37038

Change 3156936 on 2016/10/10 by Josh.Adams

	- Backed out changes from files that got pulled into a changelist by mistake

Change 3157602 on 2016/10/10 by Josh.Adams

	- FIxed Wolf crash on level quit (at least in ShooterGame)

Change 3157676 on 2016/10/10 by Josh.Adams

	- Fixed Wolf audio playback in latest SDK

Change 3158544 on 2016/10/11 by Josh.Adams

	- Disabled one of the Wolf file mount points in Debug builds due to SDK bug

Change 3158603 on 2016/10/11 by Josh.Adams

	- FIxed type in non-Debug

Change 3159257 on 2016/10/11 by Dmitry.Rekman

	Linux: case-sensitive fixes.

Change 3159537 on 2016/10/12 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix leaking orbis-dbgserver-x64 processes in PS4 crash handler.
	 - We needed to call Marshal.ReleaseComObject on the CoreFileAPI object to shut down the child processes.
	 - Disabled the kill process hack.

	[!] Also fixed "Unknown" usernames in PS4 crash dumps.
	 - Sony had changed the format of the PS4 settings file in system software 4.008.071.

	[!] Fixed exception getting modules from crash dump when symbols have not been loaded.
	 - Just skipping this step now, as it was only used for logging.

Change 3159581 on 2016/10/12 by Joe.Conley

	Wolf support for TPri_Lowest was missing, so I added that and the corresponding WolfThreadPriority_Lowest

Change 3159749 on 2016/10/12 by Luke.Thatcher

	[PLATFORM] [PS4] [~] Re-enable kill process hack in PS4 crash server. The ReleaseComObject fix hasn't solved the leaking processes on the server.

Change 3160336 on 2016/10/12 by Daniel.Lamb

	Fix for skip editor content flag being passed throught o UAT.
	#jira UE-37223

Change 3160341 on 2016/10/12 by Dmitry.Rekman

	Linux: fixes for Fortnite and Orion editors.

	- Also, again disable XGE because clang 3.9.0-based toolchain crashes when compiling those with XGE.

Change 3160473 on 2016/10/12 by Nick.Shin

	remove old emsdk

Change 3160528 on 2016/10/12 by Michael.Trepka

	Copy of CL 3160314 from //Fortnite/Main

	Fixed incorrect rect initialization in Mac GetDisplayMetrics

Change 3160591 on 2016/10/12 by Josh.Adams

	- Fixed wolf coimpiling without stats
	#jira UE-37230

Change 3160866 on 2016/10/12 by Dmitry.Rekman

	OpenGL: fix swapped arguments.

	- Cengiz noticed this while working on one of bugs.

Change 3160978 on 2016/10/12 by Josh.Adams

	- Fixed issue with running out of Wolf audio pools on large games

Change 3160979 on 2016/10/12 by Josh.Adams

	- Enabled Curl HTTP on Wolf, along with basic SSL (no local cert importing yet)

Change 3161025 on 2016/10/12 by Dmitry.Rekman

	Disable poison proxy.

	- Malloc::GetAllocationSize() may not account for alignment for mallocs like Binned and Binned2, resulting in a memory stomp.

Change 3161034 on 2016/10/12 by Josh.Adams

	-Wolf Http changes - load .pem files if they exist (although they aren't being staged automatically yet)
	- Added network pause to make sure its ready before we Http

Change 3161046 on 2016/10/12 by Dmitry.Rekman

	TestPAL: adding a test for Malloc::GetAllocationSize().

Change 3161212 on 2016/10/13 by Dan.Mahashin

	- Upgraded to new NXCP API. Confirmed to run ok with SunTemple on 0.11.2 SDK.

Change 3161624 on 2016/10/13 by Josh.Adams

	- Fixed MAX_PATH usage, should be PLATFORM_MAX_FILEPATH_LENGTH

Change 3161639 on 2016/10/13 by Josh.Adams

	- Added curl to main Wolf build since now it's used not just with OSS

Change 3161737 on 2016/10/13 by Josh.Adams

	- Added support for staging .pem files for SSL peer verification

Change 3161923 on 2016/10/13 by Dmitry.Rekman

	Linux: provide choice between RTLD_GLOBAL/LOCAL when opening DSOs (UE-36716).

	- By default, Unreal modules will be opened with RTLD_LOCAL (so the hot reload has a chance to work).
	- However, if "ue4_module_options" symbol is exported (a string with comma-separated options), and "linux_global_symbols" is present in that string, RTLD_LAZY will be used.
	- DSOs that don't have either ue4_module_options nor are recognized as UE4 modules will be loaded RTLD_GLOBAL.

	- PR #2823 by 20tab.

Change 3163532 on 2016/10/14 by Michael.Trepka

	Copy of CL 3162466

	By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking

	#jira UE-37088

Change 3163550 on 2016/10/14 by Josh.Stoddard

	Fix key event processing during movies using FDefaultGameMoviePlayer
	#jira UE-37294

Change 3163687 on 2016/10/14 by Josh.Adams

	- Added a workaround for Wolf crashing inside vswprintf with %p

Change 3163693 on 2016/10/14 by Josh.Adams

	- Added a delegate for getting extra on-screen messages (like the Shaders to compile, etc).

Change 3163725 on 2016/10/14 by Josh.Adams

	- Added high level Wolf network transition functions for Wolf

Change 3163745 on 2016/10/14 by Josh.Adams

	- Wolf OSS changes for new high level networking logic, cleaned up includes, added on screen messages with status

Change 3164455 on 2016/10/17 by Josh.Adams

	- SOmehow a file wasn't checked out, but writable. Checking in now

Change 3164630 on 2016/10/17 by Michael.Trepka

	Copy of CL 3162062

	Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.

Change 3164975 on 2016/10/17 by Joe.Graf

	Changed the New Plugin Wizard to only show plugin types available for that project type (content only or code)

Change 3165213 on 2016/10/17 by Josh.Adams

	- Fixed some perf testing by disabling the startup benchmark for UT on non-desktop platforms

Change 3165576 on 2016/10/18 by Dan.Mahashin

	- Fix broken colors in QAGame UE-37197: depth write cannot work without depth test being enabled.

Change 3165809 on 2016/10/18 by Josh.Stoddard

	Enforce UMaterialExpressionActorPositionWS dependency on primitive uniform buffer #jira UE-37425 #rb chris.bunner

Change 3165948 on 2016/10/18 by Owen.Stupka

	Fix exception when creating an exception to say we don't have a 32-bit VC compiler installed.

Change 3166330 on 2016/10/18 by Dmitry.Rekman

	Linux: disable XGE on Windows (UE-37446).

	- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.

Change 3166456 on 2016/10/18 by Dmitry.Rekman

	Fix build breakage with clang 3.8.1.

	- always_inline was still applied to debug builds and as such was ignored.

Change 3166457 on 2016/10/18 by Chris.Babcock

	Add missing MultiviewOVR functions for Android deferred
	#jira UE-37401
	#ue4
	#android

Change 3166469 on 2016/10/18 by Dmitry.Rekman

	Linux: make target platform modules independent (UE-37370).

	- Module load order is different for target platform modules between UE4Editor and UE4Editor-Cmd, and dependent modules may end up being loaded first.

Change 3166755 on 2016/10/18 by Joe.Barnes

	[UE-35552] Enable PLATFORM_ENABLE_VECTORINTRINSICS_NEON on Wolf.

Change 3166757 on 2016/10/18 by Joe.Barnes

	[UE-35552] Optimized platform specific implementation of some common math functions.

Change 3166761 on 2016/10/18 by Joe.Barnes

	Use new 64 bit Power of 2 function.

Change 3167865 on 2016/10/19 by Josh.Adams

	- Wolf P2P/NAT stuff working!
	- Minor Wolf net mode fixes

Change 3167869 on 2016/10/19 by Josh.Adams

	- Moved  a blocking net call for Wolf Http into a thread

Change 3168100 on 2016/10/19 by Joe.Barnes

	#include <NVN/nvn_CppMethods.h>. Fixes a compiler problem with some inline functions not being available during compile phase.

Change 3168101 on 2016/10/19 by Joe.Barnes

	Exposed a function to create a platform based filename

Change 3168141 on 2016/10/19 by Dmitry.Rekman

	TestPAL: better test for allocation sizes.

Change 3168144 on 2016/10/19 by Dmitry.Rekman

	Fix for FMallocBinned::GetAllocationSize() for aligned allocations.

	Redoing SteveR's fix in 4.13/4.14.

	Copied from CL# 3165739.

	#jira UE-37249
	#jira UE-37243

Change 3168213 on 2016/10/19 by Josh.Adams

	- Wolf OSS function rename

Change 3168313 on 2016/10/19 by Josh.Adams

	Rename/move file(s)

Change 3168691 on 2016/10/20 by Dan.Mahashin

	- Fixed application teardown and memory leak:
	- NVNCommandContext was failing to free the last frame resources on shutdown (resources were thought to be in use because never actually processed by GPU)
	- NVNCommandContext was leaking a FSyncedFrameDestruction at each frame
	- NVNTempBlockManager was not freeing all of its temp blocks upon shutdown

Change 3168986 on 2016/10/20 by Josh.Adams

	- Removed some log spam

Change 3168990 on 2016/10/20 by Josh.Adams

	- Removed dead code

Change 3169091 on 2016/10/20 by Josh.Adams

	Moved UT's OnlineGameplayFramework plugin into NotForLicensees so licensees don't need Mcp

Change 3169262 on 2016/10/20 by Josh.Adams

	- Updated the OnScreenMessages to use a TMap of severity to message, so we can have multiple colors, etc
	- Also has some fixes needed from a merge down (oops)

Change 3169363 on 2016/10/20 by Dmitry.Rekman

	TestPAL: final synth test for stomp.

Change 3169436 on 2016/10/20 by Michael.Trepka

	Change the minimum supported macOS version setting in Info.plists to 10.11.6

Change 3169510 on 2016/10/20 by Dmitry.Rekman

	TestPAL: added stomp test with poison proxy.

Change 3169972 on 2016/10/20 by Dmitry.Rekman

	Re-enable PoisonProxy.

Change 3170000 on 2016/10/20 by Dmitry.Rekman

	Linux: minor code cleanup.

Change 3170400 on 2016/10/21 by Josh.Adams

	- Added a comment with current supported SDK in UEBuildWolf.cs

Change 3170929 on 2016/10/21 by Josh.Adams

	- Added generic Elf symbol parser to MemoryProfiler2 app. It uses nm.exe, and any platform that uses it would need to subclass it (which Wolf now does)

Change 3171266 on 2016/10/21 by Dmitry.Rekman

	Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)

Change 3172847 on 2016/10/24 by Josh.Adams

	- Added a null Material check to the recent change to UMaterialExpressionActorPositionWS
	#jira UE-37730

Change 3173535 on 2016/10/25 by Josh.Adams

	- Helping clean up some misplaced files, since obliterate caused problems with BulletProofSync

[CL 3174242 by Josh Adams in Main branch]
2016-10-25 18:15:13 -04:00
Matt Kuhlenschmidt
47a097348a Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3167359)
#lockdown Nick.Penwarden
#rb none

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

Change 3152124 on 2016/10/05 by Jamie.Dale

	Fixed SOutputLog filter not handling OnTextCommitted

Change 3152255 on 2016/10/05 by Michael.Dupuis

	#jira UE-28173 Support \" properly in FName

Change 3152273 on 2016/10/05 by Nick.Darnell

	Core - The module manager is now thread safer, we had a critical section around the internal module list - but we were incrementing/decrementing shared pointers to module data shared pointers that were not thread safe outside of the critical section.  Ran into a crash working on some heavily threaded code in automation.

Change 3152314 on 2016/10/05 by Nick.Darnell

	Automation - Continued work to rough out the automation workflow for screenshot.  Still lots of work remaining, but it appears the basic of approving images might be working as of this CL.

Change 3152316 on 2016/10/05 by Michael.Dupuis

	#jira UE-30346 Update selection when in tree view mode

Change 3152317 on 2016/10/05 by Nick.Darnell

	Automation - Adding some test shots to compare against to EngineTest for screenshot approval.

Change 3152319 on 2016/10/05 by Michael.Dupuis

	#jira UE-29817 StringAssetReference will now only open an Asset picker (not actor picker) as the goal is to reference an asset

Change 3152521 on 2016/10/05 by Nick.Darnell

	Automation - Fixing some issues with where it reads the screenshot compare rules.

Change 3152536 on 2016/10/05 by Alexis.Matte

	Fix FBX automation test.
	- Make sure the fbx test can avoid automatic detection of the mesh type
	- Avoid to log the warning when the importer set the material usage after creating a material for skeletalmesh.

Change 3152572 on 2016/10/05 by Nick.Darnell

	Automation - The GameProjectAutomationTests now do some pre-run house cleaning to make sure the project doesn't already exist, and tries to remove it if it was created previously but not deleted.

Change 3152591 on 2016/10/05 by Nick.Darnell

	Automation - Changing the game project errors to be errors.

Change 3153115 on 2016/10/06 by Jamie.Dale

	Removed superflous padding when SPropertyEditorAsset had no buttons

Change 3153215 on 2016/10/06 by Michael.Dupuis

	Fixed build warning

Change 3153248 on 2016/10/06 by Nick.Darnell

	Automation - Working on solving projects not being generated, suspect UBT isn't built or isn't available.

Change 3153255 on 2016/10/06 by Nick.Darnell

	PR #2835: Fix TestEqual AddError Message in FAutomationTestBase (Contributed by dorgonman)

	#jira UE-36922

Change 3153300 on 2016/10/06 by Nick.Darnell

	Automation - Enabled verbose logging to automation build farm.

Change 3153343 on 2016/10/06 by Matt.Kuhlenschmidt

	PR #2825: More project launcher progress improvements (Contributed by projectgheist)

Change 3153506 on 2016/10/06 by Gareth.Martin

	Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
	#jira UE-36933

Change 3153752 on 2016/10/06 by tim.gautier

	Add toggle button to UMG_Behavior. Set Level Blueprint for TM-UMG to AllWidget

Change 3153763 on 2016/10/06 by Nick.Darnell

	Automation - Disable verbose logging.

Change 3153778 on 2016/10/06 by Nick.Darnell

	PR #2837: Fixed engine compilation with defined LOG_SLATE_EVENTS (Contributed by Pierdek)

	#jira UE-36940

Change 3153943 on 2016/10/06 by Nick.Darnell

	Automation - Disabling some broken tests.

Change 3154035 on 2016/10/06 by Nick.Darnell

	Automation - Fixing re-runs for tests that want them.  Previously this wasn't working for any test that was run using the Reprostring method of being executed.

Change 3154039 on 2016/10/06 by Nick.Darnell

	Automation - Updating some test assets in the EngineTest project.

Change 3154476 on 2016/10/07 by Richard.TalbotWatkin

	Fix to regression where vertex color view in Mesh Paint Mode no longer worked correctly. We now allow selected static meshes to go down the dynamic path if VertexColors show mode is active.
	#jira UE-36772 - Selecting a channel in Vertex Paint mode does not show the channel color

Change 3154650 on 2016/10/07 by Alexis.Matte

	Add new front axis facing X option to fbx importer

Change 3154785 on 2016/10/07 by Nick.Darnell

	Automation - Continued work on automation, ripping out the message bus from the screenshot manager, that's causing the screenshot manager to recieve shots from every machine ever running tests.  The Automation Controller is now in charge, and will tell the screenshot manager whatever it needs.

Change 3155131 on 2016/10/07 by Michael.Dupuis

	#jira UE-36509 Do not disabled inverse filter when doing a sync to asset

Change 3155141 on 2016/10/07 by Michael.Dupuis

	#jira UE-36056 Do not open the Actor Picker if we're working on an archetype object

Change 3155262 on 2016/10/07 by Michael.Dupuis

	#jira UE-19737 reset ctrl key when resetting state to None

Change 3156326 on 2016/10/09 by Matt.Kuhlenschmidt

	Fixed crash when asset picker is used without a property editor (usually a heavily customized property).

Change 3156473 on 2016/10/10 by Richard.TalbotWatkin

	Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
	#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]

Change 3156479 on 2016/10/10 by Richard.TalbotWatkin

	Fixed non-editor build.

Change 3156579 on 2016/10/10 by Alexis.Matte

	Add a check to make sure curve pointer is valid.
	#jira UE-36177

Change 3156585 on 2016/10/10 by Ben.Marsh

	Fix line endings for screenshot settings.

Change 3156617 on 2016/10/10 by Matt.Kuhlenschmidt

	Disable per-pixel blending of menus by default.  Causes artifacts on windows versions and we are not using it.

Change 3156674 on 2016/10/10 by Nick.Darnell

	Automation - Continued work on the automation workflow.  Now screenshot functional test actors actually have the screenshot processed for differences during the test back on the test controller machine, and then waits for the results of the comparison to be performed.

Change 3156709 on 2016/10/10 by Alexis.Matte

	#jira UE-16337
	Make sure the base mesh import data transform is used when we import a LOD.

Change 3156714 on 2016/10/10 by Nick.Darnell

	Automation - Fixing -game crash due to TestName being null in functional test.

Change 3156721 on 2016/10/10 by Nick.Darnell

	Automation - FunctionalAITest now implements IsReady to check if the navigation mesh has finished being built.

Change 3156748 on 2016/10/10 by Nick.Darnell

	Autopmation - Fixing a warning.

Change 3156943 on 2016/10/10 by Alex.Delesky

	Fixed an issue where closing out the "Add Code" window with an active toast stating that an IDE was downloading would prevent the toast from clearing correctly.

	#jira none

Change 3156946 on 2016/10/10 by Alex.Delesky

	#jira UE-36414 - Adding support for the P4Changelist command line argument to the P4 operations that were missing it.

Change 3158215 on 2016/10/11 by Nick.Darnell

	Automation - Continued work on the screenshot comparison, fixed a crash, the system now reports if the screenshot was new, as well as similar, so that the script can react and warn when new screenshots are produced.  Manually fired screenshots now properly wait until they've been compared before the test moves forward.

Change 3158322 on 2016/10/11 by Michael.Dupuis

	#jira UE-36063 If the collection is not shown when trying to save one, force show them so the user understand what is going on

Change 3158333 on 2016/10/11 by Alex.Delesky

	#jira UE-36829 - Rebuilt SVN 1.9.4 libs for Windows with CyrusSASL 2.1.26 and SWIG 3.0.10 support.

Change 3158399 on 2016/10/11 by Nick.Darnell

	Automation - TTF Font log statements that were not warnings are no longer warnings.

Change 3158406 on 2016/10/11 by Nick.Darnell

	Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests.  Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them.

Change 3158419 on 2016/10/11 by Alex.Delesky

	#jira UE-36829 - SVN 1.9.4 libraries, but also with Java 8u101 support.

Change 3158537 on 2016/10/11 by Nick.Darnell

	Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests.  Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them.

	Adding some missing files.

Change 3158726 on 2016/10/11 by Michael.Dupuis

	#jira UE-37001 Perform manual migration of UICurve to proper config category

Change 3158728 on 2016/10/11 by Nick.Darnell

	Automation - Fixing some warnings.  Adding more testing to the Domino map to serve as a better example.

Change 3158753 on 2016/10/11 by Michael.Dupuis

	#jira UE-26261 change it's by its

Change 3158984 on 2016/10/11 by Alexis.Matte

	Fix D&D folder import in content browser. We have to expand the root directory to have the correct path.
	#jira UE-32155

Change 3159640 on 2016/10/12 by Jamie.Dale

	Split localized package redirection out of FCoreDelegates::PackageNameResolvers

	They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.

	#jira UE-37119

Change 3159741 on 2016/10/12 by Nick.Darnell

	Slate - Fixing the SGraphPanel's mouse offset calculations so that it works with HDPI mode.

Change 3159762 on 2016/10/12 by Nick.Darnell

	Automation - Adding a way to take a screenshot with the UI, not great yet - it doesn't really obey the rules of resolution, because of the method it uses.

Change 3160210 on 2016/10/12 by Gareth.Martin

	Fixed crash when changing Landscape LOD while using "Grass use Landscape Lightmap"

Change 3160216 on 2016/10/12 by Gareth.Martin

	Removed unused FLandscapeComponentSceneProxy::LayerNames and made LayerColors editor-only
	Fixed negative LODBias on landscape components to actually do anything

Change 3160239 on 2016/10/12 by Gareth.Martin

	Removed an unused variable

Change 3160455 on 2016/10/12 by Jamie.Dale

	Fixed FText properties exported to asset tags displaying in their NSLOCTEXT form in the asset tooltips

Change 3160457 on 2016/10/12 by Jamie.Dale

	Localization automation now groups everything into a single CL and reverts PO files without significant changes

Change 3160554 on 2016/10/12 by Nick.Darnell

	UMG - Fixing some panning logic to work with HDPI mode in the designer.

Change 3161712 on 2016/10/13 by Jamie.Dale

	Fixed TSharedMapView using hard-coded types

Change 3163044 on 2016/10/14 by Jamie.Dale

	Fixed line-break iterators incorrectly breaking words in CJK

Change 3163046 on 2016/10/14 by Jamie.Dale

	Text layout no longer creates break candidates when wrapping is disabled

Change 3163217 on 2016/10/14 by Jamie.Dale

	Fixed ensure caused by FMediaTextureResource::GetResourceSizeEx

Change 3163641 on 2016/10/14 by Alex.Delesky

	#jira UE-36829 - Updated Mac SVN libraries, along with a more accurate changelog for Windows SVN libs

Change 3164428 on 2016/10/17 by Nick.Darnell

	Slate - Making the FReply for SetMousePos easier to debug, since that option is potentially very frustrating to debug when someone is changing it.

Change 3164833 on 2016/10/17 by Jamie.Dale

	Fixed ParseNumber consuming strings with multiple sequential dots as valid numbers, eg) "10..."

Change 3164868 on 2016/10/17 by Alexis.Matte

	Remove re-import material and LOD import material
	#jira UE-36640

Change 3164874 on 2016/10/17 by Alexis.Matte

	Fix fbx scene re-import of staticmesh loosing there materials
	#jira UE-37032

Change 3165080 on 2016/10/17 by Alexis.Matte

	Remove skinxx workflow for static mesh
	#jira UE-37262

Change 3165232 on 2016/10/17 by Nick.Darnell

	Automation - Adding some sub-level testing.

Change 3165822 on 2016/10/18 by Nick.Darnell

	Slate - Add a counter to track how much time we spend drawing custom verts each frame.

Change 3165934 on 2016/10/18 by Nick.Darnell

	Slate - Addding cycle counters to SInvalidationPanel's Tick and Paint.

Change 3165947 on 2016/10/18 by Nick.Darnell

	Slate - Addding very verbose slate stats behind a compiler flag to avoid the large overhead of these stats.  To enable them you'll need to set WITH_VERY_VERBOSE_SLATE_STATS to 1, added a guide on debugging slate performance to the SlateGlobals.h

	// HOW TO GET AN IN-DEPTH PERFORMANCE ANALYSIS OF SLATE
	//
	// Step 1)
	//    Set WITH_VERY_VERBOSE_SLATE_STATS to 1.
	//
	// Step 2)
	//    When running the game (outside of the editor), run these commandline options
	//    in order and you'll get a large dump of where all the time is going in Slate.
	//
	//    stat group enable slateverbose
	//    stat group enable slateveryverbose
	//    stat dumpave -root=stat_slate -num=120 -ms=0

Change 3165962 on 2016/10/18 by Nick.Darnell

	UMG - Play first frame of sequence in UMG immediately when told to play an animation.

Change 3165981 on 2016/10/18 by Nick.Darnell

	Core - GetDisplayNameText now stores the FName for DisplayName in a static instead of using TEXT("DisplayName").

Change 3166000 on 2016/10/18 by Jamie.Dale

	Removed bulk-data from fonts

	The main complaints about composite fonts have always been:
	 1) They use too much memory at runtime.
	 2) They bloat if you use the same font face twice.
	 3) They often break when used outside the game thread.

	This change aims to address all of these issues by removing bulk-data from fonts (which was the cause of the memory bloat and threading issues), and introduces UFontFace assets (which allow you to re-use the same font face in different entries within a composite font).

	No existing font data is lost during this transition, however you must manually update your UFont assets to reference external UFontFace assets before you're able to edit the existing data (which is automatically upgraded to UFontFace assets *within* the UFont package). This upgrade can be done via the composite font editor.

	During cook these UFontFace assets write out the actual TTF/OTF font data as a .ufont file, which is what FreeType actually loads at runtime (the internals of the Slate font cache are now completely independent of UObjects and their lifetimes and loading concerns).

	Since we're now always loading files from disk, we can also give the user an option of whether to "pre-load" (which will load the entire font into memory, like bulk-data always used to), or "stream" the font from disk (which has minimal memory overhead, but needs decent I/O performance).

Change 3166001 on 2016/10/18 by Jamie.Dale

	Updated the Launcher to no longer use bulk-data for fonts

Change 3166003 on 2016/10/18 by Jamie.Dale

	Updated the Engine fonts to use UFontFace assets

Change 3166028 on 2016/10/18 by Alex.Delesky

	#jira UE-37021 - The scrollbar will now remain at the bottom of the output log after specifying a filter.

Change 3166071 on 2016/10/18 by Nick.Darnell

	Slate - Fixing a warning about hiding an inherited member.

Change 3166213 on 2016/10/18 by Jamie.Dale

	Fixing crash caused by accessing a zeroed FText

Change 3166222 on 2016/10/18 by Nick.Darnell

	Automation - Adding some code to end the sub level test when it starts.

Change 3166231 on 2016/10/18 by Nick.Darnell

	Editor - Fixing the build warning, SOutputLog.cpp:748:4: warning: field 'TextLayout' will be initialized after field 'CachedNumMessages'

Change 3166717 on 2016/10/18 by Nick.Darnell

	Automation - Removing references to old options that are no longer file paths, and are now StringAssetReferences these options were not being used by anyone as far as I can tell.

	#jira UE-37482

Change 3167279 on 2016/10/19 by Jamie.Dale

	Fixed text render component regression with custom MIDs

	#jira UE-37305

Change 3167356 on 2016/10/19 by Alexis.Matte

	Make sure the old asset are build correctly
	#jira UE-37461

Change 3167359 on 2016/10/19 by Alexis.Matte

	Fix re-import of mesh material assignment regression
	#jira UE-37479

[CL 3168049 by Matt Kuhlenschmidt in Main branch]
2016-10-19 15:01:48 -04:00
Chris Babcock
093fd5df10 Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none

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

Change 3118534 on 2016/09/08 by Steve.Cano

	Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.

	#jira UE-35016
	#ue4
	#android

Change 3119125 on 2016/09/09 by Dmitriy.Dyomin

	Mobile launcher profile wizard:
	Fixed case where DLC will not be built if user selects non Development build configuration
	Fixed case where project maps will be empty if UE4 and project located on different drives

Change 3122584 on 2016/09/13 by Allan.Bentham

	Add simple clip plane for planar reflections.
	#jira UE-32449

Change 3129390 on 2016/09/16 by Chris.Babcock

	Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
	#jira UE-35598

Change 3129867 on 2016/09/18 by Jack.Porter

	Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
	#jira UE-35598

Change 3131961 on 2016/09/20 by Allan.Bentham

	Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
	Fix editor widget rendering when hdr encoding is active.

	#jira UE-34281

Change 3132717 on 2016/09/20 by Chris.Babcock

	Add $S(ProjectDir) to UPL
	#jira UE-35483
	#ue4

Change 3132940 on 2016/09/20 by Chris.Babcock

	Corrected case for some include files (contributed by Yukariin)
	#jira UE-33816
	#PR #2636
	#ue4
	#android

Change 3134098 on 2016/09/21 by Allan.Bentham

	Mobile CSM shadow quality controllable via quality levels.
	#jira UEMOB-74

Change 3134931 on 2016/09/21 by Chris.Babcock

	Allow Windows types in vulkan.h
	#jira UE-36270
	#ue4
	#vulkan

Change 3135380 on 2016/09/21 by Dmitriy.Dyomin

	Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
	Right now misses: IOS download directory and iOS WiFi detection
	#jira UEMOB-157

Change 3136004 on 2016/09/22 by Allan.Bentham

	Add project option to disable vertex fog on mobile.
	Vertex fog is now enabled even when mobile HDR is not.

	#jira UEMOB-148

Change 3137377 on 2016/09/22 by Dmitriy.Dyomin

	Fix compile error from CL# 3135380

Change 3139571 on 2016/09/26 by Jack.Porter

	Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles

Change 3139663 on 2016/09/26 by Jack.Porter

	Include Android shader cache files when packaging

Change 3142839 on 2016/09/28 by Dmitriy.Dyomin

	Added WiFi connection detection on iOS

Change 3142845 on 2016/09/28 by Jack.Porter

	Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
	- socket not readable or writable is not an error condition if output buffer is full
	- messages were previously limited to 64kb but screenshots overflowed this
	- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
	- sending large messages was not reliable due to the output buffer being full

Change 3143280 on 2016/09/28 by Jack.Porter

	Clear out UnbuiltInstanceBoundsList when async building a tree with no instances

Change 3143282 on 2016/09/28 by Jack.Porter

	Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
	Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.

Change 3143808 on 2016/09/28 by Steve.Cano

	Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)

	#jira UE-35004
	#ue4
	#android

Change 3144880 on 2016/09/29 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3146220 on 2016/09/30 by Dmitriy.Dyomin

	Adjusted device button style to make it more readable.
	#jira UE-21881

Change 3146280 on 2016/09/30 by Dmitriy.Dyomin

	Replaced IBuildManifest::ComputeDownloadSize with a new function

Change 3146302 on 2016/09/30 by Allan.Bentham

	Added more stringent checks for ES3.1 compatibility
	#jira UE-36241

Change 3146435 on 2016/09/30 by Jack.Porter

	Prevent landscape grass being duplicated for PIE, causing ensure

	#jira UE-36531

Change 3147532 on 2016/09/30 by Chris.Babcock

	Use .sh extension for Android install scripts on Linux
	#jira UE-36669
	#ue4
	#android
	#linux

Change 3149851 on 2016/10/04 by Dmitriy.Dyomin

	Mobile: Added custom depth rendering
	Mobile: Added support for CustomDepth and SceneDepth in post-process materails

Change 3149852 on 2016/10/04 by Dmitriy.Dyomin

	Fixed comments for SortBasePass console variable

Change 3149857 on 2016/10/04 by Jack.Porter

	Remove dead code in ProceduralFoliageComponentDetails.cpp

Change 3149863 on 2016/10/04 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3149896 on 2016/10/04 by Dmitriy.Dyomin

	Fixed: SkyLight makes level entire green on Android devices
	#jira UE-34469

Change 3150102 on 2016/10/04 by Jack.Porter

	Bring Protostar 4.13 fixes back to Dev-Mobile

	Engine
	- MaxDescriptorSets = 16384 to prevent crash on Mali
	- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
	- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
	- Default Adreno to SPIR-V

	Contents
	- Disable fog, reduce CSM shadow quality, fix device profiles
	- Add PSO cache

Change 3150113 on 2016/10/04 by Jack.Porter

	Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)

Change 3150231 on 2016/10/04 by Jack.Porter

	Use a new SessionID GUID each time you use the launcher to launch a session.

Change 3150608 on 2016/10/04 by Jack.Porter

	Changes for automated testing screenshots on Android.

	- Prevent automation screenshots from changing resolution on platforms with fixed resolution
	- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
	- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
	- Added helper to convert GRHIVendorId to string

Change 3151318 on 2016/10/04 by Jack.Porter

	Fixed compile error with AdapterVendor

Change 3151366 on 2016/10/04 by Jack.Porter

	Prevent FTcpMessageTransportConnection deadlock on device disconnect

Change 3151397 on 2016/10/05 by Dmitriy.Dyomin

	More consistent BP categories for Mobile Patching utils

Change 3151576 on 2016/10/05 by Dmitriy.Dyomin

	Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data

Change 3151795 on 2016/10/05 by Dmitry.Rekman

	Linux: update UBT to use a v8 multiarch toolchain.

	- Also added toolchain build scripts and ct-ng configs.

Change 3151966 on 2016/10/05 by Allan.Bentham

	Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
	#jira UEMOB-106

Change 3152664 on 2016/10/05 by Chris.Babcock

	Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3152675 on 2016/10/05 by Will.Fissler

	Fixed patching so that it searches for pak files as well as pkg files.
	#test Patch for QAGame

Change 3152728 on 2016/10/05 by Chris.Babcock

	Update ReflectionCaptureDDCVer (need to resave maps)

Change 3152910 on 2016/10/05 by Dmitry.Rekman

	Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).

Change 3152966 on 2016/10/05 by Dmitry.Rekman

	Linux: Fix test for the installed SDK (UE-36899).

Change 3153004 on 2016/10/05 by Dmitry.Rekman

	Linux: fix CIS (UT server case-sens errors).

Change 3153694 on 2016/10/06 by Jack.Porter

	Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro

Change 3154766 on 2016/10/07 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3154833 on 2016/10/07 by Jack.Porter

	Fix merge error of MobileShadingRenderer.cpp

Change 3154848 on 2016/10/07 by Allan.Bentham

	Fix mobile scene capture's clear code

Change 3154875 on 2016/10/07 by Allan.Bentham

	fix vk build issues

Change 3154941 on 2016/10/07 by Allan.Bentham

	Fix gearvr build fail

Change 3154950 on 2016/10/07 by Allan.Bentham

	Fix shadowed local variable vk build warning on android.

Change 3155909 on 2016/10/07 by Ben.Marsh

	UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.

[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
Peter Sauerbrei
b32fb6377e Rollback //UE4/Main/Engine/Source/Programs/AutomationTool/Scripts/BuildProjectCommand.Automation.cs to revision 12
This fixes the failure to build non-code projects for mobile, PS4, and XB1
#codereview robert.manuszweski
#rb none
#lockdown nick.penwarden

[CL 3153699 by Peter Sauerbrei in Main branch]
2016-10-06 14:43:32 -04:00
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
Robert Manuszewski
17538be4f8 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3151653)
#lockdown Nick.Penwarden

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

Change 2975891 on 2016/05/12 by Gil.Gribb

	merged in new async stuff from dev-rendering.

Change 2976695 on 2016/05/13 by Gil.Gribb

	updated precache list

Change 2977030 on 2016/05/13 by Gil.Gribb

	Added time slicing to CreateAsyncPackagesFromQueue, radically reduced the frequency of "precache trimming" and changed a few things in the test rig and logging

Change 2977090 on 2016/05/13 by Gil.Gribb

	Fixed module manager threading and added cmd line param to force async loading thread.

Change 2977292 on 2016/05/13 by Gil.Gribb

	check for thread safety in looking at asset registry

Change 2977296 on 2016/05/13 by Gil.Gribb

	removed some super-expensive check()s from precacher

Change 2978368 on 2016/05/16 by Gil.Gribb

	Move several exposive bools inside of the basic tests inside of FLinkerLoad::Preload, saves a fraction of second.

Change 2978414 on 2016/05/16 by Gil.Gribb

	Added support and testing for unmounting pak files to the pak precacher.

Change 2978446 on 2016/05/16 by Gil.Gribb

	Allow linker listing in non-shipping builds

Change 2978550 on 2016/05/16 by Gil.Gribb

	Allowed some linker spew in non-shipping builds (instead of debug builds). Some tweak to help track down the music.uasset leak.

Change 2979952 on 2016/05/17 by Robert.Manuszewski

	Merging //UE4/Dev-Core @ 2979938 to Dev-UE-30519-LoadTimes

Change 2984927 on 2016/05/20 by Gil.Gribb

	fix a few bugs with an mcp repro

Change 2984951 on 2016/05/20 by Gil.Gribb

	fixed issues with USE_NEW_ASYNC_IO = 0

Change 2985296 on 2016/05/20 by Gil.Gribb

	Fixed several bugs with the MCP boot test

Change 2987956 on 2016/05/24 by Robert.Manuszewski

	Fixing leaked linkers created by blocking load requests during async loading.

Change 2987959 on 2016/05/24 by Joe.Conley

	Enable load timings in block loading also (in addition to async loading).

Change 3017713 on 2016/06/17 by Robert.Manuszewski

	Removing GUseSeekFreeLoading.

Change 3017722 on 2016/06/17 by Robert.Manuszewski

	Renaming LOAD_SeekFree flag to LOAD_Async to better reflect its current purpose.

Change 3017833 on 2016/06/17 by Robert.Manuszewski

	Merging //UE4/Dev-Core to Dev-UE-30519-LoadTimes (//Tasks/Dev-Core/Dev-UE-30519-LoadTimes)

Change 3017840 on 2016/06/17 by Robert.Manuszewski

	Re-doing Dev-Core changes to Delegates 2/2

Change 3022872 on 2016/06/22 by Gil.Gribb

	reorder memory trim and deleting loaders

Change 3059218 on 2016/07/21 by Robert.Manuszewski

	Fixing compilation errors - adding missing load time tracker stats.

Change 3064508 on 2016/07/26 by Robert.Manuszewski

	Removing blocking loading path in cooked builds. LoadPackage will now use the async path.

Change 3066312 on 2016/07/27 by Gil.Gribb

	Event driven loader, first pass

Change 3066785 on 2016/07/27 by Gil.Gribb

	Removed check...searching forward for export fusion can release a node

Change 3068118 on 2016/07/28 by Gil.Gribb

	critical bug fixes for the event driven loader

Change 3068333 on 2016/07/28 by Gil.Gribb

	correctly handle the case where a file is rejected after loading the summary

Change 3069618 on 2016/07/28 by Robert.Manuszewski

	Merging //UE4/Dev-Core to Dev-UE-30519-LoadTimes (//Tasks/Dev-Core/Dev-UE-30519-LoadTimes)

Change 3069901 on 2016/07/29 by Robert.Manuszewski

	Fixing an hang when loading QA-Blueprints level

Change 3070171 on 2016/07/29 by Gil.Gribb

	fixed CDO cyclic dependencies

Change 3075288 on 2016/08/03 by Gil.Gribb

	misc fixes to the event driven loader

Change 3077332 on 2016/08/04 by Robert.Manuszewski

	Fixing checkSlow asserts caused by new loading code not being flagged as IsInAsyncLoadThread() and CreateSynchEvent deprecation warning.

Change 3078113 on 2016/08/04 by Gil.Gribb

	implemented "nicks rule" and undid some previous material and world hacks needed without it.

Change 3079480 on 2016/08/05 by Gil.Gribb

	fixes and tweaks on event driven loader

Change 3080135 on 2016/08/07 by Gil.Gribb

	misc fixes for event driven loader, now with reasonable memory

Change 3083722 on 2016/08/10 by Robert.Manuszewski

	Fixing hangs when async loading packages.

Change 3091747 on 2016/08/17 by Gil.Gribb

	Fix all hitches in streaming load that were regressions.

Change 3093258 on 2016/08/18 by Gil.Gribb

	Fix bug that caused an assert when packages fail to load for certain reasons (like loading an uncooked file).

Change 3095719 on 2016/08/20 by Gil.Gribb

	reenable async loading thread and cleanup and bug fixes

Change 3096350 on 2016/08/22 by Gil.Gribb

	tweak task priorities a bit to minimize precaching memory

Change 3096355 on 2016/08/22 by Gil.Gribb

	add support for precaching for "loose files" in the generic async layer.

Change 3098091 on 2016/08/23 by Gil.Gribb

	Split header into a separate file and disabled a bad optimization in the bulk data.

Change 3099783 on 2016/08/24 by Gil.Gribb

	rework dependency graph to be much, much faster. About half done.

Change 3100995 on 2016/08/25 by Gil.Gribb

	fixed bugs with streaming texture from .uexp and cook time check that should have been runtime only

Change 3101369 on 2016/08/25 by Gil.Gribb

	fixed bug with blueprints in the new loader.

Change 3102793 on 2016/08/26 by Gil.Gribb

	PS4 - fixed small block memcpy to actually be inline

Change 3103785 on 2016/08/27 by Gil.Gribb

	fixed case bug with pak order. devirtualized flinkerload::serialize, made sure -fileopenlog is not heavily skewed

Change 3104884 on 2016/08/29 by Gil.Gribb

	fixed a BP bug and tweaked the -fileopenlog behavior to do leaf assets DFS

Change 3105266 on 2016/08/29 by Ben.Zeigler

	Editor build compilation fix

Change 3105774 on 2016/08/30 by Gil.Gribb

	add checks to locate cases where we try to use something that isn't loaded yet

Change 3107794 on 2016/08/31 by Gil.Gribb

	fixed abug with BP's not loading the parent CDO soon enough

Change 3114278 on 2016/09/06 by Gil.Gribb

	looping loads for paragon load test

Change 3114311 on 2016/09/06 by Ben.Zeigler

	Fix linux compile

Change 3114350 on 2016/09/06 by Ben.Zeigler

	Linux supports fast unaligned int reads

Change 3116169 on 2016/09/07 by Ben.Zeigler

	Force enable separate bulk data cooking when using split cooked files, end-of-exp-file doesn't make sense with the new cook scheme and will crash at runtime

Change 3116538 on 2016/09/07 by Gil.Gribb

	add dependencies for CDO subobjects

Change 3116596 on 2016/09/07 by Ben.Zeigler

	Change crash to warning when trying to load an import to a missing native class, can happen with editor only classes.

Change 3116855 on 2016/09/07 by Ben.Zeigler

	Move cook dialog down a bit so I can cook without constant dialogs popping up

Change 3117452 on 2016/09/08 by Robert.Manuszewski

	Fixing hang when suspending async loading with the async loading thread enabled.

Change 3119255 on 2016/09/09 by Robert.Manuszewski

	Removing texture allocations from PackageFileSummary as they were not used by anything.

Change 3119303 on 2016/09/09 by Gil.Gribb

	Fixed font issue by making all all bulk data either inline or in a ubulk. Added support for compressed packages.

Change 3120324 on 2016/09/09 by Ben.Zeigler

	Fix Cook warnings. Skip transient and client/server only objects when adding dependencies, and mark ShapeComponent BodySetups as properly transient.

Change 3121960 on 2016/09/12 by Ben.Zeigler

	Add RandomizeLoadOrder CVar to randomize the package serial number it uses for sorting async loads

Change 3122635 on 2016/09/13 by Gil.Gribb

	reworked searching disk warning and minor change to the background tasks used for decompression

Change 3122743 on 2016/09/13 by Gil.Gribb

	added some checks around memory accounting

Change 3123395 on 2016/09/13 by Ben.Zeigler

	Enable MallocBinned2 by default on cooked windows builds, similar to how PS4 works.
	Disabled thread pool cache clearing on windows, the threading function it was using is very slow on windows specifically

Change 3124748 on 2016/09/14 by Gil.Gribb

	Store template in import/export table and refer to it for each export to avoid calling GetArchetypeFromRequiredInfo. Minor fix for some NeedLoadForCLient etc stuff on landscape and CDOs. Fix texture streamer minmips stuff.

Change 3125153 on 2016/09/14 by Gil.Gribb

	don't put transient objects in the import map

Change 3126668 on 2016/09/15 by Gil.Gribb

	Fix critical bug with imports not waiting for the corresponding export to serialize. Fixed paragon test rig to run longer looping by flushing the renderer. Made random mode more random.

Change 3126755 on 2016/09/15 by Gil.Gribb

	ooops, test rig fix

Change 3127408 on 2016/09/15 by Ben.Zeigler

	Back out changelist 3123395, restoring windows memory to 4.13 setup

Change 3127409 on 2016/09/15 by Ben.Zeigler

	Remove Memory trim from FlushAsyncLoading, because it gets called much more often in new flow and is slow on some platforms

Change 3127948 on 2016/09/16 by Gil.Gribb

	Added a check() on any attempt to serialize a pointer to something that hasn't been created yet. This will help us find missing dependencies. There is an exception to this related to CDOs.

Change 3128094 on 2016/09/16 by Robert.Manuszewski

	Fixing exports referenced by weak object pointers not being added to the preload dependency list of of the exports that depend on them.

	+ Moved weak object pointer serialization to FArchive operator << to be able to override its behavior when cooking.

Change 3128148 on 2016/09/16 by Robert.Manuszewski

	Gil's mod to how we detect exports with missing dependencies

Change 3129052 on 2016/09/16 by Ben.Zeigler

	Add Missing Serialize helpers for WeakObjectPtrs, fixes crash with replicating weak objects

Change 3129053 on 2016/09/16 by Ben.Zeigler

	Fake integrate CL #3123581 from Dev-Framework, to correctly handle detecting components as editor only even when they have collision. Fixes crashes with blueprint editor only components that depend on native templates

Change 3129630 on 2016/09/17 by Gil.Gribb

	better logging for missing dependencies and properly ifdef'd the CDO primitive comp hack

Change 3130178 on 2016/09/19 by Robert.Manuszewski

	Use the correct macro (COOK_FOR_EVENT_DRIVEN_LOAD instead of USE_NEW_ASYNC_IO) for SavePackage changes from CL #3128094

Change 3130224 on 2016/09/19 by Robert.Manuszewski

	Compile error fix

Change 3130391 on 2016/09/19 by Gil.Gribb

	Add cook time fatal errors, and undid a previous change we don't seem to need relating to editor only CDOs

Change 3130484 on 2016/09/19 by Gil.Gribb

	fixed botched GetArchetypeFromRequiredInfo

Change 3131966 on 2016/09/20 by Robert.Manuszewski

	Making the new event driven loader disabled by default. It's now also configurable via project settings (under Streaming Settings -> Event Driven Loader Enabled).

	Enabled the event driven loader for a few internal projects.

Change 3132035 on 2016/09/20 by Gil.Gribb

	fix dynamic switch on new loader

Change 3132041 on 2016/09/20 by Robert.Manuszewski

	Fix for packages not being saved to disk when cooking with event driven loader disabled.

Change 3132195 on 2016/09/20 by Robert.Manuszewski

	Enabling the event driven loader for Zen

Change 3133870 on 2016/09/21 by Graeme.Thornton

	Config files now enable the event driven loader with the correct cvar name

Change 3135812 on 2016/09/22 by Gil.Gribb

	fixed some bugs with GC during streaming

Change 3136102 on 2016/09/22 by Robert.Manuszewski

	Release GC lock when FlushingAsyncLoading when running GC.

Change 3136633 on 2016/09/22 by Gil.Gribb

	fix bug with linkers finsihing before other things linked their imports

Change 3138002 on 2016/09/23 by Robert.Manuszewski

	Added an assert that will prevent content cooked for the event driven loader to be loaded by game builds that have the EDL disabled.

Change 3138012 on 2016/09/23 by Gil.Gribb

	Improved the fix to prevent packages from finishing before external imports have linked. Async load object libraries.

Change 3138031 on 2016/09/23 by Gil.Gribb

	do not preload obj libs in editor

Change 3139176 on 2016/09/24 by Gil.Gribb

	fixed another bug with an attempt to call GetArchetypeFromRequiredInfo

Change 3139459 on 2016/09/26 by Robert.Manuszewski

	Merging //UE4/Release-4.13 to Dev-LoadTimes (//Tasks/UE4/Dev-LoadTimes)

Change 3139668 on 2016/09/26 by Gil.Gribb

	change some checks to errors on bad bulk data loads

Change 3141127 on 2016/09/27 by Robert.Manuszewski

	Preventing linkers from being detached too early when async loading.

Change 3141129 on 2016/09/27 by Robert.Manuszewski

	Releasing GC Lock before calling post GC callbacks to allow StaticFindObject use in these callbacks

Change 3142048 on 2016/09/27 by Robert.Manuszewski

	Changing async loading code to not close DelayedLinkerClosePackages linkers until the async package that triggered their creation has finished loading.

Change 3143132 on 2016/09/28 by Gil.Gribb

	fixed text render comp, which has some editor only issues. Fixes a runtime crash and adds a cooktime warning.

Change 3143198 on 2016/09/28 by Gil.Gribb

	fixed it so that bogus loads of bulk data are warned but do not crash

Change 3143287 on 2016/09/28 by Robert.Manuszewski

	UBT will now invalidate its makefiles if ini files are newer than the makefile (ini files may contains global build settings).

	+ Android toolchain will add hashed command line values to the action reposnse filenames to actually allow it to detect compiler command line changes when detecting actions to execute

Change 3143344 on 2016/09/28 by Robert.Manuszewski

	Make UAT pass the project filename to UBT when build non-code projects so that UBT can parse all ini files.

Change 3143865 on 2016/09/28 by Gil.Gribb

	iffy fix for the net load assert in paragon, plus a few checks and one bit of code removed that should never be hit in the EDL, but makes no sense

Change 3144683 on 2016/09/29 by Graeme.Thornton

	Minor refactor of pak file non-filename stuff
	 - Don't check for file existing before running through the security delegate
	 - Default behaviour when using new IO is to reject uasset/umap/ubulk/uexp files immediately. Can be disabled by setting EXCLUDE_NONPAK_UE_EXTENSIONS to 0 in project .build.cs

Change 3144745 on 2016/09/29 by Graeme.Thornton

	Orion non-pak file whitelisting is enabled for all cooked game only builds now, rather than just clients

Change 3144780 on 2016/09/29 by Gil.Gribb

	use poison proxy on non-test/shipping builds

Change 3144819 on 2016/09/29 by Gil.Gribb

	added a few asserts and added an improved fix for the net crash

Change 3145414 on 2016/09/29 by Gil.Gribb

	fixed android assert....not sure why I need that block of code.

Change 3146502 on 2016/09/30 by Robert.Manuszewski

	Fix for GPU hang from MarcusW

Change 3146774 on 2016/09/30 by Robert.Manuszewski

	Fixing a crash when constantly streaming levels in and out caused by keeping references to objects (levels) that were requested to be streamed out.

	- Removed FAsyncObjectsReferencer. References will now be owned by FAsyncPackage
	- UGCObjectReferencer is now more thread safe

Change 3148008 on 2016/10/01 by Gil.Gribb

	add additional error for attempting to create an object from a class that needs to be loaded

Change 3148009 on 2016/10/01 by Gil.Gribb

	fix very old threading bug whereby the ASL and GT would attempt to use the same static array

Change 3148222 on 2016/10/02 by Robert.Manuszewski

	Fix for an assert when an FGCObject is removed when purging UObjects

Change 3148229 on 2016/10/02 by Gil.Gribb

	disable assert that was crashing paragon ps4

Change 3148409 on 2016/10/03 by Robert.Manuszewski

	Allow another case for removing FGCObjects while in GC.

Change 3148416 on 2016/10/03 by Robert.Manuszewski

	Merging //UE4/Release-4.13 to Dev-LoadTimes (//Tasks/UE4/Dev-LoadTimes)

Change 3149566 on 2016/10/03 by Ben.Zeigler

	#jira UE-36664 Fix issue where objects loaded during async loading could be added to the wrong package's object list, if a time slice ended at the wrong point

Change 3149913 on 2016/10/04 by Gil.Gribb

	better broadcast

Change 2889560 on 2016/03/02 by Steven.Hutton

	Packages for scheduled tasks.

Change 2889566 on 2016/03/02 by Steven.Hutton

	Remaining nuget packages for hangfire, unity and scheduled tasks.

Change 2980458 on 2016/05/17 by Chris.Wood

	Attempt to fix crash report submission problems from CRP to CR website
	[UE-30257] - Crashreports are sometimes missing file attachments

	Passing crash GUID so that website can easily check for duplicates in future
	Increased request timeout for AddCrash to be longer than website database timeout
	Logging retries for future visibility
	CRP v.1.1.6

Change 3047870 on 2016/07/13 by Steven.Hutton

	Updated CRW to entity framework with repository models. #rb none

Change 3126265 on 2016/09/15 by Steve.Robb

	Fix for TCString::Strspn.

Change 3126266 on 2016/09/15 by Steve.Robb

	Alternative fix for GitHub 2698: Fix one bug : Parsing command "Enable True" is invalid.

	#jira UE-34670

Change 3126268 on 2016/09/15 by Steve.Robb

	UWorld can no longer be extended by users.
	UHT now handles final class declarations.

	#jira UE-35708

Change 3126273 on 2016/09/15 by Steve.Robb

	A further attempt to catch uninitialized pointers supplied to the GC.

	#jira UE-34361

Change 3130042 on 2016/09/19 by Steve.Robb

	Super for USTRUCTs.

	Suggested here: https://udn.unrealengine.com/questions/310461/automatically-typedef-super-for-ustructs.html

Change 3131861 on 2016/09/20 by Steven.Hutton

	Reconciling work for view engine changes #rb none

Change 3131862 on 2016/09/20 by Steve.Robb

	Removal of THasOperatorEquals and THasOperatorNotEquals from Platform.h, which should have happened as part of CL# 3045963.

Change 3131863 on 2016/09/20 by Steven.Hutton

	Adding packages #rb none

Change 3131869 on 2016/09/20 by Steve.Robb

	Improved error message for enum classes with a missing base:

	Error: Missing base specifier for enum class 'EMyEnum' - did you mean ': uint8'?

Change 3132046 on 2016/09/20 by Graeme.Thornton

	Fix for cvar thread access assert in FLandscapeComponentGrassData serialization function
	 - This function can be called from the async thread so access CVarGrassDiscardDataOnLoad with GetValueOnAnyThread() rather than GetValueOnGameThread()

Change 3133201 on 2016/09/20 by Ben.Zeigler

	Reorganize WindowsPlatformMemory and MacPlatformMemory to work like LinuxPlatformMemory where there is an enum to select the allocator, and move some of it up to GenericPlatformMemory
	Add command line options to select malloc at runtime for Windows and Linux, I don't know how Mac options work
	Improve the performance of BroadcastSlow_OnlyUseForSpecialPurposes on windows, but there are cases where it occaisionally stalls for a few seconds waiting for the flush
	Add MallocBinned2 as an option for mac, linux, and windows, but default to off due to some threading issues

Change 3133722 on 2016/09/21 by Graeme.Thornton

	Cooker forces a shader compilation flush when it detects that it has passed the max memory budget

Change 3133756 on 2016/09/21 by Steve.Robb

	Refactor of TrimPrecedingAndTrailing to avoid a call to FString::Mid with a negative count, which is now illegal.

	#jira UE-36163

Change 3134182 on 2016/09/21 by Steve.Robb

	GitHub #1986: Don't show warnings and erros in console twice with UCommandlet::LogToConsole == true

	#jira UE-25915

Change 3134306 on 2016/09/21 by Ben.Zeigler

	Fix it so FMallocBinned2::Trim skips task threads on desktop platforms, they are too slow and don't allocate much memory
	Enable MallocBinned2 as default binned malloc on Windows
	Remove the -Run command line check as it was removed from the old version as well

Change 3135569 on 2016/09/22 by Graeme.Thornton

	Don't create material resources if we are in a build that can never render
	 - Saves a few MB of memory

Change 3135652 on 2016/09/22 by Steve.Robb

	New async-loading-thread-safe IsA implementation.

	#jira UECORE-298

Change 3135692 on 2016/09/22 by Steven.Hutton

	Minor bug fixes to view pages #rb none

Change 3135990 on 2016/09/22 by Robert.Manuszewski

	Adding ENGINE_API to FStripDataFlags sp that it can be used outside of the Engine module.

Change 3136020 on 2016/09/22 by Steve.Robb

	Display a meaningful error and shutdown if Core modules fail to load.

	https://udn.unrealengine.com/questions/312063/mac-unrealheadertool-failing-randomly.html

Change 3136107 on 2016/09/22 by Chris.Wood

	Added S3 file upload to output stage of Crash Report Process (v.1.1.26)
	[UE-35991] - Crash Report Process to write crash files to S3

	Also adds OOM alerts to CRP.
	Also disk space alerts changed to 5% free space and repeat once every 30 minutes instead of 10 minutes.

Change 3137562 on 2016/09/23 by Steve.Robb

	TUniquePtr<T[]> support.

Change 3138030 on 2016/09/23 by Steve.Robb

	Virtual UProperty functions moved out of headers into .cpp files to ease iteration.

Change 3140381 on 2016/09/26 by Chris.Wood

	Disabled uploads via CRRs while leaving services switched on to avoid crashes in some clients.
	[UETOOL-1005] - Turn off CrashReportReceivers

Change 3141150 on 2016/09/27 by Steve.Robb

	Invoke support for TFunction.

Change 3141151 on 2016/09/27 by Steve.Robb

	UBoolProperty now supports hashing and is therefore usable as a TSet element or TMap key.
	FText is now prevented from being a TSet element or TMap key.
	UTextProperty::GetCPPTypeForwardDeclaration implementation moved to the .cpp file.

	#jira UE-36051
	#jira UE-36053

Change 3141440 on 2016/09/27 by Chris.Wood

	Removed legacy queues and unnecessary duplication checks from Crash Report Process (v1.2.0)
	[UE-36246] - CRP scalability: Simplify CRP inputs to DataRouter/S3 only

Change 3142999 on 2016/09/28 by Chris.Wood

	Added dedicated PS4 crash queue to Crash Report Process (v1.2.1)

Change 3144831 on 2016/09/29 by Steve.Robb

	InternalPrecache now flags the archive as in-error so that it can be checked by a caller, rather than popping up a dialog box and asserting.

	#jira https://jira.it.epicgames.net/browse/OPP-6036

Change 3145184 on 2016/09/29 by Robert.Manuszewski

	FScopedCreateImportCounter will now always store the current linker and restore the previous one when it exits.

Change 3148432 on 2016/10/03 by Robert.Manuszewski

	Thread safety fixes for the async log writer + made the async log writer flush its archive more often.

Change 3148661 on 2016/10/03 by Graeme.Thornton

	Fixing merge of IsNonPakFilenameAllowed()
	 - Removed directory search stuff... we pass everything to the delegate now anyway

Change 3149669 on 2016/10/03 by Ben.Zeigler

	Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily.

Change 3149670 on 2016/10/03 by Ben.Zeigler

	Merge CL #3149566 from Dev-LoadTimes
	#jira UE-36664 Fix issue where objects loaded during async loading could be added to the wrong package's object list, if a time slice ended at the wrong point

Change 3149835 on 2016/10/04 by Graeme.Thornton

	Thread safety fix for SkyLightComponent
	 - Add to global update list from PostLoad rather than PostInitProperties so that it happens on the game thread, and not the async loading thread (if enabled)

Change 3149836 on 2016/10/04 by Graeme.Thornton

	Thread safety fix for ReflectionCaptureComponent
	 - Add to global update list from PostLoad rather than PostInitProperties so that it happens on the game thread, and not the async loading thread (if enabled)

Change 3149959 on 2016/10/04 by Robert.Manuszewski

	Allow import packages to be missing if they're on the KnownMissingPackages list

Change 3150023 on 2016/10/04 by Steven.Hutton

	Updating jira strings. #rb none

Change 3150050 on 2016/10/04 by Steve.Robb

	MakeShared now returns a TSharedRef (which is implicitly convertible to TSharedPtr) rather than a TSharedPtr (which is not implicitly convertible to TSharedRef), for ease of use and because MakeShared can't return a null pointer anyway.

Change 3150110 on 2016/10/04 by Robert.Manuszewski

	Allow UGCObjectReferencer::AddObjects to happen during BeginDestry and FinishDestroy. It's fine as long as we're not adding new objects during reachability analysis.

Change 3150120 on 2016/10/04 by Gil.Gribb

	fix task graph/binned2 broadcast for PS4

Change 3150195 on 2016/10/04 by Robert.Manuszewski

	Fixing WEX crash
	#jira UE-36801

Change 3150212 on 2016/10/04 by Robert.Manuszewski

	Increasing compiler memory limit to fix CIS errors
	#jira UE-36795

Change 3151583 on 2016/10/05 by Robert.Manuszewski

	Temporarily switching to the old IsA path

	#jria UE-36803

Change 3151642 on 2016/10/05 by Steve.Robb

	Dependency fixes for GameFeedback modules.

Change 3151653 on 2016/10/05 by Robert.Manuszewski

	Maybe fix for crash on the Mac

	#jira UE-36846

[CL 3152539 by Robert Manuszewski in Main branch]
2016-10-05 16:51:01 -04:00
Matt Kuhlenschmidt
4fa92bfa50 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================

Change 3106449 on 2016/08/30 by Michael.Dupuis

	#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)

Change 3133997 on 2016/09/21 by Alex.Delesky

	#jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter.

Change 3134132 on 2016/09/21 by Jamie.Dale

	Added the "unattended" flag when running the localzation commandlets via UAT

Change 3134147 on 2016/09/21 by Frank.Fella

	Core - Add multitouch support to windows.

Change 3134349 on 2016/09/21 by Michael.Dupuis

	#jira UE-36151 Update the title bar to display the branch also

Change 3134355 on 2016/09/21 by Michael.Dupuis

	#jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file

Change 3134447 on 2016/09/21 by Alexis.Matte

	#jira UE-36064
	The SpriteComponent is now properly reused when duplicating a light.

Change 3134451 on 2016/09/21 by Alexis.Matte

	#jira UE-22782
	Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true

Change 3134457 on 2016/09/21 by Jamie.Dale

	FInternationalization::Leetify now deals with escape sequences correctly.

	This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly.

Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt

	Cleaned up some of the UI for the new material slot workflow (part 1)

Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt

	Fix crash clicking OK to the import mesh dialog in persona when a path is not selected.  The OK button is now disabled until a valid path is selected

Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt

	Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade

Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt

	Fix static analysis warnings in this file

Change 3134939 on 2016/09/21 by Nick.Darnell

	Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it.  Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data.  Improving the filter for automation window so it lets you put in a path, and find it that way.  Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match.

Change 3134941 on 2016/09/21 by Nick.Darnell

	Automation - Functional tests now support warnings as errors on a per test basis.  Continued itteration on screenshot comparison.

Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt

	Fixed size of material slots in persona details panel

Change 3135076 on 2016/09/21 by Nick.Darnell

	Automation - Adding a missing file.

Change 3135584 on 2016/09/22 by Gareth.Martin

	Removed unused ULandscapeInfo::BeginDestroy
	Slight cleanup to FLandscapeEditDataInterface::DeleteLayer

Change 3135585 on 2016/09/22 by Gareth.Martin

	New Count algo
	Const'd Copy/Accumulate/Transform

Change 3135599 on 2016/09/22 by Gareth.Martin

	Resolve crash if a Landscape Layer Info object is force deleted while it is in use :(
	#jira UE-35709

Change 3135724 on 2016/09/22 by Michael.Dupuis

	#jira UE-32662 Remove old migration code that was causing this side effect

Change 3135726 on 2016/09/22 by Nick.Darnell

	Slate - Removing the SLATE_PRE_MULTIPLY macro.

Change 3135730 on 2016/09/22 by Nick.Darnell

	UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent.

Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt

	Ensure any handles to the backbuffer are released before the backbuffer is resized

	https://jira.it.epicgames.net/browse/UE-30488

Change 3135810 on 2016/09/22 by Ben.Marsh

	Build: Compile tools before running automated tests.

Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt

	Ensure you can unpause after toggling play/pause with a keyboard shortcut.  We were processing the keybinding on key down AND up which caused the unpause to instantly pause again
	https://jira.it.epicgames.net/browse/UE-36276

Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt

	Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material.  The construction script was running before all the material had been set on all components.

Change 3136318 on 2016/09/22 by Alex.Delesky

	#jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus

Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt

	Fix crash restarting a mission in Odin

Change 3136741 on 2016/09/22 by Cody.Albert

	Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget

	#jira UE-36322

Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt

	Added guard against slate rendering with deleted materials.  In this will now be caught with a looged with the deleted material name.

Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt

	Removed the pooled draw elements stuff which is not used

Change 3137791 on 2016/09/23 by Nick.Darnell

	MediaPlayer - Removing .png from one of the style files, as that's not required.  Was causing warnings to be logged on load.

Change 3137793 on 2016/09/23 by Nick.Darnell

	Localization - Adjusting some log statements to say with instead of w/

Change 3137796 on 2016/09/23 by Nick.Darnell

	Slate - Adding missing and replacing corrupted style files in the editor.

Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt

	Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level

Change 3137876 on 2016/09/23 by Jamie.Dale

	Added allocation tagging to MProf2

	This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool).

	#jira UETOOL-950

Change 3137982 on 2016/09/23 by Gareth.Martin

	Added Invoke() support to CopyIf

Change 3137983 on 2016/09/23 by Gareth.Martin

	Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code
	- Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :)
	Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code

Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt

	Fixed Child Actor Template properties not visible after changing Child Actor Class

Change 3138079 on 2016/09/23 by Jamie.Dale

	Fixing some Clang warnings

Change 3138087 on 2016/09/23 by Jamie.Dale

	Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize

	GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize).

	Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate.

	#jira UETOOL-952

Change 3138127 on 2016/09/23 by Gareth.Martin

	Fixed crash when merging levels containing landscape
	#jira UE-36267

Change 3138821 on 2016/09/23 by Stephan.Jiang

	Fixes "Select all input node" doesn't work properly on output node.

	#jira UE-36335

Change 3138915 on 2016/09/23 by Stephan.Jiang

	Disable "select all linked nodes" for output nodes in material editor

Change 3139341 on 2016/09/25 by Nick.Darnell

	Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests.

Change 3139342 on 2016/09/25 by Nick.Darnell

	Landscape - Fixing some compiler errors on mac.

Change 3139345 on 2016/09/25 by Nick.Darnell

	Automation - Spelling and cleanup.

Change 3139346 on 2016/09/25 by Nick.Darnell

	Engine - Changing a check to an ensure, there's no reason to crash if this happens.

Change 3139347 on 2016/09/25 by Nick.Darnell

	Automation  - Making EFunctionalTestResult a BlueprintType

Change 3139348 on 2016/09/25 by Nick.Darnell

	Automation - Adding another test map.

Change 3139676 on 2016/09/26 by Michael.Dupuis

	#jira UE-32335 If we are a config object simply permit the transaction for undo/redo

Change 3139702 on 2016/09/26 by Nick.Darnell

	UMG - Making GetLocalHitLocation on UWidgetComponent virtual.

Change 3139760 on 2016/09/26 by Alexis.Matte

	Make sure we remove override materials from the list when the mesh point by the component has less materials.
	#jira UE-28845

Change 3139761 on 2016/09/26 by Alex.Delesky

	Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes.

	#jira none

Change 3139843 on 2016/09/26 by Alex.Delesky

	#jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly.

Change 3139880 on 2016/09/26 by Frank.Fella

	QAGame - Update multitouch test with less crashy assets?

Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt

	Fix selections having the potential to be out of sync after undo/redo

Change 3139928 on 2016/09/26 by Nick.Darnell

	Automation - tweaking the test maps some more.

Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt

	Fix false positive with the test for vaild materials being rendered by slate.

Change 3140912 on 2016/09/26 by Frank.Fella

	Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable.

Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt

	PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist)

Change 3141223 on 2016/09/27 by Jamie.Dale

	Updated UTextProperty::Identical to no longer compare display strings all the time

	It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent.

	#jira UE-36456

Change 3141242 on 2016/09/27 by Richard.TalbotWatkin

	Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer.
	#jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component
	Duplicated CL 3139370 from //UE4/Release-4.13
	Duplicated CL 3139878 from //UE4/Release-4.13

Change 3141323 on 2016/09/27 by Michael.Dupuis

	#jira UE-35081 Enable bDisplayEngineVersionInBadge by default

Change 3141798 on 2016/09/27 by tim.gautier

	Added UMG_DisplayWidget

Change 3143038 on 2016/09/28 by Jamie.Dale

	Added extra context to FTableRowBase::OnPostDataImport

	It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys).

Change 3143039 on 2016/09/28 by Jamie.Dale

	Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity

	Only texts which have the same display string pointer can have the same identity, so this is a much faster check.

Change 3143098 on 2016/09/28 by Gareth.Martin

	Fixed crash when loading duplicated landscape levels
	#jira UE-34890

Change 3143300 on 2016/09/28 by Gareth.Martin

	Fixed crash when duplicating a level containing a landscape through the content browser
	#jira UE-34890

Change 3143389 on 2016/09/28 by Jamie.Dale

	LastResort is no longer staged in shipping builds

	You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game).

	This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now.

Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt

	Fixed this file

Change 3143717 on 2016/09/28 by Michael.Dupuis

	Fixed lowercase

Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt

	Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming.  The viewport is rendered once and the render target is passed to slate instead of the entire viewport

Change 3143820 on 2016/09/28 by Alexis.Matte

	Use the PersonaToolikit to get the mesh

Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt

	Added guard for UE-36499

Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt

	Fix constructor init order

Change 3144821 on 2016/09/29 by Jamie.Dale

	Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize

	If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear.

Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt

	Added a commandlet to allow command line importing of any asset type the engine supports.
	- Intermediate checkin

Change 3144875 on 2016/09/29 by Nick.Darnell

	Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test.

Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt

	Disable auto-applying of scalability settings
	The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff.

Change 3145274 on 2016/09/29 by Jamie.Dale

	New asset menu no longer has a scrollbar on most displays

Change 3146004 on 2016/09/29 by Matt.Barnes

	Adding two FBX test files to help facilitate QA coverage on the new material/section workflow.

Change 3146377 on 2016/09/30 by Gareth.Martin

	Fixed landscape rendering errors after using the "change component size" tool
	- also affected initial import of a landscape+weightmaps
	#jira UE-34518

Change 3146455 on 2016/09/30 by Jamie.Dale

	Fixing more menus that had scrollbars due to only being able to use half the vertical resolution

Change 3146466 on 2016/09/30 by Gareth.Martin

	Fixed not being able to erase foliage attached to BSP
	#jira UE-36297

Change 3146471 on 2016/09/30 by Jamie.Dale

	Can no longer localize sequences via the Content Browser

Change 3146569 on 2016/09/30 by Jamie.Dale

	Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing

Change 3147116 on 2016/09/30 by Michael.Dupuis

	#jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker)

Change 3148091 on 2016/10/01 by Matt.Barnes

	Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively

Change 3148714 on 2016/10/03 by Nick.Darnell

	PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts)

	#jira UE-35568

Change 3148793 on 2016/10/03 by Nick.Darnell

	Automation - TPS for SM_Cornellbox

Change 3148801 on 2016/10/03 by Nick.Darnell

	PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy)

	#jira UE-36711

Change 3148805 on 2016/10/03 by Nick.Darnell

	PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454)

	#jira UE-36715

Change 3148813 on 2016/10/03 by Nick.Darnell

	UMG - The retainer now contains the SVirtualWindow directly in the hierarchy.  This should now make it possible to reliably focus elements inside the retainer widget.

Change 3148855 on 2016/10/03 by Gareth.Martin

	Fixed performance regression when importing landscape heightmaps
	#jira UE-36659

Change 3149482 on 2016/10/03 by Cody.Albert

	Added link to Support landing page to Help menu

	#jira UE-36603

Change 3149520 on 2016/10/03 by tim.gautier

	Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality.

Change 3149945 on 2016/10/04 by Gareth.Martin

	Fixed invisible landscape components when using tessellation on landscape material
	#jira UE-35494

Change 3149951 on 2016/10/04 by Gareth.Martin

	Reduced material update log spam when creating and editing landscapes
	- Some will remain, landscape fundementally manipulates a lot of material instances
	#jira UE-34440

Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt

	Fix not crashing when trying to clear objects which have a specific class filter in the property settings
	https://jira.it.epicgames.net/browse/UE-36692

Change 3150614 on 2016/10/04 by Nick.Darnell

	Git - Disabling some logging in non-debug builds of the git source control plugin.

Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt

	Fix loc warnings in these files (duplicate loc keys)

Change 3151679 on 2016/10/05 by Nick.Darnell

	Editor - Fixing the build, removing the VREditor module from the dynamically loaded list.

Change 3151722 on 2016/10/05 by Gareth.Martin

	Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration

Change 3151816 on 2016/10/05 by Gareth.Martin

	Fixed more breakage to Landscape caused by Dev-VREditor from main integration

[CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00
Max Chen
ae0758d031 Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3148965)
#lockdown Nick.Penwarden
#rb none

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

Change 2883376 on 2016/02/26 by Max.Chen

	Sequencer: Refactored track instance API to better deal with invalid object bindings (fixes UE-27286)

Change 3117044 on 2016/09/07 by Max.Chen

	Cine Camera: Add GetCineCameraComponent function from Cine Camera Actor.

	#jira UE-34036

Change 3117127 on 2016/09/07 by Max.Preussner

	MediaAssets: File media source path improvements

Change 3117128 on 2016/09/07 by Max.Preussner

	PS4Media: Copied memory allocator fixes (CL# 3114158)

Change 3117142 on 2016/09/07 by Max.Preussner

	MediaPlayerEditor: Normalizing paths of drag & drop media files

Change 3117143 on 2016/09/07 by Max.Preussner

	Media: Made media player name accessible via IMediaPlayer

Change 3117161 on 2016/09/07 by Max.Preussner

	PS4Media: Fixed CPU/GPU may crash due to race condition in destructor (UE-35696)
	Copied from Release-4.13 CL# 3117159

Change 3117184 on 2016/09/08 by Max.Chen

	Sequencer: Update sequencer selection on undo so that the sequencer selection stays in sync with the scene selection.

	Clear cached set of spawned objects in the spawn register only for spawned objects, rather than completely. This fixes an issue where deleting a selected spawnable and then undoing doesn't restore the
spawnable as selected because the cached spawned objects gets cleared wholesale.

	#jira UE-27683

Change 3117831 on 2016/09/08 by Max.Chen

	Sequencer: Add option to create sub sequences for each master sequence shot.

	#jira UE-35378

Change 3118467 on 2016/09/08 by Max.Preussner

	Slate: ScrollyZoomy documentation cleanup pass

Change 3118468 on 2016/09/08 by Max.Preussner

	MediaPlayerEditor: Added OriginalSize viewport mode (UE-35560)

	#jira UE-35560

Change 3118700 on 2016/09/08 by Max.Preussner

	Media: Removed still image tracks and sinks (UE-35767)

	#jira UE-35767

Change 3118987 on 2016/09/09 by Max.Chen

	Sequencer: Initialize player on post initialize components  of level sequence actor. This is a speculative fix for GetSequencePlayer not initialized in Actor::BeginPlay before a Begin Play event in a level
blueprint is invoked.

	#jira UE-34439

Change 3119896 on 2016/09/09 by Max.Preussner

	MediaAssets: Logging URL when failing to validate media source

Change 3119921 on 2016/09/09 by Max.Preussner

	MediaAssets: Verbose logging sink shutdown in media texture

Change 3120173 on 2016/09/09 by Max.Preussner

	WmfMedia: Refactored playback topology handling to support multiple tracks & track switching

	#jira UE-35383
	#jira UE-35385
	#jira UE-32582

Change 3120587 on 2016/09/11 by Max.Chen

	Fbx Export: Fix double transforms on an exported mesh.

	Added an option to map the skeletal motion to the root bone. In General Settings (Miscellaneous).

	#jira UE-35174

Change 3120685 on 2016/09/11 by Max.Chen

	Sequencer: Subtitles

	#jira UE-35824

Change 3121957 on 2016/09/12 by Max.Preussner

	MediaAssets: Replaced legacy texture sink shutdown code to fix race condition

Change 3122113 on 2016/09/12 by Max.Preussner

	Media: Renamed Script track type to Text

Change 3122386 on 2016/09/13 by Max.Chen

	Sequencer: Render movies with handles

	#jira UETOOL-733

Change 3124278 on 2016/09/14 by Max.Chen

	Sequencer: Add nullptr check for camera anim.

	#jira UE-35911

Change 3127211 on 2016/09/15 by Max.Preussner

	MediaAssets: Implemented Per-platform media player overrides in MediaAsset derived classes (UE-35478)

	#jira UE-35478

Change 3127536 on 2016/09/15 by Max.Preussner

	MediaAssets: Renamed platform player overrides property

	#jira UE-35478

Change 3127539 on 2016/09/15 by Max.Preussner

	MediaPlayerEditor: Implemented platform player overrides details customization for media assets (UE-35478)

	#jira UE-35478

Change 3127614 on 2016/09/15 by Max.Preussner

	MediaAssets: Fixed MediaSource serialization (UE-35478)

	#jira UE-35478

Change 3127617 on 2016/09/15 by Max.Preussner

	MediaAssets: Implemented PlatformMediaSource (UE-35387)

	#jira UE-35387

Change 3127626 on 2016/09/15 by Max.Preussner

	MediaAssets: Started to implement PlatformMediaSource customization (UE-35387)

	#jira UE-35387

Change 3128686 on 2016/09/16 by Max.Preussner

	WmfMedia: Added QuickTime to known video sub types

Change 3128703 on 2016/09/16 by Max.Preussner

	WmfMedia: Fixed GuidToString printing incorrect byte sequence

Change 3128705 on 2016/09/16 by Max.Preussner

	Core: Slightly more complicated unit test for TripleBuffer

Change 3129281 on 2016/09/16 by Max.Preussner

	MediaPlayerEditor: Finished customization for PlatformMediaSource (UE-35387)

	#jira UE-35387

Change 3129291 on 2016/09/16 by Max.Preussner

	MediaAssets: Added verbose logging for dropped video frames

Change 3130495 on 2016/09/19 by Max.Preussner

	PropertyEditor: Added missing forward declarations; code and documentation cleanup pass.

Change 3131531 on 2016/09/19 by Max.Preussner

	Core: Accepting comma in milliseconds separator when parsing FTimespan

Change 3131533 on 2016/09/19 by Max.Preussner

	Media: Started to implement subtitle support

Change 3132468 on 2016/09/20 by Max.Preussner

	Core: Fixed TMap deserialization in struct serializer & updated unit tests

Change 3132846 on 2016/09/20 by Max.Preussner

	SlateRemoteServer: Fixed Editor freezes and leaks memory when slate remote enabled (UE-35907)

	#jira UE-35907

Change 3136577 on 2016/09/22 by Frank.Fella

	Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.

Change 3136661 on 2016/09/22 by Max.Preussner

	WmfMedia: Fixed memory leak while playing videos (UE-36289)

	#jira UE-36289

Change 3137035 on 2016/09/22 by Cody.Albert

	Changed FMovieScene3DTransformTrackInstance::Update to update ComponentVelocity

Change 3137155 on 2016/09/22 by Max.Preussner

	MediaAssets: Added OpenFile method to MediaPlayer.

Change 3138413 on 2016/09/23 by Cody.Albert

	Fixed ComponentVelocity to use UpdateData instead of FApp::GetDeltaTime()

Change 3138627 on 2016/09/23 by Max.Preussner

	WmfMedia: Fixed FourCC types printing in reverse order

Change 3139020 on 2016/09/23 by Max.Preussner

	MediaAssets: Fixed Crash when after playing media that requires a different conversion shader (UE-36393)

	#jira UE-36393

Change 3139028 on 2016/09/23 by Max.Preussner

	MediaPlayerEditor: Trimming leading & trailing whitespace in URL text box

Change 3139046 on 2016/09/23 by Max.Preussner

	MediaPlayerEditor: Implemented statistics tab

	#jira UE-35395

Change 3139072 on 2016/09/23 by Max.Preussner

	MediaPlayerEditor: Stats and Info tab UI polish

Change 3142667 on 2016/09/27 by Max.Preussner

	MediaAssets: Fixed serialization of older assets

Change 3142669 on 2016/09/27 by Max.Preussner

	Automation:  Allowing movie files to be renamed to match platform requirements
	Merged from Fortnite-Main CL# 3140907

Change 3145836 on 2016/09/29 by andrew.porter

	Adding and updating media framework test content

Change 3145920 on 2016/09/29 by tim.gautier

	Added Media Audio actor to level QA-Media

Change 3145979 on 2016/09/29 by andrew.porter

	Updating media player test content

Change 3146311 on 2016/09/30 by Andrew.Rodham

	Sequencer: Fixed cursor jumping around inconsistently when ending a drag

	  - The time slider controller was using a mixture of GetScreenSpacePosition and GetLastScreenSpacePosition when calculating times. It now only uses the current screen position.

	#jira UE-34738

Change 3147838 on 2016/09/30 by Max.Chen

	Sequencer: Fix crash when rendering with handle frames = 0.

	#jira UE-36708

Change 3147875 on 2016/10/01 by Max.Chen

	Sequencer - Don't crash when a bool track or visibility track has a null runtime object.

	#jira UE-36707

Change 3148176 on 2016/10/01 by Max.Chen

	Sequencer: When keep playback range in section bounds, infinite sections should be bounded by their keyframe times.

	#jira UE-36666

Change 3148824 on 2016/10/03 by Max.Preussner

	Media: Continued to implement subtitle tracks

	UpgradeNotes:
	- caption tracks were split into captions, subtitles, and generic text tracks
	- added IMediaOverlaySink
	- IMediaOutput::SetCaptionSink renamed to SetOverlaySink

[CL 3149180 by Max Chen in Main branch]
2016-10-03 14:40:19 -04:00
Ori Cohen
bd7cdf69f2 Copying //UE4/Dev-Physics to //UE4/Dev-Main (Source: //UE4/Dev-Physics @ 3148819)
#lockdown Nick.Penwarden
#rb none

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

Change 3148556 on 2016/10/03 by Ben.Marsh

	EC: Add settings for building PhysX libs from Dev-Physics.

Change 3148819 on 2016/10/03 by Ori.Cohen

	Copying //UE4/Dev-Physics-Upgrade to //UE4/Dev-Physics (Source: //UE4/Dev-Physics-Upgrade @ 3148792)

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

	Change 3141681 on 2016/09/27 by Ales.Borovicka

		[From trunk] 21196241 - [PX-753] Keep kinematics awake for an adidtional frame (now 2 frames) after they've reached their target. This ensures that objects that lost a touch with the moving kinematic are woken correctly. Based on an Epic request. Reviewed by Michelle

		p4rmerge of Change 21201351 by aborovicka
		from w:\physx\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4_Epic_scripts\patch/cl-21201351.p4r
		moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

	Change 3141684 on 2016/09/27 by Ales.Borovicka

		[From trunk] 21196284 - [3.4 trunk][PX-755] Fixed bug with empty constraint partitions in islands with articulations. It could have previously led to empty batch headers being created containing uninitialized garbage memory. Addresses bug reported by Square Enix. Reviewed by Michelle.

		p4rmerge of Change 21201352 by aborovicka
		from w:\physx\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4_Epic_scripts\patch/cl-21201352.p4r
		moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

	Change 3141686 on 2016/09/27 by Ales.Borovicka

		[From trunk] 21196768 - [PX-754] Adaptive force now uses the correct counter (the number of touching interactions, rather than total number of interactions). Removed "numUniqueInteractions" and doubled up the usage of "numBodyInteractions" to conditionally either produce the number of touching interactions or the number of unique body-body interactions affecting a given body, depending on whether adaptive force or stabilization are in use. NumBodyInteractions is only used if one or the other is in use. Reviewed by Michelle

		p4rmerge of Change 21201353 by aborovicka
		from w:\physx\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4_Epic_scripts\patch/cl-21201353.p4r
		moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

	Change 3141687 on 2016/09/27 by Ales.Borovicka

		[From trunk] 21196787 -  Missing file from last submission.

		p4rmerge of Change 21201354 by aborovicka
		from w:\physx\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4_Epic_scripts\patch/cl-21201354.p4r
		moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

	Change 3141689 on 2016/09/27 by Ales.Borovicka

		[From trunk] 21201177 -  PX-756 - Investigate assert in MBP

		Review: Kier

		So what's going on?

		?

		We add some objects to a region:

		MBP_Index Region::addObject(const MBP_AABB& bounds, MBP_Handle mbpHandle, bool isStatic)

		We hit the normal codepath so basically just:

		MBP_Index handle;
		handle = MBP_Index(mNbObjects);
		mNbObjects++;

		And:

		PxU32 boxIndex;
		boxIndex = mNbDynamicBoxes++;
		mDynamicBoxes[boxIndex] = bounds;
		mInToOut_Dynamic[boxIndex] = handle;

		And:

		mObjects[handle].mIndex = boxIndex;
		mObjects[handle].mMBPHandle = mbpHandle;
		return handle;

		So we return 'handle', which is a const for the lifetime of this object, so it is always going to index the same position in mObjects.

		In particular if we add 8 objects (mNbObjects==8), mObjects[7] is a valid entry.

		?

		Then we release object 3. In the following function, 'handle'==3. Note the assert against mMaxNbObjects there:

		void Region::removeObject(MBP_Index handle)
		{
		PX_ASSERT(handle<mMaxNbObjects);

		MBPEntry& object = mObjects[handle];
		/const/ PxU32 removedBoxIndex = object.mIndex; <==== 3

		MBP_Index* PX_RESTRICT mapping;
		MBP_AABB* PX_RESTRICT boxes;
		PxU32 lastIndex;
		PxU32 maxNbBoxes;
		if(!object.isStatic())
		{
		mPrevNbUpdatedBoxes = 0;
		mNeedsSortingSleeping = true;

		PX_ASSERT(mInToOut_Dynamic[removedBoxIndex]==handle);
		const bool isUpdated = removedBoxIndex<mNbUpdatedBoxes;
		PX_ASSERT(isUpdated==object.mUpdated);
		if(isUpdated)
		{ ... }

		mapping = mInToOut_Dynamic;
		boxes = mDynamicBoxes;
		lastIndex = --mNbDynamicBoxes; <==== 8 goes to 7
		maxNbBoxes = mMaxNbDynamicBoxes;
		}
		else
		{ ... }

		remove(mObjects, mapping, boxes, removedBoxIndex, lastIndex);
		...
		object.mIndex = mFirstFree;
		object.mMBPHandle = INVALID_ID;
		mFirstFree = handle;
		mNbObjects--;
		...
		}

		Which calls this with 'removedBoxIndex'==3, 'lastIndex'==7:

		static PX_FORCE_INLINE void remove(MBPEntry* PX_RESTRICT objects, MBP_Index* PX_RESTRICT mapping, MBP_AABB* PX_RESTRICT boxes, PxU32 removedBoxIndex, PxU32 lastIndex)
		{ const PxU32 movedBoxHandle = mapping[lastIndex]; boxes[removedBoxIndex] = boxes[lastIndex]; // Relocate box data mapping[removedBoxIndex] = MBP_Index(movedBoxHandle); // Relocate mapping data MBPEntry& movedObject = objects[movedBoxHandle]; PX_ASSERT(movedObject.mIndex==lastIndex); // Checks index of moved box was indeed its old location movedObject.mIndex = removedBoxIndex; // Adjust index of moved box to reflect its new location }

		=> so we update the mIndex of movedObject, but the moved object's position (movedBoxHandle==7) remains valid. We don't actually move the object within mObjects. This makes sense since it's indexed by const handles sent to the higher level MBP class.

		So mNbObjects is decreased, but mObjects[7] remains valid. Just before returning it has an mIndex of 3 and an mMBPHandle of 28.

		?

		Then we shift the origin. We end up with:

		const PxU32 nbObjects = mMBP_Objects.size();
		MBP_Object* objects = mMBP_Objects.begin();

		With 'nbObjects'==8. We crash at i==7, i.e. on the last object.

		If we access the supposedly invalid object it has an mIndex of 6 and an mMBPHandle of 28. Which is valid.

		In other words, the assert is wrong.

		p4rmerge of Change 21201358 by aborovicka
		from w:\physx\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4_Epic_scripts\patch/cl-21201358.p4r
		moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

	Change 3142216 on 2016/09/27 by Dmitry.Rekman

		Do not link to APEX_Loader (UE-24918).

		#tests Compiled and ran Linux and Mac editors.

	Change 3143844 on 2016/09/28 by Ori.Cohen

		Remove UPROPERTY on aggregate threshold which is always read from the physics settings.

	Change 3145276 on 2016/09/29 by Ori.Cohen

		Workaround for physx refilter not working on aggregates. Use supress for everything for now. Fixes ragdolls falling through BSP.

		#JIRA UE-UE-36598

	Change 3145597 on 2016/09/29 by Dmitry.Rekman

		PhysX: fix native compilation.

		- Fix a case-sensitivity error.
		- Allow native architecture.

	Change 3146338 on 2016/09/30 by Ales.Borovicka

		[From trunk] 21214360 -  increased significantly tolerance in quickhullgen to refuse newly added points, the tolerance is still better than legacy inflation hull

		p4rmerge of Change 21214366 by aborovicka
		from w:\physx\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4_Epic_scripts\patch/cl-21214366.p4r
		moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

	Change 3146720 on 2016/09/30 by Dmitry.Rekman

		PhysX: Remove restrict from memMove.

		- Also optimize to -O3 and not -O2 to match other platforms.

	Change 3146771 on 2016/09/30 by Ales.Borovicka

		[From trunk] 21214415 - [PX-761]Divide by zero in segment-triangle distance function [Reviewer: Pierre]

		p4rmerge of Change 21215656 by aborovicka
		from w:\physx\sw\physx\Releases\distro_mirrors\PhysX_3.4_APEX_1.4_Epic_scripts\patch/cl-21215656.p4r
		moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

	Change 3147891 on 2016/10/01 by Nick.Shin

		cleanup - removing old HTML5 PhysX libs

	Change 3147892 on 2016/10/01 by Nick.Shin

		library postfix name fixups

		compiler errors fixup - HOWEVER, this will also require a new emscripten toolchain - TBD

		in the meantime will continue to hunt for a solution to the "zext <4 x i1> %300 to <4 x i32>" error while using the current emsdk toolchain

		#code.review ori.cohen josh.adams

	Change 3148516 on 2016/10/03 by Thomas.Sarkanen

		Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)

[CL 3148839 by Ori Cohen in Main branch]
2016-10-03 11:49:13 -04:00
Josh Adams
61ae6f6329 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796)
#lockdown Nick.Penwarden
#rb none

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

Change 2948319 on 2016/04/19 by Nick.Shin

	update zlib to v1.2.8

	part 1 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948661 on 2016/04/19 by Nick.Shin

	keep using old zlibs until they are recompiled with the newer version

Change 2948737 on 2016/04/19 by Nick.Shin

	build warning fix

Change 2949334 on 2016/04/20 by Nick.Shin

	fix library path

	for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...

Change 2951556 on 2016/04/21 by Nick.Shin

	static libs double checked

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951559 on 2016/04/21 by Nick.Shin

	static libs double checked

	forgot these files - they were in another changelist

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2952411 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the C# build scripts

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3118163 on 2016/09/08 by Josh.Adams

	perm test 2, not a useful file at all

Change 3121142 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3121150 on 2016/09/12 by Daniel.Lamb

	Added warning logs to help track down issue UE-33453.

Change 3121201 on 2016/09/12 by Keith.Judge

	Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix.

Change 3121302 on 2016/09/12 by Joe.Graf

	Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors

Change 3121379 on 2016/09/12 by Dmitry.Rekman

	Linux: only link libraries that export needed symbols (UE-35720).

	- Fixes very long startup times of modular builds.
	- Includes PR #2778 by slonopotamus.

	#jira UE-35720

Change 3121383 on 2016/09/12 by Dmitry.Rekman

	Linux: added some missing _API declarations on symbols used externally.

	- Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't).

Change 3121456 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3122939 on 2016/09/13 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service.
	 - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone.

Change 3123040 on 2016/09/13 by Brent.Pease

	 + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now.

Change 3123664 on 2016/09/13 by Nick.Shin

	this was originally checked into: release 4.13.1
	bringing here to dev-platform

	-- original submit comments --
	first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing"

	next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop

	jira UE-35363 - Huge game window when launching onto Safari 9.1.2

Change 3125282 on 2016/09/14 by Michael.Trepka

	Fixed iOS and tvOS code indexing in Xcode project

Change 3126812 on 2016/09/15 by Josh.Adams

	Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes:
	- Added Parse function to JsonObject.cs to be able to parse a string
	- Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU()
	- Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME
	- Converted the PS4MallocCrash class into a generic one (that Wolf is now also using)
	- Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread
	- Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere
	- Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects
	- Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever)
	- Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool.
	- Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini)
	- Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain.
	- Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening
	- Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct.
	- Renamed a UT copy of a global function to not linker-conflict
	- Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4.
	- Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists)
	- Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority()
	- Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads?
	- Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move.

Change 3126842 on 2016/09/15 by Michael.Trepka

	Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation.

Change 3126956 on 2016/09/15 by Michael.Trepka

	Added support for compiling Vulkan shaders for Android on Mac

Change 3127206 on 2016/09/15 by Michael.Trepka

	PR #2604: Remove some warnings. (Contributed by reapazor)

Change 3127324 on 2016/09/15 by Michael.Trepka

	Allow third party dylibs on Mac to be loaded from plugin subfolders

Change 3127924 on 2016/09/16 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3128369 on 2016/09/16 by Nick.Shin

	zlib 1.2.8

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128377 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128383 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128384 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128464 on 2016/09/16 by Nick.Shin

	webRTC rev.12643

	NOTE: VS2015
	- only Win64 is available
	- Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment

	NOTE: VS2013
	- not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist
	- also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways

	FUTURE NOTE:
	- will continue to try to get VS2015 Win32 functional
	- and am working on trying to get VS2013 tested

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128500 on 2016/09/16 by Nick.Shin

	zlib 1.2.8 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128504 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128506 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128508 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128513 on 2016/09/16 by Nick.Shin

	webRTC rev.12643 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128602 on 2016/09/16 by Nick.Shin

	webRTC rev.9862 - Win64 VS2013

	NOTE:
	- not tested (i'm working on getting a VS2013 pro license)
	- checking in for testing purposes

	WARNING:
	- VS2013 is no longer supported by webRTC latest

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128605 on 2016/09/16 by Nick.Shin

	re-enabling updated ThirdParySoftware libs:

	- zlib (v.1.2.8)
	- openssl (1.0.2h)
	- libcurl (7_48_0)
	- libwebsocket (v.1.7.4)
	- webRTC (rev.12643)

	to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build...

Change 3128651 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605

Change 3128704 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605 - this time actually compiling it...

Change 3128825 on 2016/09/16 by Dmitry.Rekman

	Linux: proper fix for too slow startup times (UE-35967).

	- Pull request #2793 by slonopotamus.
	- Now without stripping dependencies on libraries specified before.
	- Contains a work around for ld bug <2.25.

Change 3128972 on 2016/09/16 by Nick.Shin

	fix to local build error.

Change 3129283 on 2016/09/16 by Brent.Pease

	 + Add Android local notification support based on existing system used for iOS
	 + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release

Change 3129494 on 2016/09/17 by Nick.Shin

	fix CIS build errors

Change 3129503 on 2016/09/17 by Dmitry.Rekman

	Fix Linux build (case sensitivity issue).

Change 3129514 on 2016/09/17 by Nick.Shin

	fix CIS build errors for consoles - missing zlib include path

	special thanks to Dmitry.Rekman for pointing me in the right direction

Change 3129647 on 2016/09/17 by Dmitry.Rekman

	Linux: fix non-unity build.

Change 3131043 on 2016/09/19 by Nick.Shin

	archiving build instructions/steps when building:

	- zlib (v.1.2.8)
	win: #3128369
	osx: #3128500

	- openssl (1.0.2h)
	win: #3128377
	osx: #3128504

	- libcurl (7_48_0)
	win: #3128383
	osx: #3128506

	- libwebsocket (v.1.7.4)
	win: #3128384
	osx: #3128508

	- webRTC
	win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP
	osx: #3128513

Change 3132801 on 2016/09/20 by Dmitry.Rekman

	Linux: support specifying default OpenGL version via configs (UE-34777).

	- The first targeted RHI is going to be used.

Change 3132905 on 2016/09/20 by Josh.Adams

	- Fixed up some paths with the WolfPlat rename

Change 3133148 on 2016/09/20 by Josh.Adams

	- Only show UT EULA if PLATFORM_DESKTOP

Change 3133152 on 2016/09/20 by Josh.Adams

	- Beginning support for applets. Disabled unless you have a special SDK with applet support.

Change 3133169 on 2016/09/20 by Josh.Adams

	- Fixed issue with Wolf access but no SDK installed

Change 3133344 on 2016/09/20 by Daniel.Lamb

	Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile.
	Added new flag to limit number of concurrent shader compiles.
	#test Cook QAGame, Cook Paragon

Change 3133345 on 2016/09/20 by Daniel.Lamb

	FRedirectCollector collects string asset references all the time when running the editor.
	#test Cook paragon cook QAGame.

Change 3133852 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated.

Change 3133875 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2)

Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick

	Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'.

Change 3134544 on 2016/09/21 by Josh.Adams

	- Reduced UT textures for Wolf

Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick

	FPS4Time::SystemTime now calculates the local machine time, instead of UTC.

	#jira UE-35170

Change 3135036 on 2016/09/21 by Michael.Trepka

	Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process

Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick

	GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32

Change 3135292 on 2016/09/21 by Jeff.Campeau

	Change include order to favor the XDK edition specific headers where available.

Change 3136414 on 2016/09/22 by Josh.Adams

	- Fixed a checkf() that had the case reversed
	#jira ue-36311

Change 3137082 on 2016/09/22 by Dmitry.Rekman

	Added support for Linux installed builds to 4.14

Change 3137220 on 2016/09/22 by Dmitry.Rekman

	Linux: do not rebuild hlslcc on each setup.

	- Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary.

Change 3137227 on 2016/09/22 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3137259 on 2016/09/22 by Dmitry.Rekman

	Linux installed build: fix CIS (missed one .csproj)

Change 3137290 on 2016/09/22 by Dmitry.Rekman

	Linux installed builds: fix for the resulting directory.

Change 3137291 on 2016/09/22 by Chris.Babcock

	Restore texture filtering mode properly when movie played on Android
	#jira UE-36342
	#ue4
	#android

Change 3137376 on 2016/09/22 by Dmitry.Rekman

	Linux: re-enabled crash handler stack smash protection.

	- Race condition in FRunnableThreadPThread has been previously fixed.

Change 3138498 on 2016/09/23 by Dmitry.Rekman

	Linux: add missed package for installed builds.

	- mono-devel package for resgen2.

Change 3138523 on 2016/09/23 by Dmitry.Rekman

	Linux: Update hlslcc now that we're not rebuilding it each time.

Change 3138658 on 2016/09/23 by Josh.Adams

	- Moved UT's Social Plugin into NotForLicensees

Change 3139042 on 2016/09/23 by Dmitry.Rekman

	Linux: more robust check of installed packages.

	- Also added mono-devel to the list of packages installed on 14.04.

Change 3139674 on 2016/09/26 by Dmitry.Rekman

	Fix crash when editing widget blueprints (UE-35185).

	- Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping.
	- Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795).

Change 3140203 on 2016/09/26 by Josh.Adams

	- Wolf Fix for SHIPPING

Change 3140206 on 2016/09/26 by Josh.Adams

	- NEX work, still in progress

Change 3140276 on 2016/09/26 by Josh.Adams

	- Fixed Wolf compile error

Change 3140485 on 2016/09/26 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3140570 on 2016/09/26 by Dmitry.Rekman

	SDL2: Delete obsolete files.

	- We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space.

Change 3140577 on 2016/09/26 by Dmitry.Rekman

	Fix CudaTest monolithic build.

	- Not the best fix, the better fix is to build against bundled libc++.

Change 3141184 on 2016/09/27 by Keith.Judge

	Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert.

	#jira UE-35973

Change 3141623 on 2016/09/27 by Chris.Babcock

	Support hiding virtual keyboard on Android
	#jira UE-34201
	#ue4
	#android

Change 3141887 on 2016/09/27 by Joe.Graf

	Added support for additional plugin directories that are specified by the .uproject file
	New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins

Change 3141916 on 2016/09/27 by Josh.Adams

	- Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925)

Change 3141926 on 2016/09/27 by Josh.Adams

	- Support for skipping Wolf user selector (-nologinui)

Change 3141938 on 2016/09/27 by Chris.Babcock

	Allow Android media player to seek past 999ms (contributed by rcywongaa)
	#jira UE-36453
	#PR #2797
	#ue4
	#android

Change 3142207 on 2016/09/27 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3142219 on 2016/09/27 by Josh.Adams

	- Wolf PhysX 3.4 libs and includes

Change 3142220 on 2016/09/27 by Josh.Adams

	- File that had to be fixed up after main merge (missed adding it to the huge integrate CL)

Change 3142314 on 2016/09/27 by Chase.McAllister

	#jira UE-35011 fixes to some assets to remove redundancies/output log spam

Change 3142510 on 2016/09/27 by Daniel.Lamb

	Fixed up resave lightmaps commandlet so that world transforms don't get applied twice.
	#jira UE-35942

Change 3142650 on 2016/09/27 by Chris.Babcock

	Android support for Linux by yaakuro
	- requires CodeWorks for Android Linux installed and OpenJDK 1.8
	- need to set Android SDK paths manually in Project Settings
	#jira UE-32752
	#jira UE-32753
	#PR #2564
	#PR #2565
	#ue4
	#android
	#linux

Change 3142802 on 2016/09/27 by Dmitry.Rekman

	Upgrade to SDL 2.0.5-ish (still technically 2.0.4).

	- Upstream revision 10374:dccf51aee79b.
	- Merged all our changes hopefully.

Change 3143075 on 2016/09/28 by Luke.Thatcher

	[RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro.
	#jira UE-33077

Change 3143219 on 2016/09/28 by Daniel.Lamb

	Added new is compiling function which tells you if it's really compiling instead of lying.
	If def out additional logging for debugging shader compilation issue for 4.14 release.

Change 3143428 on 2016/09/28 by Luke.Thatcher

	[PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061

Change 3143488 on 2016/09/28 by Daniel.Lamb

	Changed defaults for skip cooking editor content to true.

Change 3143526 on 2016/09/28 by Daniel.Lamb

	Increased the concurrent shader compile limit while in the cooker.
	#test Cook paragon

Change 3143874 on 2016/09/28 by Chris.Babcock

	Read Android environment variables from .bashrc on Linux
	#jira UE-36565
	#ue4
	#android
	#linux

Change 3143911 on 2016/09/28 by Dmitry.Rekman

	Fix SDL EGL API binding (UE-18979).

	- Contains PR #1398 by x414e54.
	- Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade.

Change 3143929 on 2016/09/28 by Daniel.Lamb

	Removed some more temporary logging.
	#test Cook paragon

Change 3143959 on 2016/09/28 by Jeff.Campeau

	Media Player for Xbox One

Change 3143997 on 2016/09/28 by Dmitry.Rekman

	Linux: faster linking in Debug.

	- Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating.

Change 3144004 on 2016/09/28 by Dmitry.Rekman

	Linux: make SCW dump core on crash in debug builds.

	- If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space).

Change 3144007 on 2016/09/28 by Dmitry.Rekman

	Linux: Allow equals character in command line parameter value (UE-26406).

	- PR #2019 by bozzaro.
	- Allows passing parameters like -Switch=Key=Value.

Change 3144042 on 2016/09/28 by Jeff.Campeau

	Add tag for DX12 support being experimental in target settings.

	#jira UE-36150

Change 3144068 on 2016/09/28 by Dmitry.Rekman

	Linux: enable using xgConsole in UAT (UE-28096).

	- PR #2144 by bozzaro.
	- Picks correct xgConsole binary.
	- Allegedly fixes crash in CombineXGEItemFile on mono.

Change 3144120 on 2016/09/28 by Michael.Trepka

	Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/...

Change 3144172 on 2016/09/28 by Chris.Babcock

	Add libpng 1.5.27 for Android
	#jira UE-36573
	#ue4
	#android

Change 3144318 on 2016/09/28 by Chris.Babcock

	Correct logic for checking .bashrc on Linux
	#ue4
	#android

Change 3144331 on 2016/09/28 by Dmitry.Rekman

	Linux: repair ARM server builds.

	- Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1).

Change 3144354 on 2016/09/28 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	this is intermediate, not fully working

Change 3144368 on 2016/09/28 by Josh.Adams

	- Moved the new Social files into NFL

Change 3144395 on 2016/09/28 by Chris.Babcock

	Add missing functions for AndroidWebBrowserWindow
	#ue4
	#android

Change 3144417 on 2016/09/28 by Josh.Adams

	- Probable fix for FWebBrowserWindow missing virtuals

Change 3144438 on 2016/09/28 by Jeff.Campeau

	XDK updated to 160802

Change 3144569 on 2016/09/29 by Dmitry.Rekman

	Linux: allow a selectable clock source (UE-36564).

	- The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew.
	- Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there.

	#tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm).

Change 3145108 on 2016/09/29 by Joe.Graf

	Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools)

Change 3145245 on 2016/09/29 by Joe.Graf

	#wolf
	Checking in removal of plugin use on Win64 per Josh's request

Change 3145514 on 2016/09/29 by Will.Fissler

	Updated Mac Info.plist files to disable high DPI on macOS 10.12

Change 3145538 on 2016/09/29 by Josh.Adams

	- Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots.

Change 3145540 on 2016/09/29 by Josh.Adams

	- Fix for checking some Wolf dev tool installation existence
	- Fix for various Wolf build issues
	- Fix for Wolf devices not showing up in Launch on

Change 3145542 on 2016/09/29 by Josh.Adams

	- Pulled over Wolf changes from Wolf branch into Dev-Platform

Change 3145572 on 2016/09/29 by Josh.Adams

	- Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people.
	#jira UE-36591

Change 3145769 on 2016/09/29 by Chris.Babcock

	Remove duplicate platforms from deploy list in UFE
	#jira UE-36636
	#ue4

Change 3146061 on 2016/09/29 by Chris.Babcock

	Linux: be less spammy in log when launching external procs
	#jira UE-36638
	#ue4
	#linux

Change 3146208 on 2016/09/29 by Dmitry.Rekman

	Linux: fix PhysX crash (UE-36613).

	- PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above.
	- This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun.

	#jira UE-36613

Change 3146476 on 2016/09/30 by Josh.Adams

	- Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose

Change 3146554 on 2016/09/30 by Josh.Adams

	- Removed another wolf secret log

Change 3146626 on 2016/09/30 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3146712 on 2016/09/30 by Josh.Adams

	- Fixed case for building Android on Linux
	#jira #UE-36652

Change 3146844 on 2016/09/30 by Josh.Adams

	- Removed ES2 shader compiling from TVOS, and force Metal compiling
	#jira UE-36306

Change 3146865 on 2016/09/30 by Daniel.Lamb

	Removed temp logging for materials
	#test Launch on paragon

Change 3146874 on 2016/09/30 by Dmitry.Rekman

	Linux: add rpath for libTextureConverter.so (UE-36620).

Change 3147030 on 2016/09/30 by Josh.Adams

	- Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks
	#jira UE-36623

Change 3147151 on 2016/09/30 by Josh.Adams

	- Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling?

Change 3147621 on 2016/09/30 by Michael.Trepka

	Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac

Change 3147712 on 2016/09/30 by Josh.Adams

	- Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform.
	#jira UE-36225

Change 3147725 on 2016/09/30 by Josh.Adams

	- Fixed yet another Wolf log for people with Wolf access but no SDK

[CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
Ben Marsh
63ab3d83c2 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3145834)
#lockdown Nick.Penwarden
#rb none

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

Change 3129636 on 2016/09/17 by Ben.Marsh

	UBT: Add a "-nolink" option which allows compiling object files without linking them into an executable. Useful for non-unity builds, which take a very long time to link or fail on some platforms due to command lines being too long, PDB file having too many records, etc...

Change 3129825 on 2016/09/18 by Ben.Marsh

	UBT: Don't force Linux to build in unity; it seems to build fine without.

Change 3129965 on 2016/09/19 by Matthew.Griffin

	Duplicating CL#3129960 from Release-4.13
	Exclude NetworkProfiler when building CS tools for Linux

Change 3130653 on 2016/09/19 by Ben.Marsh

	UHT: Fix missing "Error:" prefix in output log, causing messages to be ignored for failure emails.

Change 3130662 on 2016/09/19 by Ben.Marsh

	EC: Prevent UHT failures from being reported twice, and remove the need for special case to show UHT summary output.

Change 3131956 on 2016/09/20 by Matthew.Griffin

	Addtional fixes for compiling Editor as a monolithic executable
	Change so monolithic editor is output to Project Binaries directory
	Removed duplicated ReturnContainerIndexFromChannelName function
	Only check for out of date modules for non monolithic editor
	Don't define GIsGameAgnosticExe or PER_MODULE_BOILERPLATE for monolithic editor, done elsewhere
	Correct IMPLEMENT_MODULE for QuadricMeshReduction and AudioCapture modules

Change 3132112 on 2016/09/20 by Ben.Marsh

	Docs: Remove reference to UBT environment variables from configuration docs.

Change 3132815 on 2016/09/20 by Ben.Marsh

	AutomationTool: Delete GUBP. Everything now uses BuildGraph!

Change 3132871 on 2016/09/20 by Ben.Marsh

	UBT: Remove GUBP callbacks from TargetRules instances.

Change 3132987 on 2016/09/20 by Ben.Marsh

	Allow public distribution of the compiled SimplygonMeshUtilities binaries.

Change 3133974 on 2016/09/21 by Ben.Marsh

	Allow public distribution of the SimplygonSwarm module. Requires a separate Simplygon DLL (still in a NotForLicensees folder) to function correctly.

Change 3137228 on 2016/09/22 by Ben.Marsh

	UAT: Merging fix to parallel executor on Linux from 4.13 branch.

Change 3139783 on 2016/09/26 by Matthew.Griffin

	Fixed Xbox support for Installed Builds
	Corrected typo in Xbox+PS4 filter creation and added XboxOnePackageNameUtil.exe
	Added Xbox versions of ThirdParty libs that hadn't been specified until now

Change 3141721 on 2016/09/27 by Ben.Marsh

	Remove declaration of circular references between FbxAutomationTestBuilder and LevelEditor; causes LevelEditor to be built differently if plugin is enabled, which results in shared build products being invalidated by switching between games.

Change 3141789 on 2016/09/27 by Ben.Marsh

	UBT: Retain the ".suppressed" part of output file names when building import libraries for circularly referenced modules.

Change 3141805 on 2016/09/27 by Ben.Marsh

	UBT: Allow reusing build ids in version manifests as long as we aren't modifying any engine binaries (building more or fewer is permitted), and merge manifests together if possible. Allows building the entire solution through Visual Studio, when some projects may build more modules than another.

Change 3141980 on 2016/09/27 by Ben.Marsh

	EC: Include a "Steps to Reproduce" section in failure emails, which gives the command line to run to execute the step.

Change 3143996 on 2016/09/28 by Ben.Marsh

	BuildGraph: Fix exported job steps having dependencies on nodes behind triggers, causing jobs to never terminate.

Change 3144696 on 2016/09/29 by Matthew.Griffin

	Adding -NoSharedPCH to NonUnity build steps and split them into separate nodes for UE4Editor and UE4Game
	Fixed redefinition of __WINDOWS_DS__

Change 3144931 on 2016/09/29 by Ben.Marsh

	Core: Changes to search paths for DLL loading.

	* The default binaries directory is now added to the list of search paths. Normally LoadLibrary finds these without needing to preload them, but plugins can change the global search paths by calling SetDefaultDllDirectories().
	* Only the top entry of the DLL directory stack is searched. There is typically only one directory here anyway, but the intent is more consistent with the operation of SetDllDirectory().
	* Resolved import paths are converted to absolute, so the resulting calls to LoadLibrary will not be influenced by calls to SetDefaultDllDirectories() changing the base directory.
	* Search paths aren't de-duplicated any more. They don't overlap in practice, and it's not expensive even if they do.

Change 3144932 on 2016/09/29 by Ben.Marsh

	Vulkan: Only add vulkan-1.dll as a delay load dependency from the VulkanRHI module, otherwise it can be added to the linker command-line 20 or more times.

Change 3145011 on 2016/09/29 by Ben.Marsh

	Core: Include the compatible changelist in version manifests, so local builds after syncing with UGS will have the correct compatible changelist numbers post-hotfix.

[CL 3146509 by Ben Marsh in Main branch]
2016-09-30 08:50:19 -04:00
Ori Cohen
36caee758d Copying //UE4/Dev-Physics to //UE4/Dev-Main (Source: //UE4/Dev-Physics @ 3140333)
#lockdown Nick.Penwarden

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

Copying //UE4/Dev-Physics-Upgrade to //UE4/Dev-Physics (Source: //UE4/Dev-Physics-Upgrade @ 3140195)

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

Change 2954345 on 2016/04/25 by Thomas.Sarkanen

	Merging in latest 3.4 code drop from NVIDIA using DevPhysicsUpgrade_To_NVIDIA_PhysX34

Change 2954421 on 2016/04/25 by Thomas.Sarkanen

	Removed old PhysX 3.3 and APEX 1.3

Change 2955821 on 2016/04/26 by Thomas.Sarkanen

	Back out changelist 2954345

Change 2955880 on 2016/04/26 by Thomas.Sarkanen

	Merging using DevPhysicsUpgrade_To_NVIDIA_PhysX34

	Attempt to re-integrate after botched merge in CL 2954345. Cherry picking only PhysX directories, auto-merging accepting source, forcing integration.

Change 2957403 on 2016/04/27 by Thomas.Sarkanen

	Adding initial UAT script for PhysX/APEX

Change 2957690 on 2016/04/27 by Thomas.Sarkanen

	Upgraded BuildPhysX to call CMake directly

	Now all that is needed are the CMakeLists.txt files, rather than slightly shaky batch files.
	Still need to make the CMake command line handling a bit more sane and move into more conventional directories like \Win64\VS2015\ etc.

	Added RemoveDirectory() to DirectoryReference.

Change 2960653 on 2016/04/29 by Thomas.Sarkanen

	Updated BuildPhysX script to target engine-style directory structures

	We now build directly into (e.g.) Win64\VS2015 directories.
	Also updated to build using multiple compiler versions.

Change 2964162 on 2016/05/03 by Thomas.Sarkanen

	Added deployment to BuildPhysX script

	Script now copies source, binaries and libs to appropriate directories & can optionally auto-submit (note this is turned ON by default! Use -SkipSubmit to disable).

Change 2964171 on 2016/05/03 by Thomas.Sarkanen

	BuildPhysX script: Added switch to disable auto-submit seperately from changelist creation

	Allows easier dry-run testing.

Change 2964245 on 2016/05/03 by Thomas.Sarkanen

	Added external binary deployment to BuildPhysX script

	May still need to add the OpenGL binaries if need be

Change 2968733 on 2016/05/06 by Thomas.Sarkanen

	Filter out Source\compiler when deploying

	Also updated cmake invocation to redirect output correctly. Oddly cmake redirects non-errors via stderr, so we only redirect stdout in this case.

Change 2978738 on 2016/05/16 by Thomas.Sarkanen

	Added PhysX Vehicle and Extensions libs/binaries to deployment

	My previous wildcard filter didnt pick them up.

Change 2978741 on 2016/05/16 by Thomas.Sarkanen

	Removed PhysX 3.3 and APEX 1.3 binaries

Change 2982013 on 2016/05/18 by Thomas.Sarkanen

	Upgrade engine to PhysX 3.4 & APEX 1.4

Change 2983305 on 2016/05/19 by Thomas.Sarkanen

	Fixed BuildPhysX script to deploy missing libs

Change 2983384 on 2016/05/19 by Thomas.Sarkanen

	Fix compiler and linker issues found when batch compiling all available platforms/configs

	PhysXCollision.cpp: Clang seems to have issues with inheriting from a templated base class & accessing base members, so qualified with "this->".
	Added missing libs to Win32 build.

Change 2987027 on 2016/05/23 by Chad.Garyet

	Merging the main integration into dev-physics into dev-physics-upgrade per Ori.

Change 2988274 on 2016/05/24 by Thomas.Sarkanen

	Fixup compilation issues post-merge from Main

Change 3035770 on 2016/07/01 by Thomas.Sarkanen

	Updated cmake scripts

	Added GeomUtils include & missing files
	Specified PDB generation for all dlls.
	Removed VS2013 from default compilers list.

Change 3036954 on 2016/07/04 by Thomas.Sarkanen

	Removing APEX and PhysX binaries

Change 3037006 on 2016/07/04 by Thomas.Sarkanen

	Removing old PhysX source

Change 3037400 on 2016/07/05 by Thomas.Sarkanen

	Make sure to set GW_DEPS_ROOT environment variable

	Otherwise CMake can pick up old files or fail to build projects.

Change 3037763 on 2016/07/05 by Thomas.Sarkanen

	Make sure we default to older convex hull generation method.

	New method doesnt deal with degenerate cases as well as the old so if we want to use it we will need better fallback code.

Change 3039192 on 2016/07/06 by Thomas.Sarkanen

	Fixed destructible & convex collision not generating correct hulls

	Reverted to older hull generaiton method as thinner meshes are not being generated correctly with the new eQUICK_HULL method.
	Also made sure to set cooking params correctly (previously params were only set the first time a deformable mesh was cooked).
	PCM is enabled now by default so hooked up the flag to correctly disbale it.
	Bumped the DDC GUID to force a re-cook of convex meshes.

Change 3039236 on 2016/07/06 by Thomas.Sarkanen

	Prevented warning log spam from fetchResults()

	APEX does not call simulate() on the PhysX scene if there are no actors, so we duplicate the logic and dont call simulate() or fetchResults() if there are no actors present.

	#jira UE-31515 - NpScene.cpp 2304 eINVALID_OPERATION : PxScene::fetchResults: fetchResults() called illegally! - Error when playing in First Person template

Change 3039244 on 2016/07/06 by Thomas.Sarkanen

	Bumped the landscape version DDC key to force a heightfield re-cook

	#jjira UE-31532 - Landscapes do not have collision

Change 3040887 on 2016/07/07 by Thomas.Sarkanen

	Stopped onWake() callbacks being fired when objects are initially sleeping

	Objects start awake in the new PhysX, so we require an explicit putToSleep() call rather than relying on the wake timer timeout.

	#jira UE-31504 - Physics-enabled component is awake even with Start Awake disabled

Change 3067119 on 2016/07/27 by Ori.Cohen

	Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)

Change 3068266 on 2016/07/28 by Thomas.Sarkanen

	Fixed standalone building of solutions

	Also added CMake directories to deployment script

Change 3073437 on 2016/08/02 by Ori.Cohen

	Added custom code for finding convex faces. This is to get the most opposing normal behavior.

	#JIRA UE-31512, UE-31533

Change 3075553 on 2016/08/03 by Ori.Cohen

	Fix deprecated SafeNormal vs GetSaveNormal

Change 3077938 on 2016/08/04 by Ori.Cohen

	Fix bad constraint issue when waking up kinematic actors

Change 3077939 on 2016/08/04 by Ori.Cohen

	Fix limits of size 0 going into physx constraints.

Change 3080809 on 2016/08/08 by Marc.Audy

	Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)
	Resolved BodyInstance.cpp conflicts in UpdateInstanceSimulatePhysics

Change 3085212 on 2016/08/11 by Thomas.Sarkanen

	Updated CMake command lines now that platforms are in seperate directories

	BuildPhysX script now works again

Change 3090340 on 2016/08/16 by Benn.Gallagher

	Fixed usage of setRigidDynamicFlag after API change

Change 3090892 on 2016/08/16 by Marc.Audy

	Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)

Change 3093595 on 2016/08/18 by Benn.Gallagher

	Fixed new code coming down from main to new APIs

Change 3099294 on 2016/08/24 by Sheikh.Dawood.Abdul.Ajees

	Merging

	//UE4/Dev-Physics-Upgrade/PhysX/...

	to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/...

Change 3099296 on 2016/08/24 by Sheikh.Dawood.Abdul.Ajees

	-PhysX in-place build from Engine folder
	-Optional loading or NvToolsExt

Change 3101628 on 2016/08/25 by Ori.Cohen

	Make cmake portable and fixup generated projects to use proper lib/dll output

Change 3101634 on 2016/08/25 by Ori.Cohen

	Temp script to make it easy to generate projects using UAT

Change 3101714 on 2016/08/25 by Ori.Cohen

	CMake distributed for building without install

Change 3101719 on 2016/08/25 by Ori.Cohen

	Fix non-install cmake not working for ps4. Also update toolchain paths and compiler.

Change 3101777 on 2016/08/25 by Ori.Cohen

	Fix accidently skipping generating solutions.

Change 3101866 on 2016/08/25 by Ori.Cohen

	Fix second run of cmake not being able to delete readonly cmake files copied over

Change 3102520 on 2016/08/26 by Ori.Cohen

	BuildPhysX.Automation: Deploying PhysX & APEX libs.

Change 3102531 on 2016/08/26 by Ori.Cohen

	Up DDC version for new physx libs

Change 3102572 on 2016/08/26 by Ori.Cohen

	Fix lib to Lib and also remove dead code related to deploy which we no longer need

Change 3102656 on 2016/08/26 by Sheikh.Dawood.Abdul.Ajees

	Add pdbs to static libs.

Change 3102745 on 2016/08/26 by Ori.Cohen

	Fix physxbuild ignoring lib PDBs now that they are correctly generating.

Change 3102750 on 2016/08/26 by Benn.Gallagher

	Fix for explosive fracture events due to changes in mesh inflation.

Change 3102855 on 2016/08/26 by Ori.Cohen

	Added lib pdbs

Change 3106690 on 2016/08/30 by Ori.Cohen

	Fix external physx cmake modules path being set incorrectly

Change 3107042 on 2016/08/30 by Ori.Cohen

	Fix namespace typo and add ImmediateMode to cmake

Change 3107304 on 2016/08/30 by Sheikh.Dawood.Abdul.Ajees

	Fix PhysX lib rename

Change 3108078 on 2016/08/31 by Ori.Cohen

	Move ImmediateMode module inside physx.

Change 3108276 on 2016/08/31 by Ori.Cohen

	Immediate mode is now compiled

Change 3111534 on 2016/09/02 by Thomas.Sarkanen

	Fixup deprecated PhysX APIs

	"Active transforms" feature replaced with "active actors".
	Convex skinWidth and heightfield thickness removed as they were unused.
	Tolerance mass removed as it is ignored internally now.
	CreateShape now uses the PxPhysics version, with exclusivity respected via the passed-in flag.

	Note, we still use the following deprecated calls:

	- PxVec3::operator[]: This is used to iterate over dimensions and is still extremely useful so I've kept it for now.
	- Batched queries are still used by the vehicle system, so we still need to use them although they are deprecated.

	#jira UE-17833 - Stop using deprecated PhysX API calls

Change 3111636 on 2016/09/02 by Thomas.Sarkanen

	Removed deprecated use of PxVec3::operator[]

	After discussion on slack, apparently this was causing aliasing issues with certain compilers (XboxOne, for instance).

	#jira UE-17833 - Stop using deprecated PhysX API calls

Change 3111793 on 2016/09/02 by Ales.Borovicka

	[From trunk]  21113605 - removed tolerances scale usage from normalized distance test

	p4rmerge of Change 21115034 by aborovicka
	from cl-21115034.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3111981 on 2016/09/02 by Ori.Cohen

	Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)

Change 3111984 on 2016/09/02 by Ori.Cohen

	Debug config uses CHECKED by default

Change 3112432 on 2016/09/02 by Ori.Cohen

	BuildPhysX.Automation: Deploying PhysX and APEX libs.

	Quickhull cleanup fix. Remove slow check for if actors are simulating.

	#JIRA UE-35231

Change 3114288 on 2016/09/06 by Ori.Cohen

	Fix compiler error

Change 3115781 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21074422 -  Improved speculative CCD behaviour (correct decision of when to retain bias - was incorrect before). Some code conformity changes recommended by Pierre. Fixed an assert that could fire when using sweep-based CCD with kinematics that didn't have CCD enabled. Improved some documentation. Reviewed by Michelle

	p4rmerge of Change 21125150 by sschirm
	from cl-21125150.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115788 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21078633 -  PX-696 - Remove unused PoolListThreadSafe class

	p4rmerge of Change 21125151 by sschirm
	from cl-21125151.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115795 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21079886 - (1)[PX-702]wrong test case for PCM mesh edge-edge parallel edge rejection check [Reviewer: Kier]
	(2)check in new version of gauss map SAT implementation(disable by default as reference for GPU code)

	p4rmerge of Change 21125180 by sschirm
	from cl-21125180.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115809 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21085278 -  PX-601 - The eCOLLISION_PAIRS debug viz param is not used.

	p4rmerge of Change 21125190 by sschirm
	from cl-21125190.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115812 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21085367 -  fixed release notes for negative mesh scale

	p4rmerge of Change 21125217 by sschirm
	from cl-21125217.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115817 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21090281 -  [PX-425]Improving heightfield documentaiton. No longer extruding bounds for heightfields if unified heightfield collisions are used. Reviewed by Michelle

	p4rmerge of Change 21125224 by sschirm
	from cl-21125224.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115820 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21090512 -  Updating error messages. This is causing a UT to fail that mustn't get run when using the combined VT/UT project.

	p4rmerge of Change 21125229 by sschirm
	from cl-21125229.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115823 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21090881 -  PX-701 sweep position fix [r Pierre]

	p4rmerge of Change 21125230 by sschirm
	from cl-21125230.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115831 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21090883 -  PX-694 HF border miss [r Pierre]

	p4rmerge of Change 21125232 by sschirm
	from cl-21125232.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115835 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21091870 -  Michelle's fix for convex-mesh issue found in one of the CCD heightfield visual tests. Reviewed by Kier

	p4rmerge of Change 21125238 by sschirm
	from cl-21125238.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115840 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21091979 -  Some CCD optimizations. The intention of this is to bypass work if you have lots of bodies with CCD enabled but most are moving slowly. Reviewed by Michelle

	p4rmerge of Change 21125241 by sschirm
	from cl-21125241.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115841 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21091992 -  Fix Linux warning recommending using parantheses

	p4rmerge of Change 21125242 by sschirm
	from cl-21125242.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115843 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21092009 -  [PX-375] Removed/replaced "weird comments" in contact modification API file.

	p4rmerge of Change 21125245 by sschirm
	from cl-21125245.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115848 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21094919 -  Fix a compiler warning. Missed a copy n' paste error in the code. It compiles (with warnings on GCC), would produced the desired results but it's clearly wrong.

	p4rmerge of Change 21125247 by sschirm
	from cl-21125247.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115867 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21095517 -  Fix metadata warning in debug builds. Reviewed by Michelle

	p4rmerge of Change 21125252 by sschirm
	from cl-21125252.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115876 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21101463 -  Re-introduced 'isIdentity' function in Quat. This was originally part of a larger CL but this bit as been extracted for clarity. Review: Ales

	p4rmerge of Change 21125253 by sschirm
	from cl-21125253.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115881 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21102045 -  PX-507 fixed loading repX with kinematic actor and trimesh geometry [r Simon]

	p4rmerge of Change 21125255 by sschirm
	from cl-21125255.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115891 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21102138 -  PX-708 - Review p4 changes for missing docs [Pierre]

	Review: Simon

	p4rmerge of Change 21125256 by sschirm
	from cl-21125256.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115894 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21102219 -  PX-709 updated release notes and migration guide

	p4rmerge of Change 21125258 by sschirm
	from cl-21125258.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115897 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21105325 -  PX-542: add comment to comment regarding spu in batched queries code.

	p4rmerge of Change 21125261 by sschirm
	from cl-21125261.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115904 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21105351 -  Back out changelist 21102045

	p4rmerge of Change 21125262 by sschirm
	from cl-21125262.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115909 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21105521 -

	PX-664 - PVD doesn't properly capture SQ flags
	PX-665 - PVD's sweep hit capture is probably broken

	Details:

	- removed QUERY_LINEAR_COMPOUND_GEOMETRY_SWEEP_CLOSEST_OBJECT / QUERY_LINEAR_COMPOUND_GEOMETRY_SWEEP_ALL_OBJECTS since they are apparently not used anymore

	- refactored CapturePvdOnReturn:
	  - removed useless struct QType (over-engineered)
	  - identified / marked unused members. Might vanish later.
	  - "compression oriented programming" of main code.

	- PvdSqHit:
	  - added explicit PxOverlapHit ctor for overlaps (makes it clearer which ctor is called for each kind of hit)
	  - captured hit flags in PxRaycastHit and PxSweepHit ctors. This is the part that fixes PX-664.

	- PvdSceneQueryCollector:
	  - re-routed "any hit" functions to complete hit ctors instead of incomplete (PxQueryHit) one. This is the part that fixes PX-665.
	  - unified names of class members. The previous PvdSceneQueryCollector right here is a good example of why our coding standard doesn't make any sense (the public members all have the "m" prefix as well, nobody ever bothers changing the members' names when they go from private to public).
	  - "compression oriented programming" of main code.

	Review: Ales

	p4rmerge of Change 21125263 by sschirm
	from cl-21125263.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115915 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21105695 -  fix compile error

	p4rmerge of Change 21125264 by sschirm
	from cl-21125264.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115917 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21105850 -  Back out changelist 21105325

	p4rmerge of Change 21125265 by sschirm
	from cl-21125265.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115923 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21106057 - [PX-703] Removed comment promising documentation of how all the multi-client callbacks group events together. Interested parties can read the code but the decision over how events are grouped probably shouldn't influence their callback design decisions. Actually submitting (file was checked out but not saved in previous submit)

	p4rmerge of Change 21125267 by sschirm
	from cl-21125267.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115925 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21106460 -  [PX-710] Missing documentation changes.

	p4rmerge of Change 21125268 by sschirm
	from cl-21125268.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115927 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21110787 -  Some minor cloth cleanup, related to PX-711. (r mtamis)

	p4rmerge of Change 21125271 by sschirm
	from cl-21125271.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115934 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21113806 -  PX-707 remove cuda interop for d3d9  (r dduka, kstorey)

	p4rmerge of Change 21125273 by sschirm
	from cl-21125273.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115938 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21113869 -  PxProfiler changes

	- Remove ?filename≈ and ?lineno≈:

	It is useless for profile zones.
	The name of the zone already uniquely describes a place in the SDK. The line numbers are useless when people have local changes in their files anyway (which happens quite a bit for Epic / Unity).
	This is also currently not used by PVD so it is unclear why we added it. Filenames are usually long strings that we do not want to transmit over a network.

	Review: Ales

	p4rmerge of Change 21125275 by sschirm
	from cl-21125275.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115941 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21114295 - [PX-716] Fixed assert in broad phase in SampleParticles when using GPU. Reviewed by Michelle

	p4rmerge of Change 21125276 by sschirm
	from cl-21125276.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115942 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21114587 - [PX-635] CUDA 8 support. Windows and Linux switched to use CUDA 8.0.27. Reviewed/contributed to by Cheng, Simon, Michelle.

	p4rmerge of Change 21125279 by sschirm
	from cl-21125279.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115945 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21114843 -  Articulation helper code only does 1 internal/external solve pass if internal/external coefficients are the same and internal/external iterations are the same. Reviewed by Michelle

	p4rmerge of Change 21125282 by sschirm
	from cl-21125282.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115949 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21118231 -  Profiler changes:

	Move CUDA-related parts to specific class. Long term goal is to drop them entirely.

	Review: Ales

	p4rmerge of Change 21125283 by sschirm
	from cl-21125283.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115952 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21119117 -  PX-721 PxVolumeCache deprecated [r Pierre]

	p4rmerge of Change 21125287 by sschirm
	from cl-21125287.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115958 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21124924 -  PX-720 PxSpatialIndex deprecated [r Pierre]

	p4rmerge of Change 21125289 by sschirm
	from cl-21125289.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115964 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21124943 -  PX-714 PxConstaintFlag::eDEPRECATED_32_COMPATIBILITY removed [r Simon]

	p4rmerge of Change 21125292 by sschirm
	from cl-21125292.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115969 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21094813 -  start thread additional tests [r Simon]

	p4rmerge of Change 21125307 by sschirm
	from cl-21125307.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115970 on 2016/09/07 by Luke.Thatcher

	[PLATFORM] [PS4] [!]
	Minor fix to PhysX 3.4/APEX 1.4 build for PS4 in //UE4/Dev-Physics-Upgrade.
	 - Library output path does not need to contain the Visual Studio version.
	 - Fixup library paths in PhysX.Build.cs

Change 3115973 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21105837 - [PX-494] Disambiguating GPU PhysX APIs not used by GRB.

	p4rmerge of Change 21125320 by sschirm
	from cl-21125320.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3116047 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21125154 -  Merging APEX 1.4 trunk and Epic integration branches.

	p4rmerge of Change 21127359 by sschirm
	from cl-21127359.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3116059 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk]  updated and added products - 21124943

	p4rmerge of Change 21127711 by sabdulajees
	from cl-21127711.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3116069 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	Enable APEX_UE4 define for cmake

	p4rmerge of Change 21127770 by sabdulajees
	from cl-21127770.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3116073 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From Epic] 3112432 - Quickhull cleanup fix. Remove slow check for if actors are simulating.

	p4rmerge of Change 21128334 by sabdulajees
	from cl-21128334.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3116081 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	Add APEX_UE4 define

Change 3116088 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	Missed conflicted change in CL 3116047

Change 3116415 on 2016/09/07 by Ori.Cohen

	Improve vehicle debug rendering stats to be more meaningful. Also fix lock semantic issue.

Change 3117376 on 2016/09/08 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Update PhysX/APEX compile warnings flags to minimal set needed for a successful build.

Change 3118458 on 2016/09/08 by Dmitry.Rekman

	Linux: first iteration of automated cross-build.

	- Still relies on make being available on the system.

Change 3118848 on 2016/09/08 by Chris.Babcock

	Added PxSharedDir +  src/*/include directories for PhysX (not found if APEX not enabled for platform)

Change 3119236 on 2016/09/09 by Keith.Judge

	PhysX 3.4 Automation Tool build for Xbox One.

Change 3119788 on 2016/09/09 by Chris.Babcock

	Fix all the blank lines (messing up resolves)

Change 3119801 on 2016/09/09 by Chris.Babcock

	Change filetype back to text

Change 3119804 on 2016/09/09 by Ori.Cohen

	Remove areaTestEpsilon=0 which is no longer needed since we set skin width according to the relative extent of the mesh.

	#JIRA UE-35678

Change 3120210 on 2016/09/09 by Dmitry.Rekman

	Linux: PhysX libs + changes to make UE4Client built.

Change 3120441 on 2016/09/09 by Chris.Babcock

	Android: PhysX libs + changes to make UE4Client build (ARMv7 only!)

Change 3120857 on 2016/09/12 by Nick.Shin

	support tool: gnu win32 make

	#jira UEFW-106 - Add HTML5 support to PhysX CMake & automation scripts
	#code.review dmitry.rekman

Change 3120876 on 2016/09/12 by Nick.Shin

	HTML5 platform -- PhysX automation tool support

	#jira UEPLAT-1324 - Update HTML5 PhysX to CMake

Change 3120881 on 2016/09/12 by Nick.Shin

	APEX files for HTML5 builds

	NOTE: these are work in progress
	- SIMD erros still needs to be looked at

Change 3121162 on 2016/09/12 by Ori.Cohen

	Remove unneeded glut and nv ext dll

	#JIRA UE-UE-35744

Change 3121209 on 2016/09/12 by Ales.Borovicka

	[From trunk] 21146632 -  PX-743 fixed convex hull issue

	p4rmerge of Change 21146795 by aborovicka
	from cl-21146795.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3121707 on 2016/09/12 by Dmitry.Rekman

	PhysX: fix path to bundled make.

Change 3122071 on 2016/09/12 by Chad.Garyet

	dev-physics upgrade build process

Change 3122096 on 2016/09/12 by Ori.Cohen

	Add rb none to auto generated build script

Change 3122098 on 2016/09/12 by Ori.Cohen

	Removing regex from json

Change 3122108 on 2016/09/12 by Ori.Cohen

	Fixing json to include -- in command line

Change 3122114 on 2016/09/12 by Chris.Babcock

	Android: allow speciifying architecture with TargetPlatforms (optional - after platform), ex. Android-arm64

Change 3122123 on 2016/09/12 by Chad.Garyet

	fixing typos

Change 3122124 on 2016/09/12 by Chad.Garyet

	typo fix

Change 3122128 on 2016/09/12 by Chad.Garyet

	typo fix

Change 3122130 on 2016/09/12 by Chad.Garyet

	typo fix

Change 3122177 on 2016/09/12 by Chris.Babcock

	Android: added libraries (ARMv7, ARM64, x86)

Change 3122200 on 2016/09/12 by Chris.Babcock

	Fix bad escape character (\#)

Change 3122739 on 2016/09/13 by Chad.Garyet

	Making these full workspaces instead of compiles, compiles cannot submit to p4

Change 3122827 on 2016/09/13 by Dmitry.Rekman

	PhysX: fix case sensitive build.

Change 3122944 on 2016/09/13 by Nick.Shin

	support tool: gnu win32 make

	these are the source codes to the utility

	#jira UEFW-106 - Add HTML5 support to PhysX CMake & automation scripts
	#code.review dmitry.rekman

Change 3123511 on 2016/09/13 by Dmitry.Rekman

	Linux: fix building when Cygwin is present.

	- Also: don't use Windows tools on non-Windows platforms.

Change 3123529 on 2016/09/13 by Nick.Shin

	forgot to submit this in CL: 3120876

Change 3123713 on 2016/09/13 by Michael.Trepka

	Support for building PhysX 3.4 and APEX 1.4 with CMake for Mac

Change 3123716 on 2016/09/13 by Michael.Trepka

	PhysX 3.4 and APEX 1.4 libraries for Mac

Change 3123718 on 2016/09/13 by Chris.Babcock

	Android: added x86_64 (x64) PhysX libraries and cmake changes

Change 3124033 on 2016/09/13 by Ori.Cohen

	Change physx auto build to use reconcile instead of mass edit all files. Needed to keep build machines from orphaning change lists on failure.

Change 3124036 on 2016/09/13 by Dmitry.Rekman

	Fix compile error due to symbol collision.

Change 3124198 on 2016/09/13 by Ori.Cohen

	Fix file search not using the right build suffix for release builds.

Change 3124577 on 2016/09/14 by Ori.Cohen

	Fix environment PATH incorrectly dropping paths.

Change 3124897 on 2016/09/14 by Ori.Cohen

	Added platforms to physx build machine

Change 3124905 on 2016/09/14 by Chad.Garyet

	Swapping dev-physics stream to minimal vstream.

Change 3124928 on 2016/09/14 by Ori.Cohen

	Fix android typo

Change 3124940 on 2016/09/14 by Chad.Garyet

	adding email notifiers

Change 3125065 on 2016/09/14 by Ori.Cohen

	Prevent unsupported platforms from trying to build APEX. Needed for batch processing of many platforms.

Change 3125242 on 2016/09/14 by Ori.Cohen

	Remove DLL dependency on PhysXDevice64

Change 3125319 on 2016/09/14 by Dmitry.Rekman

	PhysXBuild: speed up make when building Linux.

	- Credits for the suggestion go to LukeT.
	- Can spawn more than 16 jobs because Win32 make reportedly cannot control its number, but this hasn't been a problem when building locally (might be due to individual jobs being quick).

Change 3125324 on 2016/09/14 by Dmitry.Rekman

	Fixes to Linux PhysX.

	- Bring missing defines to some Apex libs.
	- Set to always include debug info in Linux.
	- Set to use response file (for some reason this fixed a build locally despite CMake not using it).

Change 3125420 on 2016/09/14 by Ori.Cohen

	Remove caching of bodysetup cooking when there's a warning/error.

Change 3125675 on 2016/09/14 by Dmitry.Rekman

	Linux: fix case-sensitive compilation.

Change 3125718 on 2016/09/14 by Dmitry.Rekman

	Fix UAT building on Linux.

Change 3125735 on 2016/09/14 by Dmitry.Rekman

	Linux: changes for building PhysX natively

	- Needed for debugging (proper debug info gets built).

Change 3125868 on 2016/09/14 by Michael.Trepka

	iOS support for PhysX 3.4

Change 3125878 on 2016/09/14 by Michael.Trepka

	PhysX 3.4 libraries for iOS

Change 3125927 on 2016/09/14 by Dmitry.Rekman

	Linux: (better) architecture support.

	- Also a fix for Apex not having APEX_UE4 set.

Change 3125937 on 2016/09/14 by Dmitry.Rekman

	Linux: more fixes for Apex.

	- Minor changes after having APEX_UE4 defined properly.

Change 3126282 on 2016/09/15 by Luke.Thatcher

	[PLATFORM] [PS4] [~] Use GNU makefiles for PhysX/APEX PS4 builds, as AutoSDK does not install the required file for MSBuild to work correctly.

	 - Response files are enabled for PS4 and Linux builds, to fix long/truncated command line errors. The flags for this have been moved to the common.cmake files, and are enabled by the build tool via a command line define switch -DUSE_RESPONSE_FILES=1.
	 - Simplified PS4 Android and Linux cases in SetupBuildForTargetLibAndPlatform, as they all do exactly the same thing.
	 - Simplified -j 16 flag handling on Windows build hosts, and enabled for all makefile platforms (currently Linux, PS4 and Android)
	 - Removed old PS4ToolChain.txt file which was unused.

Change 3126540 on 2016/09/15 by Michael.Trepka

	tvOS support for PhysX 3.4

Change 3126541 on 2016/09/15 by Michael.Trepka

	PhysX 3.4 libs for tvOS

Change 3126652 on 2016/09/15 by Simon.Schirm

	Remove PxShared src includes #rb Ori.Cohen

Change 3126869 on 2016/09/15 by Ori.Cohen

	Add mac cmake binary

Change 3126873 on 2016/09/15 by Ori.Cohen

	mac to use UE cmake bin

Change 3126895 on 2016/09/15 by Michael.Trepka

	Added +x to Mac cmake binary

Change 3126905 on 2016/09/15 by Michael.Trepka

	Fixed BuildPhysX.Automation.cs compile errors on Mono

Change 3126910 on 2016/09/15 by Nick.Shin

	addendum to: CL: #3120881

	APEX files for HTML5 builds
	- tested these changes for both PhysX and APEX builds

Change 3126922 on 2016/09/15 by Ben.Marsh

	Put Dev-Physics-Upgrade onto the Shared_Compile and UE4_Compile_Mac pools.

Change 3127072 on 2016/09/15 by Ori.Cohen

	Improve debug symbols for xbox and ps4

Change 3127194 on 2016/09/15 by Ori.Cohen

	Distinguish between cmake and cmake.exe

Change 3127833 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21162711 -  increased tolerance for refused verts in quick hull

	p4rmerge of Change 21162990 by aborovicka
	from cl-21162990.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3127960 on 2016/09/16 by Benn.Gallagher

	Duplicated clothing holes fix from Dev-Framework

Change 3127982 on 2016/09/16 by Ori.Cohen

	Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)

Change 3128052 on 2016/09/16 by Ori.Cohen

	Fixed incorrect PxMat34Legacy legacy serialization (Owen bug).

Change 3128113 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21126371 -  Profiler changes

	- Remove PxProfileTypes
	It looks like nobody understands how to use this:
	struct PxProfileTypes
	{
	enum Enum
	{
	eNORMAL       = 0, //!< ordinary profile zone, starts and ends in same thread
	eSTALL        = 1, //!< thread is busy but can't progress (example: spin-lock)
	eIDLE         = 2, //!< thread is idle (example: waiting for event)
	eDETACHED     = 3, //!< zone crosses thread boundary
	eLOCK         = 4, //!< thread tries to acquire a lock, reports result on zoneEnd()
	eLOCK_SUCCESS = 5, //!< locking mutex succeded, to be passed to zoneEnd()
	eLOCK_FAILED  = 6, //!< locking mutex failed, to be passed to zoneEnd()
	eLOCK_TIMEOUT = 7  //!< locking mutex timed out, to be passed to zoneEnd()
	};
	};

	It seems that only eNORMAL and eDETACHED are used in the SDK, and eDETACHED can be done automatically (see below). It is unclear how the users are supposed to use the other enums.

	==> not done fully automatically yet, instead there is now just a bool for detached/regular events. The PVD implementation needs to know in the "start" event if the zone is "detached" or not, so the fully automatic version unfortunately would not work immediately with PVD (at least not without touching the PVD code). Maybe later.

	- Return a void pointer from zoneStart. Pass it to zoneEnd.
	Most profilers use a scoped object like our own PxProfileScoped class, which stores some data locally (on the stack) in the ?start≈ event, so that it is still available in the ?end≈ event. Unfortunately our virtual interface does not let users do the same in their implementation.
	We suffer from this ourselves, in our own PVD implementation. For example in the code below we do the expensive ?getEventIdForName≈ twice with the same event name:
	void PvdImpl::zoneStart(const char* eventName, PxProfileTypes::Enum type, uint64_t contextId, const char *filename, int lineno)
	{
	if ( mProfileZone )
	{
	uint16_t id = mProfileZone->getEventIdForName(eventName);

	void PvdImpl::zoneEnd(const char *eventName, PxProfileTypes::Enum type, uint64_t contextId)
	{
	if ( mProfileZone )
	{
	uint16_t id = mProfileZone->getEventIdForName(eventName);

	But a regular profiler would not do that: it would store the id as a class member and reuse it in the ?end≈ event. We can allow this kind of optimizations to happen by simply returning a void pointer from ╡zoneStart? and passing it to the ╡zoneEnd? function. We would then return the id as a void pointer, and cast it back to an int16 in zoneEnd.
	This is not ideal because the amount of data is limited to the size of a pointer, but this opens the door for some optimizations at least.

	p4rmerge of Change 21162866 by aborovicka
	from cl-21162866.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128119 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21126412 -  fixed compile error

	p4rmerge of Change 21162870 by aborovicka
	from cl-21162870.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128122 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21131564 -  Remove PxBufferedProfilerCallback.

	Review: Ales

	p4rmerge of Change 21162874 by aborovicka
	from cl-21162874.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128129 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21154319 -  Remove the PxProfileContext enum.

	The rationale is that the default value should be implementation-specific, and thus left to users. "0" makes sense for our implementation (PVD) since we store a scene pointer as our context, but a different user-provided implementation might use for example a scene index instead, in which case 0 would be a completely legal value, and perhaps 0xffffffff would be a more appropriate value for indicating "no context". On top of that, the enum struct itself was questionable since it only defined a single value.

	Review: Ales

	p4rmerge of Change 21162877 by aborovicka
	from cl-21162877.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128134 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21159702 -  PX-637: Change CreateParticleShapes_Stage1 to launch as a single CTA

	p4rmerge of Change 21162880 by aborovicka
	from cl-21162880.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128139 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21130683 - [PX-516] Joint lock flags. Working on both CPU and GPU. Reviewed by Michelle

	p4rmerge of Change 21162901 by aborovicka
	from cl-21162901.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128143 on 2016/09/16 by Ori.Cohen

	Fix for TryGetVSInstallDir

Change 3128144 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21130799 -  PX-526 sweep geometry isValid [r Pierre]

	p4rmerge of Change 21162904 by aborovicka
	from cl-21162904.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128150 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21135017 -  fixed incorrect geometry sweep validation function

	p4rmerge of Change 21162909 by aborovicka
	from cl-21162909.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128154 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21130972 -  Fixed some build warnings produced on iOS.

	p4rmerge of Change 21162917 by aborovicka
	from cl-21162917.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128159 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21131769 -  Attempted fix for documentation build error.

	p4rmerge of Change 21162918 by aborovicka
	from cl-21162918.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128163 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21134721 -  Remove shadowed variable in constrainMotion in joint projection

	p4rmerge of Change 21162924 by aborovicka
	from cl-21162924.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128168 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21135420 -  Re-enabled adaptive force on both GPU and CPU pipelines. Required some semantic changes to the way stabilization works to allow both approaches to leverage "accelScale" to scale gravity. Reviewed by Michelle

	p4rmerge of Change 21162929 by aborovicka
	from cl-21162929.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128171 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21135492 -  Fix bug in immediate mode where a PxGeometry was dangerously cast to a Gu::GeometryUnion. It is not guaranteed (or even likely) that the application will be passing a Gu::GeometryUnion so this is likely to result in a crash if a convex hull, mesh or HF were used. Reviewed by Michelle

	p4rmerge of Change 21162930 by aborovicka
	from cl-21162930.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128173 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21139402 -  Improve PVD profiling for multiple scenes

	Review: Ales

	p4rmerge of Change 21162932 by aborovicka
	from cl-21162932.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128181 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21145313 -  Improved support for multi-scenes profiling in PVD (continued)

	p4rmerge of Change 21162936 by aborovicka
	from cl-21162936.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128184 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21145467 -  Improved support for multi-scene profiling in PVD (continued)

	p4rmerge of Change 21162941 by aborovicka
	from cl-21162941.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128188 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21145584 -  Improved support for multi-scene profiling in PVD (continued)

	p4rmerge of Change 21162943 by aborovicka
	from cl-21162943.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128189 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21146617 -  PX-712, PX-507 fixed load of RepX file with kinematic rigid bodies with mesh shapes [r Simon]

	p4rmerge of Change 21162947 by aborovicka
	from cl-21162947.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128190 on 2016/09/16 by Ben.Marsh

	Build PhysX targets in parallel.

Change 3128193 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21150008 -  PX-722 - PxClientID deprecated [r Kier]

	p4rmerge of Change 21162949 by aborovicka
	from cl-21162949.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128198 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21150053 -  Improved support for multi-scene profiling in PVD (continued)

	p4rmerge of Change 21162952 by aborovicka
	from cl-21162952.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128201 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21150234 -  fix compile error

	p4rmerge of Change 21162956 by aborovicka
	from cl-21162956.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128205 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21155265 -  metadata updated

	p4rmerge of Change 21162962 by aborovicka
	from cl-21162962.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128211 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21159411 - [PX-638] GRB cleanup items. Reviewed by Michelle

	p4rmerge of Change 21162982 by aborovicka
	from cl-21162982.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128213 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21159818 -  kinematic rigid repX fix for Android

	p4rmerge of Change 21162989 by aborovicka
	from cl-21162989.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128222 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21150589 -  fixes after PxShared and PhysX changes

	p4rmerge of Change 21162999 by aborovicka
	from cl-21162999.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128228 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21159948 -  doxygen comments and indents fixes in public interface

	p4rmerge of Change 21163009 by aborovicka
	from cl-21163009.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128229 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21163740 -  Fixed race condition in interaction framework. Simplified some code related to triggers/particles/clothing interactions, which does not get run in parallel. This previously shared its implementation with the parallel rigid body interactions but, as a result of some refactoring, it now doesn't. Reviewed by Michelle

	p4rmerge of Change 21163978 by aborovicka
	from cl-21163978.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128255 on 2016/09/16 by Ori.Cohen

	Include platform target in physx libs CL

Change 3128259 on 2016/09/16 by Ori.Cohen

	Fix android reference

Change 3128287 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21127073 -  PX-693 added define PX_EMSCRIPTEN [r Simon]

	p4rmerge of Change 21162846 by aborovicka
	from cl-21162846.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128622 on 2016/09/16 by Ori.Cohen

	Fix stale cpp in the pvdsdk cmake file.

Change 3128744 on 2016/09/16 by Ori.Cohen

	Fix force_inline preventing linker from finding symbols

Change 3128770 on 2016/09/16 by Ben.Marsh

	Add a nightly build for Dev-Physics-Upgrade

Change 3128792 on 2016/09/16 by Ori.Cohen

	Remove inline entirely as it won't work for some platforms when the definition is not in the same cpp

Change 3128807 on 2016/09/16 by Ben.Marsh

	Really split PhysX nodes out onto different agents.

Change 3128835 on 2016/09/16 by Dmitry.Rekman

	Linux: Add support for ARM architecture (without APEX).

Change 3128951 on 2016/09/16 by Dmitry.Rekman

	Add Linux-ARM to the builder list.

Change 3129006 on 2016/09/16 by Dmitry.Rekman

	Fix for adding Linux ARM build.

Change 3129037 on 2016/09/16 by Ori.Cohen

	Fix DLL empty warning

Change 3129426 on 2016/09/16 by Ori.Cohen

	Refresh DDC key for new physx cooking libs

Change 3129428 on 2016/09/16 by Ori.Cohen

	Fix compiler error

Change 3130638 on 2016/09/19 by Ori.Cohen

	Add debug symbols to APEX on PS4

Change 3130977 on 2016/09/19 by Ori.Cohen

	Undefine APEX_API and PHYSX_API before including physx and apex headers.

Change 3131021 on 2016/09/19 by Ori.Cohen

	Add APEX_UE4 as a definition regardless of which module is being built.

	#JIRA UE-36044

Change 3131024 on 2016/09/19 by Ori.Cohen

	Make sure html5 gets apex ue4 flag

Change 3131517 on 2016/09/19 by Jeff.Farris

	Support for speculative CCD.

Change 3131935 on 2016/09/20 by Simon.Schirm

	[From trunk] 21163785 -  Fixed incorrect PxMat34Legacy legacy serialization (Owen bug in UE4). Removed comment... #rb none

	p4rmerge of Change 21175004 by sschirm
	from cl-21175004.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3131942 on 2016/09/20 by Marijn.Tamis

	[APEX1.4]Async cloth Cooking issue workaround.

Change 3132145 on 2016/09/20 by Simon.Schirm

	[From trunk] 21170876 -  PX-745 - Remove custom kernel profiling functionality from PxShared, PhysX and APEX #rb none

	Review: Simon

	p4rmerge of Change 21175012 by sschirm
	from cl-21175012.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3132289 on 2016/09/20 by Simon.Schirm

	[From trunk] 21175816 -  Removed more references to unsupported GPU profiling. Complements 21170876 (r ibychkov) #rb none

	p4rmerge of Change 21175823 by sschirm
	from cl-21175823.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3132316 on 2016/09/20 by Simon.Schirm

	[From trunk] updated and added products (only docs) #rb none

	p4rmerge of Change 21175900 by sschirm
	from cl-21175900.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3132614 on 2016/09/20 by Ori.Cohen

	Allow sweeps with 0 direction to still do an overlap check.

	#JIRA UE-35264

Change 3135155 on 2016/09/21 by Jeff.Campeau

	PhysX Xbox One Cmake fixes

Change 3135733 on 2016/09/22 by Ales.Borovicka

	[From trunk] 21184354 -  PX-662 fixed android issues with articulation [r Kier]

	p4rmerge of Change 21184355 by aborovicka
	from cl-21184355.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3136023 on 2016/09/22 by Sheikh.Dawood.Abdul.Ajees

	Remove APEX_UE4 flag for individual platforms

Change 3136245 on 2016/09/22 by Simon.Schirm

	[From trunk] 21184998 -  Fixed another source of non-determinism reported by FAKT. Reviewed by Michelle, #rb none

	p4rmerge of Change 21185183 by sschirm
	from cl-21185183.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3137891 on 2016/09/23 by Benn.Gallagher

	Fix to clothing shutdown to correctly clear fabric factories

Change 3138175 on 2016/09/23 by Ori.Cohen

	Fix unused variable warning

	#JIRA UE-36363

Change 3139645 on 2016/09/26 by Benn.Gallagher

	Fix CEF build failure from Merge

Change 3139706 on 2016/09/26 by Benn.Gallagher

	Fixed another merge issue in mcp plugin

Change 3139708 on 2016/09/26 by Ori.Cohen

	Remove unused variable in Apex.build.cs

	#JIRA UE-36363

Change 3139745 on 2016/09/26 by Ori.Cohen

	Fix xbox one not finding physx/apex libs.

Change 3139910 on 2016/09/26 by mason.seay

	Removing collision to fix cook error (replicating fix that was made in Odin stream)

	UE-36372

Change 3140178 on 2016/09/26 by Jeff.Campeau

	Fix Xbox One lib generation warnings (add default language element)

Change 3140179 on 2016/09/26 by Jeff.Campeau

	Fix Xbox One compile warning in PhysX source

Change 3140180 on 2016/09/26 by Jeff.Campeau

	Fix PhysX build errors (don't dllimport and include all needed libs)

Change 3140235 on 2016/09/26 by Jeff.Campeau

	Fix a couple more compile warnings from typos

[CL 3140364 by Ori Cohen in Main branch]
2016-09-26 15:28:28 -04:00
Alex Fennell
d10f9953d9 Copying //UE4/Portal-Staging to //UE4/Dev-Main (Source: //UE4/Portal-Staging @ 3138637)
#lockdown Nick.Penwarden, justin.sargent
#rb None

[CL 3138769 by Alex Fennell in Main branch]
2016-09-23 17:31:51 -04:00
Marc Audy
69d9a1a087 Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206)
#lockdown Nick.Penwarden
#rb none
#codereview Andrew.Grant
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2845744 on 2016/01/27 by Andrew.Grant

	Merging from //Orion/Dev-General @ 2845681

Change 2849210 on 2016/01/29 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 2854307 on 2016/02/03 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 2880059 on 2016/02/24 by Andrew.Grant

	Merging  //Orion/Dev-General @ 2879808

Change 2891205 on 2016/03/02 by Andrew.Grant

	Merging //Orion/Dev-General @ 2889885

Change 2904080 on 2016/03/10 by Andrew.Grant

	Merging using //Orion/Dev-General @ 2902652

Change 2950235 on 2016/04/20 by Andrew.Grant

	Automerged files from Dev-General

Change 2976227 on 2016/05/12 by Andrew.Grant

	Autoresolved files from using //Orion/Dev-General

Change 3016193 on 2016/06/16 by Andrew.Grant

	Merging //Orion/Dev-General @ 3015761

Change 3033336 on 2016/06/29 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 3037514 on 2016/07/05 by Andrew.Grant

	Merging from //Orion/Dev-General @ 3037465

Change 3091216 on 2016/08/16 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 3107127 on 2016/08/30 by Andrew.Grant

	Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating

Change 3129090 on 2016/09/16 by Andrew.Grant

	Autoresolved files from Dev-Gen @ 3130045

Change 3130536 on 2016/09/19 by Andrew.Grant

	To Resolve

Change 3130537 on 2016/09/19 by Andrew.Grant

	Tricky merges?

Change 3130810 on 2016/09/19 by Andrew.Grant

	Merging from //Orion/Dev-General @ 3130045

Change 3130880 on 2016/09/19 by Andrew.Grant

	Blueprint fix

Change 3131009 on 2016/09/19 by Andrew.Grant

	removed spammy warning

Change 3131216 on 2016/09/19 by Andrew.Grant

	Content fixes for Orion-Staging

Change 3131700 on 2016/09/19 by Andrew.Grant

	Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging)

Change 3132144 on 2016/09/20 by Andrew.Grant

	Merging test framework work from Dev-General

Change 3132154 on 2016/09/20 by Andrew.Grant

	Fix for linux client

Change 3132179 on 2016/09/20 by Andrew.Grant

	Fixed breakages due to latest //UE4/Main

Change 3132948 on 2016/09/20 by Andrew.Grant

	Fix for UE-36216 (replicating 3125764 from ForniteMain)

Change 3133103 on 2016/09/20 by Andrew.Grant

	Added EpicCMSUIFramework and CommonUI to Fortnite plugin

Change 3133327 on 2016/09/20 by Andrew.Grant

	Orion automation improvements

Change 3133555 on 2016/09/20 by Andrew.Grant

	FIx for UE-36226

Change 3133996 on 2016/09/21 by Andrew.Grant

	REbuilt texture streaming

Change 3134204 on 2016/09/21 by Andrew.Grant

	Merging audio files from Orion with correct compression settings

Change 3134205 on 2016/09/21 by Andrew.Grant

	Fix for gameplay tag ordering from Orion, and fix for soak test report numbers

Change 3134206 on 2016/09/21 by Andrew.Grant

	Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging)

[CL 3135156 by Marc Audy in Main branch]
2016-09-21 18:16:12 -04:00
Peter Sauerbrei
3d58452185 Copying //UE4/WEX-Staging to Dev-Main (//UE4/Dev-Main)
===================
MAJOR FEATURES + CHANGES
===================

Change 3123735 on 2016/09/13 by Josh.Markiewicz

	#UE4 - added FNames for some common online features to be refactored later
	#codereview david.nikdel

Change 3123608 on 2016/09/13 by Josh.Markiewicz

	#OSS - refactor FUniqueNetIdRepl to derive from FUniqueNetIdWrapper and clean up redundant code
	#codereview david.nikdel

Change 3120074 on 2016/09/09 by David.Nikdel

	#Analytics: Move log message to more correct location

Change 3120073 on 2016/09/09 by David.Nikdel

	#Analytics: Adjustments to ET.DroppedSubmission per Wes's feedback
	- Don't try to restore events at all if caching is disabled (but do log the error)
	- Stop accumulating events (even the ET.DroppedSubmission event) at 1024 cached to defend against run away accumulation
	#CodeReview: Wes.Hunt

Change 3119959 on 2016/09/09 by Peter.Sauerbrei

	update to engine to provide the generic chunk install when one is not implemented or requested
	#rb none

Change 3119378 on 2016/09/09 by David.Nikdel

	#Analytics #ET: Added a config option to not drop events in the event of a failure to flush.
	- Events are re-added to the queue (may result in some reordering but timestamps will still be there) in the event of a failure
	- Also appending an ET.DroppedSubmission event in this case so we can track how often clients fail. Has HTTP_STATUS and URL attributes.
	- Events accumulate within a given application run but no attempt is made to persist across crashes etc.
	#CodeReview: Wes.Hunt

Change 3118773 on 2016/09/08 by Peter.Sauerbrei

	bring over fix for missing debug information in IOS executables
	#rb none

Change 3118574 on 2016/09/08 by Peter.Sauerbrei

	pulled over architecture fix for IOS from Main
	#rb none

Change 3117672 on 2016/09/08 by Steve.Allison

	Adding 3544_iPadMini3_ChAIRQA

Change 3116529 on 2016/09/07 by Josh.Markiewicz

	#UE4 - reverted started IOS purchase/store work from default engine OSS plugins
	#codereview david.nikdel

Change 3116010 on 2016/09/07 by Josh.Markiewicz

	#WEX - Copying //WEX/Dev-Mobile to Dev-Main (//WEX/Dev-Main) to get OnlineSubsystemiOS changes

Change 3114411 on 2016/09/06 by Peter.Sauerbrei

	fix for deploying movies to the correct directory
	#rb none

Change 3113944 on 2016/09/06 by Peter.Sauerbrei

	addition of resave packages command to UAT
	#rb none

Change 3112948 on 2016/09/02 by Nathan.Green

	#WEX
	- Fixing file length on Android so that we can write out stats files (change is being submitted into Dev-Mobile by Chris Babcock)
	#CodeReview: Chance.Lyon, David.Nikdel

Change 3112567 on 2016/09/02 by Josh.Markiewicz

	#UE4 - fixed possible exception when checking directories that don't exist  (copy of CL#3099217)
	#rb ben.marsh

Change 3112055 on 2016/09/02 by Chance.Lyon

	#WEX
	- Merging mobile branch changes into main

Change 3108827 on 2016/08/31 by Peter.Sauerbrei

	fix for warning
	#rb none

Change 3105012 on 2016/08/29 by Peter.Sauerbrei

	enable ICMP for Android
	#rb none

Change 3103322 on 2016/08/26 by David.Nikdel

	#WEX: Fix for clang warnings in Font Outline code
	#CodeReview: Matt.Kuhlenschmidt

Change 3102935 on 2016/08/26 by David.Nikdel

	Merging CL 3102878 from
	//UE4/Dev-Editor/Engine/...
	to //WEX/Main/Engine/...
	------
	Added support for outline fonts
	- An outline size (in slate units), optional material and optional fill color can be specified with each font info.
	- Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines
	- Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas
	#CodeReview: Matt.Kuhlenschmidt, Matt.Hancy, Peter.Sauerbrei

Change 3102541 on 2016/08/26 by Peter.Sauerbrei

	fix for build warning on Mac and IOS
	#rb none

Change 3101820 on 2016/08/25 by Peter.Sauerbrei

	Moved the online changes to the plugins directory
	#rb none

Change 3101808 on 2016/08/25 by Peter.Sauerbrei

	Merging using WEX_Main_to_UE4_WEX_Staging bringing in UE4 engine 4.14
	#rb none

Change 3097879 on 2016/08/23 by David.Nikdel

	#Analytics #OSS: Adjusted cohort selection algorithm and test cases

Change 3096606 on 2016/08/22 by Nathan.Green

	#WEX
	- Adding bAllowWindowResize, bAllowClose, bAllowMaximize, and bAllowMinimize boolean to GeneralProjectSettings
	- Preventing us from resizing the window for the time being (in the future we may only allow along aspect ratio resizing)
	#CodeReview: Chance.Lyon, David.Nikdel

Change 3094946 on 2016/08/19 by David.Nikdel

	#OSS - Added FUserOnlineAccountMcp::SelectCohort

Change 3094942 on 2016/08/19 by David.Nikdel

	#UE4 - Made FMD5 const-correct

Change 3092494 on 2016/08/17 by Nathan.Green

	#WEX
	- Making sure we never build zip64 instead of zip
	#CodeReview: Chance.Lyon, David.Nikdel, Chris.Babcock

Change 3090760 on 2016/08/16 by Michael.Trepka

	Copy of CL 3089133

	Fix for task bar displayed over the fullscreen window on Windows 10 with Anniversary Update

Change 3090759 on 2016/08/16 by Michael.Trepka

	Copy of CL 3078927

	Updated WindowTitleBarArea widget to not override window zone in fullscreen mode, to prevent window from being moved. That required adding separate handling for double click in fullscreen, as it's no longer handled by window action.

Change 3087872 on 2016/08/12 by Josh.Markiewicz

	#UE4 - cleaned up IOS store/purchase interface (first pass, minus IAP restore)
	#codereview david.nikdel, josh.adams

Change 3084182 on 2016/08/10 by Peter.Sauerbrei

	revert out the OpenGL shader compression code
	#rb none

Change 3082565 on 2016/08/09 by Ben.Marsh

	Fix building with VS2015 update 3.

Change 3082557 on 2016/08/09 by Ben.Marsh

	Fix UBT makefile being invalidated to update adaptive unity build settings, even if that module happens to not include that file in a unity file. Keep a list of all files included by unity files as well as files in the working set.

	#codereview Mike.Fricker, Michael.Noland

Change 3082456 on 2016/08/09 by Josh.Markiewicz

	#UE4 - fixed typo

Change 3082439 on 2016/08/09 by Josh.Markiewicz

	#UE4 - added CanMakePurchase call to IOS

Change 3081905 on 2016/08/09 by Michael.Noland

	Editor: Made the text colors and font size in the output log configurable in the editor appearance settings (no changes to default values ... yet)
	#codereview matt.kuhlenschmidt

Change 3080932 on 2016/08/08 by Josh.Markiewicz

	#UE4 - New IOS purchasing/store interface v2
	- added interfaces to main IOS subsystem
	- added proper destruction of interfaces to Shutdown of IOS
	- moved FStoreKitHelper to its own file
	-- extended it for new v2 (improvements forthcoming)
	- MCPCatalogHelper returns bogus user id for IOS app store
	#codereview josh.adams, david.nikdel
	#tests very basic IAP stuff so far

Change 3080217 on 2016/08/07 by Michael.Noland

	Engine: Prevented a startup warning when SpectatorClass is nullptr, as not all games require a spectator pawn
	- Also reduced the number of GetWorld() calls in APlayerController::SpawnSpectatorPawn()

Change 3080046 on 2016/08/06 by Michael.Noland

	Engine: Moved where scissor rect reset happens for custom slate drawables to avoid a conflict with an existing fix in another branch
	#codereview matt.kuhlenschmidt

Change 3080032 on 2016/08/06 by Michael.Noland

	UMG: Fixed a bug where screen-mode UWidgetComponent widgets were drawn incorrectly offset in splitscreen or with aspect-ratio constrained cameras
	#codereview nick.darnell, marc.audy

Change 3080031 on 2016/08/06 by Michael.Noland

	Engine: Add the option to return player viewport-relative positions to ProjectWorldLocationToScreenWithDistance, ProjectWorldLocationToScreen, and ProjectWorldToScreen, which is useful if the position is going to be used for widgets in splitscreen or with aspect-ratio constrained cameras
	#codereview nick.darnell, marc.audy

Change 3080029 on 2016/08/06 by Michael.Noland

	Engine: Fixed a bug where the debug console and other debug rendering would be an incorrect size (based on the last player viewport) and also be partially clipped (depending on what in Slate rendered previously)
	- This fixes issues with the console being offset and clipped when using aspect ratio constrained cameras or split screen
	#codereview matt.kuhlenschmidt

Change 3079656 on 2016/08/05 by Josh.Markiewicz

	#WEX - basic IOS changes to project
	- added OnlineSubsystemIOS
	- added some default settings
	- removed GoogleVR from project
	#codereview david.nikdel

Change 3078971 on 2016/08/05 by Steve.Allison

	Updating to match check-in for UE4 Main @ CL 3078968

Change 3078025 on 2016/08/04 by Michael.Trepka

	Copy of CLs 3073978 and 3075931

	- More reliable way of checking if the cursor should be changed to resize cursor in bordeless window mode
	- On Windows, lock the cursor to the center of the rect if the cursor is hidden to avoid problems with borderless window's round corners not treated as part of the window.

Change 3075415 on 2016/08/03 by Peter.Sauerbrei

	reduce the metal command buffers

Change 3071457 on 2016/07/31 by David.Hunt

	#WEX
	Blueprint indexing

	@Pete: This change and anything in Engine/Content can be stomped by any engine integration. This is just to help with not having to resave all of these to udpate a few of our own content blueprints for search indexing.

	#CodeReview Peter.Sauerbrei, Steve.Allison, David.Nikdel

Change 3068661 on 2016/07/28 by Josh.Markiewicz

	#WEX - changed the max number of possible UObjects allowed by a factor of 10 to reduce the memory footprint
	#codereview david.nikdel, peter.sauerbrei

Change 3068500 on 2016/07/28 by David.Nikdel

	#OSSMCP: Use correct HttpRequest creation method to respect game service config

Change 3066945 on 2016/07/27 by David.Nikdel

	Reproduced CL 3063869 from Michael.Noland
	>> Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open
	>> windows while doing automated testing
	#CodeReview: Michael.Noland
	#JIRA: WEX-2342

Change 3063495 on 2016/07/25 by Michael.Trepka

	Copy of CL 3063426

	Borderless window support improvements:

	- the cursor changes to resize when hovering over the window edge
	- added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.)
	- used window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled

Change 3063431 on 2016/07/25 by Michael.Trepka

	Copy of CL 3063057 - Use round corners for windows with no system title bar and border only in windowed mode.

Change 3062654 on 2016/07/23 by Michael.Trepka

	Copy of CL 3046975 and 3056204 - Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons.

Change 3062647 on 2016/07/23 by Michael.Trepka

	Copy of CL 3029211 - Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user

Change 3062646 on 2016/07/23 by Michael.Trepka

	Copy of CLs 3039855, 3042644 and 3042911 - Added an option to toggle fullscreen with F11 key in addition to Alt+Enter

Change 3062638 on 2016/07/23 by Michael.Trepka

	Copy of CL 3038201 and CL 3046803 -Added WindowTitleBarArea widget

Change 3062056 on 2016/07/22 by Peter.Sauerbrei

	addition of optimization for ios compile times

Change 3054586 on 2016/07/18 by Nathan.Green

	#WEX
	- Adding tags around my engine level change
	#CodeReview: Chance.Lyon, David.Nikdel

Change 3054581 on 2016/07/18 by Nathan.Green

	#WEX
	- Removing previous change, making all buttons ignore space bar and enter as we don't really care about that functionality
	#JIRA: WEX-2256
	#CodeReview: Chance.Lyon, Colin.Pyle, David.Nikdel

Change 3048243 on 2016/07/13 by Steve.Allison

	This one actually has the changes from rev4

Change 3046649 on 2016/07/12 by Steve.Allison

	Updating to match provision in UE4 Main @ CL 3046262

Change 3046127 on 2016/07/12 by Ian.Fox

	#UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin
	#codereview David.Nikdel

Change 3034707 on 2016/06/30 by Peter.Sauerbrei

	update provision to go with latest certificate
	#rb none

Change 3031429 on 2016/06/28 by David.Nikdel

	#WEX: porting an engine change we depend on in latest OGF (pre integrate)

Change 3030084 on 2016/06/27 by David.Nikdel

	#GameCatalog: Add code to export attributes in itemGrants
	#CodeReview: Scott.Bowen

Change 3030073 on 2016/06/27 by David.Nikdel

	#Json: Make JsonObjectWrapper play nice with serialization and Import/Export Text
	#CodeReview: Scott.Bowen

Change 3030029 on 2016/06/27 by David.Nikdel

	#WEX: Fix for FJsonObjectWrapper::ImportTextItem (use FParse::QuotedString to read from Buffer)
	#CodeReview: Scott.Bowen

Change 3029740 on 2016/06/27 by David.Nikdel

	#OGF #JsonObjectWrapper
	- Add attributes to catalog grants
	@ScottB - I didn't get a chance to test this today. Things are crazy for PS+. All the code should already be there on the backend though. Here's a shelf in case you need it asap
	#CodeReview: Scott.Bowen

Change 3028704 on 2016/06/27 by Ian.Fox

	Duplicating 3027482 from //Orion/Main

	Read TaggedPropertyRedirects from all config files to allow plugins to register property redirectors

	You'll need this before you grab the latest OGF or your catalog prices will go away, so here it is now

	#ue4
	#rb David.Nikdel
	#tests none

Change 3021448 on 2016/06/21 by Peter.Sauerbrei

	potential fix for android apk size issue

Change 3020999 on 2016/06/21 by David.Nikdel

	#WEX: Likely fix for WEX-1610
	#CodeReview: Chance.Lyon

Change 3008450 on 2016/06/09 by Colin.Pyle

	#PF
	- WEX-1737, WEX-1744
	- Adding the ability to set new layers in widget components
	- WidgetComponents are now blueprintable
	- New blueprint for the level marker menu widget components
	- Map marker menus are now in a layer above other widget components

Change 3007804 on 2016/06/09 by Peter.Sauerbrei

	fix for build set up failure

Change 3007292 on 2016/06/09 by Peter.Sauerbrei

	add the WEX e-mail stuff back in, seems to have gotten lost in the transition

Change 3004478 on 2016/06/07 by Peter.Sauerbrei

	for now have the cooker respect the bCookAll flag in the project settings.

Change 3000256 on 2016/06/03 by Peter.Sauerbrei

	fix for iOS compile warning

Change 2998304 on 2016/06/02 by Nathan.Green

	#PF
	- Fixing Windowed Mode
	#CodeReview: Chance.Lyon, Colin.Pyle, Peter.Sauerbrei

Change 2994269 on 2016/05/31 by Peter.Sauerbrei

	Merging

	//depot/UE4-WEX/...

	to //WEX/Main/...

Change 2987181 on 2016/05/23 by Peter.Sauerbrei

	Merging

	//UE4/WEX-Staging/.p4ignore.txt
	//UE4/WEX-Staging/Engine/...
	//UE4/WEX-Staging/GenerateProjectFiles.bat
	//UE4/WEX-Staging/GenerateProjectFiles.command
	//UE4/WEX-Staging/GenerateProjectFiles.sh
	//UE4/WEX-Staging/UE4Games.uprojectdirs
	//UE4/WEX-Staging/WEX/...

	to //WEX/Main/...

Change 2984959 on 2016/05/20 by Peter.Sauerbrei

	re-applying HSL engine change

	#PF
	PF-292
	- Make sure to regenerate the list when you open the recipe view
	- Fixes cases where you buy an item in the store then return to evolve

Change 2984957 on 2016/05/20 by Peter.Sauerbrei

	re-apply engine change from HSL

	#PF
	PF-33
	- Check if we are in BeginDestroyed on Animation updates, possibly fixes a crash on level transition
	- Make interactive items play their mouseover animations
	- Heroes make the screen shake if they are on cooldown, we should figure out how to remove that on PC

Change 2984956 on 2016/05/20 by Peter.Sauerbrei

	re-apply HSL change

	#PF
	PF-11
	- Remove simulated touch with the mouse
	- Add Right-click support to the game
	- Right click now does the special attack

Change 2984345 on 2016/05/19 by Peter.Sauerbrei

	Copying

	//UE4/WEX-Staging/...

	to //WEX/Main/...

	This should reset the merge history

Change 2981872 on 2016/05/18 by Peter.Sauerbrei

	fixes for IOS build of WEX

Change 2980734 on 2016/05/17 by Peter.Sauerbrei

	Copying

	//depot/UE4-WEX/...

	to //WEX/Main/...

	Populating WEX stream from old depot at CL2979954

#lockdown nick.penwarden

[CL 3129012 by Peter Sauerbrei in Main branch]
2016-09-16 17:07:30 -04:00
Ben Marsh
878ea7019e Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3125471)
#lockdown Nick.Penwarden
#rb none

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

Change 3105904 on 2016/08/30 by Ben.Marsh

	PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist)

Change 3105974 on 2016/08/30 by Ben.Marsh

	PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans)

Change 3106035 on 2016/08/30 by Ben.Marsh

	PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans)

Change 3106172 on 2016/08/30 by Ben.Marsh

	UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line.

	#codreview Maciej.Mroz

Change 3107642 on 2016/08/31 by Matthew.Griffin

	More Monolithic editor fixes
	Fixed IMPLEMENT_MODULE macros with incorrect module name
	Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD
	Fixed NiagaraConstants so that they can be used in multiple modules

Change 3107808 on 2016/08/31 by Matthew.Griffin

	Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate

Change 3111527 on 2016/09/02 by Matthew.Griffin

	Duplicating CL#3111524 from Release-4.13 stream
	Including Documentation/Extras in installed build

Change 3117683 on 2016/09/08 by Ben.Marsh

	PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus)

Change 3119707 on 2016/09/09 by Ben.Marsh

	UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files.

Change 3120824 on 2016/09/12 by Ben.Marsh

	UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80.

Change 3120996 on 2016/09/12 by Ben.Marsh

	Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line.

	#jira UE-35659

Change 3121353 on 2016/09/12 by Ben.Marsh

	Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies).

Change 3121996 on 2016/09/12 by Ben.Marsh

	Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).

	* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
	* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
	* Visual Studio source code accessor can talk to VS 2017 instances.
	* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
	* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
	* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.

	Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.

Change 3123144 on 2016/09/13 by Ben.Marsh

	BuildGraph: Fix exception due to mismatched argument lists.

Change 3123160 on 2016/09/13 by Ben.Marsh

	Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc.

Change 3123211 on 2016/09/13 by Ben.Marsh

	UBT: Fix exception writing a version manifest if the output directory does not exist.

Change 3125300 on 2016/09/14 by Ben.Marsh

	UnrealVS: Few fixes to single-file compile command.

	* All documents are now saved before compile starts.
	* Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler.
	* Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects)

Change 3125437 on 2016/09/14 by Ben.Marsh

	UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first.

[CL 3126342 by Ben Marsh in Main branch]
2016-09-15 08:33:13 -04:00
Brent Pease
e1162a17f7 + Standarize on AnyCPU for all platforms
+ Remove other non AnyCPU platforms
 + Ensure all AnyCPU targets actually use the AnyCPU architecture
 + Clean up inconsistent references and paths

#rb ben.marsh
#lockdown ben.marsh

[CL 3125996 by Brent Pease in Main branch]
2016-09-14 19:52:44 -04:00
Bob Tellez
45f1743d16 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282)
#lockdown Nick.Penwarden

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

Change 3114846 on 2016/09/06 by Bob.Tellez

	#UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest.

Change 3114805 on 2016/09/06 by Bob.Tellez

	#UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger.

	#JIRA FORT-29511

Change 3112750 on 2016/09/02 by Bob.Tellez

	#UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code.

Change 3108977 on 2016/08/31 by Jeff.Campeau

	Virtual keyboard support for Xbox One
	Text set by virtual keyboards is now submitted on the main thread through an internal tick

Change 3108956 on 2016/08/31 by Chris.Gagnon

	Added "ClientOnly" module type to the build tools.
	Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work.
	Cleaned up some duplicated code which attributted to the rot most likely

Change 3108879 on 2016/08/31 by Jeff.Campeau

	Eliminate binary renaming (allows side by side configs)
	Handle multiple binaries
	Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured)

Change 3108876 on 2016/08/31 by Jeff.Campeau

	Fix a manifest generation bug that was eating a character on conjoined values.

Change 3108511 on 2016/08/31 by Billy.Bramer

	- Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters
	- Note that this change does not have any validity checking as of yet

Change 3108199 on 2016/08/31 by Ben.Woodhouse

	Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini.

Change 3107825 on 2016/08/31 by Ben.Woodhouse

	Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts

	#jira UE-35359

Change 3107197 on 2016/08/30 by Chris.Gagnon

	Added ClientOnly option for Modules:

	...
	"Modules" :
	  [
	    {
	      "Name" : "PluginName",
	      "Type" : "ClientOnly",
	      "LoadingPhase" : "Default"
	    }
	  ]
	...
	(example taken from a plugin definition)

Change 3104551 on 2016/08/29 by Lukasz.Furman

	potential fix for crash in ability cancelling
	#jira FORT-29200

Change 3104469 on 2016/08/29 by Lukasz.Furman

	added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops
	#jira FORT-29198

Change 3103529 on 2016/08/26 by Jeff.Campeau

	Xbox One keyboard shift is sometimes unresponsive

Change 3103523 on 2016/08/26 by Jeff.Campeau

	Aug XDK era launch bug fixed

Change 3103183 on 2016/08/26 by Jeff.Campeau

	August XDK support

Change 3102360 on 2016/08/26 by James.Hopkin

	Removed another load of float casts - these ones weren't causing problems, but are no longer necessary.

Change 3099375 on 2016/08/24 by Lukasz.Furman

	added sanity check to UAnimInstance::Montage_Play
	#jira FORT-28140

Change 3097832 on 2016/08/23 by Chad.Garyet

	moving set_latest_build out of notifications section, was put there accidentally

Change 3097139 on 2016/08/22 by Aaron.McLeran

	FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device

	- Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed.
	- Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8

	-#rb Bob.Tellez
	#tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing

Change 3096552 on 2016/08/22 by Ben.Marsh

	Fix killing adb.exe instead of notepad.exe.

Change 3096473 on 2016/08/22 by Ben.Marsh

	Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating.

Change 3096459 on 2016/08/22 by Ben.Marsh

	Remove taskkill call for now.

Change 3096450 on 2016/08/22 by Ben.Marsh

	Use system function instead of backticks to prevent errors killing job.

Change 3096449 on 2016/08/22 by Ben.Marsh

	Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds.

Change 3096272 on 2016/08/22 by Chad.Garyet

	trying to remove postpfilter to see if that might be the stdout/err issue

Change 3095369 on 2016/08/19 by Ben.Zeigler

	#Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service.  Before it would half create the online instances, leading to issues in gameplay code when using simulate
	This will need updating when merging to Main to deal with the module changes

Change 3095002 on 2016/08/19 by James.Hopkin

	Fixed another case of integers being cast to floats before being written to JSON.

	#jira FORT-28694

Change 3094834 on 2016/08/19 by Chad.Garyet

	trying a close of stdout and stderr to see if that remedies the ai test issue

Change 3094719 on 2016/08/19 by John.Abercrombie

	Force a net update on the Avatar Actor whenever we start or stop a new Montage

Change 3094487 on 2016/08/19 by James.Hopkin

	JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly).

Change 3092389 on 2016/08/17 by Chad.Garyet

	more caveman debugging, skipping email notification if node is the fortnite ai test node.

Change 3090898 on 2016/08/16 by Aaron.McLeran

	FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData

	Implementing CL 3080958 in FN

Change 3090761 on 2016/08/16 by Chris.Gagnon

	Added initial pass of safe zone suport to the front end.

Change 3090734 on 2016/08/16 by John.Abercrombie

	Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage

	Here's the issue in the version of the code prior to this checkin:
	- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
	- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
	- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
	- It also means if we were playing a montage, and then stop, we'll start ticking
	- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing

Change 3090405 on 2016/08/16 by Chad.Garyet

	checking in caveman debugging for fortnite ai test node

Change 3089743 on 2016/08/15 by Ben.Zeigler

	#jira FORT-28235
	When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen.
	There may be a better slate-level solution to this issue

Change 3088178 on 2016/08/12 by Saul.Abreu

	Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row.

Change 3087372 on 2016/08/12 by James.Hopkin

	Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass.

Change 3084836 on 2016/08/10 by Lina.Halper

	Fix crash with retargeting additive anim montage

Change 3083188 on 2016/08/09 by Bob.Tellez

	#UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly.

Change 3082835 on 2016/08/09 by Bob.Tellez

	#UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances.

Change 3082621 on 2016/08/09 by Lukasz.Furman

	fixed accessing empty navigation data in crowd's path processing
	#jira FORT-27847

Change 3081749 on 2016/08/08 by Saul.Abreu

	#jira UE-34104
	Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips.

Change 3081596 on 2016/08/08 by John.Abercrombie

	Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state

	Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame.

	Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good.

	(Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it.  This works.)

	#jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping

Change 3081536 on 2016/08/08 by Daniel.Broder

	Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add.

	#UE4 #NoReleaseNotes

Change 3080679 on 2016/08/08 by Simon.Tovey

	Increased threshold to ignore stall warning on partilce async work.
	Increased precision of error message.
	May still fire and still needs looking into properly.
	If it does fire still I'll make it a higher priority.

Change 3080652 on 2016/08/08 by Chad.Garyet

	Merging token scripts from ue4 main to fortnite
	changed fornite main json scheduled builds to all use skiptargetswithouttickets

Change 3079357 on 2016/08/05 by John.Abercrombie

	Character movement components can now be throttled
	- This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it
	- Character movement components are throttled based on their current NetUpdateRate

	All character movement components are updated by the Game State
	- This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it

Change 3078666 on 2016/08/05 by Simon.Tovey

	Disabling some log spam for particles.

Change 3072992 on 2016/08/01 by Jonathan.Lindquist

	Fixing a bug related to weld object seams

Change 3070991 on 2016/07/29 by Fred.Kimberley

	Allow aggregators to perform calculations while ignoring multiple GEs.

Change 3070518 on 2016/07/29 by Bob.Tellez

	#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.

Change 3069605 on 2016/07/28 by Bob.Tellez

	#UE4 SScrollBox now works with invalidation panels.

Change 3069600 on 2016/07/28 by Bob.Tellez

	#UE4 SMenuAnchor now works with invalidation panels.

Change 3069583 on 2016/07/28 by Bob.Tellez

	#UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future.

Change 3068935 on 2016/07/28 by Bob.Tellez

	[AUTOMERGE]

	#UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12.

	#JIRA FORT-27836

	--------
	Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40.

Change 3068422 on 2016/07/28 by John.Pollard

	Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player

	#tests Live game + replays

Change 3067537 on 2016/07/27 by Bob.Tellez

	[AUTOMERGE]

	#UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list.

	#JIRA FORT-26696

	--------
	Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55.

Change 3065138 on 2016/07/26 by Josh.Markiewicz

	#UE4 - fixed rare case where CreateSession would crash  (duplicate of Dev-Networking fix)
	- DestroySession now always adds a task to the async queue and never tries to complete its work within the same call
	- *BUG REPRO*
	- if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen
	- DestroySession would remove the named session while the previous CreateSession was in flight
	- A new CreateSession could be called afterward because the previous named session was removed
	- the first CreateSession would finish and give the session a valid SessionInfo
	- the second CreateSession would finish and assert that the SessionInfo should be invalid
	#tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more

Change 3064932 on 2016/07/26 by Tim.Tillotson

	Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data.

	#JIRA UE-33426

Change 3064743 on 2016/07/26 by Mark.Satterthwaite

	Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
	#jira FORT-27685

Change 3063870 on 2016/07/25 by Lukasz.Furman

	fixed navlink area class assignment, again
	custom link definitions were exporting from CDO without initializing data first
	#jira FORT-27713

Change 3063747 on 2016/07/25 by Bob.Tellez

	#Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS

	#JIRA

Change 3063500 on 2016/07/25 by Bob.Tellez

	#UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails.

Change 3063317 on 2016/07/25 by Lukasz.Furman

	fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors
	#fortnite

Change 3063224 on 2016/07/25 by Bob.Tellez

	#UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014.

	Avoid adding widgets to the hittest grid more than once.

Change 3063188 on 2016/07/25 by Lukasz.Furman

	removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers
	#jira FORT-27186

Change 3062338 on 2016/07/22 by Aaron.McLeran

	FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged.

	#tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing

Change 3061806 on 2016/07/22 by Ben.Zeigler

	#jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack

Change 3061790 on 2016/07/22 by Ben.Zeigler

	#jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit
	Related to changes made on Orion in CL #2878992

Change 3060590 on 2016/07/21 by Mark.Satterthwaite

	Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.

Change 3060542 on 2016/07/21 by Bob.Tellez

	#UE4 Made SetIsEnabled and SetVisibility virtual.

Change 3058876 on 2016/07/20 by Aaron.McLeran

	FORT-25593 Mac crash when idling in zone with screen locked

	Adding logging when failing to update AuGraph and not asserting.

Change 3058653 on 2016/07/20 by Bob.Tellez

	#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.

Change 3058568 on 2016/07/20 by Bob.Tellez

	#UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance.

Change 3058203 on 2016/07/20 by Bob.Tellez

	#UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package.

Change 3056767 on 2016/07/19 by Bob.Tellez

	#UE4 Speculative DetachLinker crash fix.

	#JIRA FORT-27335

Change 3056665 on 2016/07/19 by John.Abercrombie

	Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false
	- When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius

Change 3054368 on 2016/07/18 by Lina.Halper

	- moved removing notifies to end of montage event
	  - that way between blending out to terminate, it still can trigger notifies.

	#code review: Martin.Wilson, John.Abercrombie

Change 3054109 on 2016/07/18 by Bob.Tellez

	#UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false.

Change 3053831 on 2016/07/18 by Lina.Halper

	#Anim montage recursive issue: Make sure to check valid before additive

	#code review: Bob.Tellez

Change 3052641 on 2016/07/15 by Bob.Tellez

	#UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null.

Change 3052601 on 2016/07/15 by Daniel.Broder

	EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager).

	#ReleaseNoteAbove^^

	Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints.

	#UE4 #ReleaseNote!

Change 3052201 on 2016/07/15 by Rob.Cannaday

	Fix for broken party state when timeout on receiving leave request response
	Execute delegate after marking the party in a disconnected state
	#jira FORT-25362

Change 3050944 on 2016/07/14 by Bob.Tellez

	#UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0

Change 3050352 on 2016/07/14 by Olaf.Piesche

	#jira UE-32058

	Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems.

Change 3049049 on 2016/07/13 by Bob.Tellez

	#UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles.

	#JIRA FORT-27030

Change 3048186 on 2016/07/13 by John.Abercrombie

	Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators

Change 3046531 on 2016/07/12 by Bob.Tellez

	#UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play.

	#JIRA FORT-26683

Change 3046134 on 2016/07/12 by Ian.Fox

	#UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin

Change 3045544 on 2016/07/11 by Bob.Tellez

	#UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended.

Change 3045101 on 2016/07/11 by Fred.Kimberley

	Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed.

Change 3045035 on 2016/07/11 by John.Abercrombie

	UpdateMoveFocus will only clear the focus if the path following component is idle
	- Keeps the AI rotated in the correct direction when movements get paused

Change 3044883 on 2016/07/11 by Mark.Satterthwaite

	Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache.
	#jira FORT-26879

Change 3044819 on 2016/07/11 by Carlos.Cuello

	Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR

Change 3044683 on 2016/07/11 by Bob.Tellez

	#UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position.

Change 3044581 on 2016/07/11 by Nick.Cooper

	#UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect

	#jira FORT-23140

Change 3043726 on 2016/07/08 by Billy.Bramer

	- Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture
	   - UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed
	   - Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture

	- Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies
	- Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful
	- Misc ability system cleanup (fix typos, etc.)

Change 3043152 on 2016/07/08 by Daniel.Broder

	Re-enabled EQS details table on screen by default.  (This matches the actual description of the variable, which says that enabled is the default.  Also, we really need this as the default since those details are critical for debugging.)

	#UE4 #NoReleaseNotes

Change 3041765 on 2016/07/07 by John.Abercrombie

	Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation
	- The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn

Change 3041664 on 2016/07/07 by Bob.Tellez

	#UE4 Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.

	#JIRA FORT-25983

Change 3040645 on 2016/07/06 by Bob.Tellez

	#UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close.

Change 3039969 on 2016/07/06 by Billy.Bramer

	- Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly
	- When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly

Change 3036256 on 2016/07/01 by Bob.Tellez

	#UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows.

Change 3036173 on 2016/07/01 by Ben.Salem

	Get FTests running sequentially. And, actually, running at all in non-editor.
	Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next.

Change 3035551 on 2016/07/01 by John.Abercrombie

	Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback
	- CL 3034853 contained the original change

Change 3035152 on 2016/06/30 by Daniel.Broder

	Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent.  It also allows specifying a transform as well (but defaults to using the identity transform for convenience).

	#ReleaseNoteAbove

	The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox!  No need to calculate the Center and Extent just to use them to recalculate the Box.

	Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform.  This change keeps the implementation details more manageable for any future changes.

	Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box".

	NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/

	#UE4 #ReleaseNoteAtTop

Change 3034918 on 2016/06/30 by William.Ewen

	Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal.

Change 3034853 on 2016/06/30 by John.Abercrombie

	When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list

Change 3033507 on 2016/06/29 by Ben.Zeigler

	#jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch

Change 3033413 on 2016/06/29 by Daniel.Wright

	Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields
	* Useful for reducing self shadowing on meshes that have ambient animation

Change 3033343 on 2016/06/29 by Billy.Bramer

	- Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!)

Change 3032888 on 2016/06/29 by Billy.Bramer

	- Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers

Change 3031800 on 2016/06/28 by Jonathan.Lindquist

	new exr texture

Change 3030807 on 2016/06/28 by Lukasz.Furman

	added more debug logs for rare navmesh raycast crash
	#jira FORT-22373

Change 3030624 on 2016/06/28 by Lukasz.Furman

	switching navgraph to use FMetaNavMeshPath
	#fortnite

Change 3030002 on 2016/06/27 by Ben.Zeigler

	Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version
	I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes.

Change 3029720 on 2016/06/27 by Ben.Zeigler

	Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken

Change 3029574 on 2016/06/27 by Bob.Tellez

	#UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0.

Change 3027275 on 2016/06/24 by Billy.Bramer

	- First pass of adding evaluation channel support to non-instant gameplay effects
	   - Evaluation channels allow for game-specific control over the order of modifier evaluation
	      - Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order
	      - Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2)
	   - By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI
	      - Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array
	      - Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel
	   - Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects

	- Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes

Change 3022931 on 2016/06/22 by Nick.Cooper

	#UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV

Change 3021845 on 2016/06/21 by Carlos.Cuello

	Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases.  Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build.

	#jira Fort-25978

Change 3021800 on 2016/06/21 by Lukasz.Furman

	adding function to query if navmesh was initialized in given radius
	#jira FORT-24487

Change 3021777 on 2016/06/21 by Martin.Mittring

	UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes
	content that used SkyLight OcclusionTint feature will look different and might need a retweak.
	a brighter (~ 3-4 times) and less vibrant color results in a similar look
	#code_review:Jonathan.Lindquist

[CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
Josh Adams
1b81c281d4 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366)
#lockdown Nick.Penwarden
#rb none

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

Change 2714591 on 2015/10/02 by Ben.Marsh

	Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform)

Change 2916715 on 2016/03/21 by Daniel.Lamb

	First pass at splitting out build cook run into into seperate scripts.

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3059693 on 2016/07/21 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3061151 on 2016/07/22 by Niklas.Smedberg

	Fast ASTC texture compression, using ISPC.

	#jira UE-32308

Change 3061428 on 2016/07/22 by Peter.Sauerbrei

	Back out changelist 3061151 as it wasn't approved for submission

Change 3061970 on 2016/07/22 by Steve.Cano

	Adding AdMob interstitital ad support for Android, including Blueprint functions

	#jira UE-33286
	#ue4
	#android

Change 3062160 on 2016/07/22 by Mark.Satterthwaite

	Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
	#jira UE-33355

Change 3062770 on 2016/07/24 by Brent.Pease

	UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows

Change 3063227 on 2016/07/25 by Dmitry.Rekman

	Update hlslcc cross-compile after libc++ change.

Change 3063314 on 2016/07/25 by Jeff.Campeau

	Xbox One DLL loading
	Receipts can be read back by request for target info

Change 3063329 on 2016/07/25 by Mark.Satterthwaite

	CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
	#jira UE-33600
	#jira UE-33028
	#jira UE-27879
	#jira UE-25802

Change 3063492 on 2016/07/25 by Brent.Pease

	UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
	UE-33200 - A movie isn't played on iOS occasionally.

Change 3063729 on 2016/07/25 by Dmitry.Rekman

	Linux: enable XGE on all platforms.

	#tests Cross-compiled a number of Linux targets on Windows.

Change 3063732 on 2016/07/25 by Dmitry.Rekman

	Fixed formatting (spaces->tabs) in previous change.

Change 3063750 on 2016/07/25 by Daniel.Lamb

	Added code to dump the cook modification delegate loads to log.
	Fixed the memory usage output log.
	#test cook paragon.

Change 3063804 on 2016/07/25 by Daniel.Lamb

	Added cookpartialgc additional commandline option to uat.
	#test UFE

Change 3064008 on 2016/07/25 by Mark.Satterthwaite

	For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound.
	#jira FORT-27685

Change 3064141 on 2016/07/25 by Jeff.Campeau

	Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64).

Change 3065024 on 2016/07/26 by Nick.Shin

	Change filetype
	remove exclusive check out bit

	requested by or.coheni & nick.penwarden

Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick

	DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files
	This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step

	Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap.

Change 3066338 on 2016/07/27 by Mark.Satterthwaite

	Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
	#jira UE-33779

Change 3066789 on 2016/07/27 by Daniel.Lamb

	Realtime mode does not save any packages anymore unless they are ready.
	#test cookontheside, cookbythebook shooter game

Change 3066847 on 2016/07/27 by Jeff.Campeau

	Fix define
	#2634
	#jira UE-33813

Change 3068868 on 2016/07/28 by Mark.Satterthwaite

	Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT.

Change 3070040 on 2016/07/29 by Dmitry.Rekman

	Delete Nadzorca.

Change 3070947 on 2016/07/29 by Jeff.Campeau

	Perforce C++ API 2015.2 (includes debug libraries)

Change 3073707 on 2016/08/02 by Daniel.Lamb

	Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map.
	Also process async results from shaders being compiled so they can have their memory resources released.
	#test DerivedDataCache commandlet shootergame.

Change 3076613 on 2016/08/03 by Brent.Pease

	 + UnrealTargetConfiguration is now passed into deploy and package methods
	 + The UIRequiredDeviceCapabilities  plist key now only considers the architectures from the corresponding target configuration (shipping or development)

Change 3076668 on 2016/08/03 by Brent.Pease

	Back out changelist 3076613

Change 3077157 on 2016/08/04 by Daniel.Lamb

	Fixed up DLC staging so that it stages to the proper mount point.
	Fixes up include engine content in DLC staging paths.
	#test Made up shooter game DLC

Change 3077191 on 2016/08/04 by Daniel.Lamb

	More smartly process async shader compilation if we are waiting for it.
	#test cook on the side shooter game cook by the book shooter game.

Change 3077412 on 2016/08/04 by Mark.Satterthwaite

	Fix "iOS Metal-based build crashes at launch with sub-levels":
	- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
	- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
	- Fix validation error of texture reallocation on loading template projects under Metal.
	#jira UE-30847

Change 3077958 on 2016/08/04 by Brent.Pease

	 + UnrealTargetConfiguration is now passed into deploy and package methods
	 + The UIRequiredDeviceCapabilities  plist key now only considers the architectures from the corresponding target configuration (shipping or development)

Change 3079503 on 2016/08/05 by Mark.Satterthwaite

	Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
	#jira UE-33856

Change 3079737 on 2016/08/05 by Jeff.Campeau

	Add support for delay load DLLs on Xbox One
	Turn off warnging for missing PDBs to match VCToolchain.cs

Change 3081005 on 2016/08/08 by Mark.Satterthwaite

	Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work.

Change 3081557 on 2016/08/08 by Daniel.Lamb

	File-> Package saves all packages before starting packaging.
	#test File package first person template

Change 3082215 on 2016/08/09 by Lee.Clark

	PS4 - Added 4k profile

Change 3082412 on 2016/08/09 by Daniel.Lamb

	Fixed cook on the fly server not handling cook requests.
	#test Cook on the fly shooter game.

Change 3082955 on 2016/08/09 by Dmitry.Rekman

	Linux: convert existing Strcat() uses to Strncat().

	- Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether.

Change 3083772 on 2016/08/10 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server.
	 - Taken from \\devweb-02 and removed all the unused files/dependencies.
	 - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler.
	 - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever.

Change 3085450 on 2016/08/11 by Lee.Clark

	PS4 - Fix mediaplayer pipeline allocation

Change 3086360 on 2016/08/11 by Michael.Trepka

	Fixed a non-unity build error in Mac UnrealFrontend

Change 3087224 on 2016/08/12 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Refactor PS4 Crash Handler site
	 - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process.
	 - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone.
	 - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx.
	 - Added logging. Logs self-delete after 30 days.

	Testing required before we switch to the new system.

	#jira UE-34504
	#jira OR-26886

Change 3087626 on 2016/08/12 by Dmitry.Rekman

	PR #2689: Fix copying/duplicating failing on Linux (UE-34586).

	- Contributed by Web-eWorks.

Change 3087991 on 2016/08/12 by Mark.Satterthwaite

	Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
	- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
	- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
	- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
	- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
	- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
	- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
	- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
	- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
	#jira UE-34315

Change 3088790 on 2016/08/15 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Hook new PS4 crash handler up to the crash reporter website.
	 - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines.
	 - Switched the final output folder to match the one the crash reporter process is watching.
	 - Hide upload form on a config variable.

	#jira UE-34504
	#jira OR-26886

Change 3089060 on 2016/08/15 by Luke.Thatcher

	[PLATFORM] [PS4] [!]
	Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report.
	Allowed showing of debug upload form via "Default.aspx?showform=1" query string.

	#jira UE-34504
	#jira OR-26886

Change 3089089 on 2016/08/15 by Mark.Satterthwaite

	Duplicated changes to AppleMovieStreamer from CL #3088149.
	#jira UE-34315

Change 3089460 on 2016/08/15 by Mark.Satterthwaite

	Duplicate CL #3080971:
	Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
	#jira UE-34355

Change 3089465 on 2016/08/15 by Mark.Satterthwaite

	For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0.

Change 3089902 on 2016/08/15 by Daniel.Lamb

	Changed the next compiling ID to the correct compiling ID.
	#test Cook

Change 3089903 on 2016/08/15 by Daniel.Lamb

	Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings.

Change 3090114 on 2016/08/16 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Minor change to PS4 settings text on crash handler site.

Change 3090949 on 2016/08/16 by Nick.Shin

	WebSocketNetDriver crash fix

	filled in missing chunk of code that calls PacketHandler's "packet modifiers"

	#jira UE-25492   HTML5 Client cannot connect to Windows Server
	#jira UE-30880   WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
	#code.review john.pollard john.barrett

Change 3091265 on 2016/08/16 by Brent.Pease

	Add IOS support to HarfBuzz

Change 3091267 on 2016/08/16 by Brent.Pease

	Add references to fix mono build

Change 3091291 on 2016/08/16 by Nick.Shin

	CIS warning fix

	#jira UE-25492   HTML5 Client cannot connect to Windows Server
	#jira UE-30880   WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket

Change 3091781 on 2016/08/17 by Joe.Barnes

	UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints.

Change 3092687 on 2016/08/17 by Daniel.Lamb

	Added support for using binned allocator in cooker instead of tbb.
	#test Cook shootergame.

Change 3093867 on 2016/08/18 by Mark.Satterthwaite

	Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled.

Change 3093950 on 2016/08/18 by Mark.Satterthwaite

	Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12.

Change 3093951 on 2016/08/18 by Mark.Satterthwaite

	More SCW threads on Mac - they work now.

Change 3093960 on 2016/08/18 by Mark.Satterthwaite

	Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue.

Change 3096493 on 2016/08/22 by Jeff.Campeau

	Use Xbox version of DirectX include.

Change 3097509 on 2016/08/23 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Refactor PS4 Symbol Publish
	 - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic.
	 - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols().
	 - Re-generated the build graph schema file.
	 - Removed the old PS4 symbols upload path in the package step.

	Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient.

Change 3097635 on 2016/08/23 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Refactor Age Symbols task in UAT.
	 - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic.
	 - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols.
	 - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers.

	Modified OrionBuild.xml to age both the Windows and PS4 symbol stores.

Change 3097713 on 2016/08/23 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Enable new PS4 crash handler server
	 - Created live deployment profile and applied the required config file changes.

Change 3099214 on 2016/08/24 by Luke.Thatcher

	[PLATFORM] [PS4] [!]
	Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)?

Change 3099222 on 2016/08/24 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library.
	 - Note, only one and two button message dialogs are supported (limitation of MsgDialog).

Change 3099260 on 2016/08/24 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump.

Change 3101192 on 2016/08/25 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3101944 on 2016/08/25 by Daniel.Lamb

	Ask to save the current level when we are using launch on.

Change 3102036 on 2016/08/25 by Nick.Shin

	check for minimum expected size upon data received from network

	#jira UE-13657 - HTML5 plugin OnRawRecieve overflow

Change 3102115 on 2016/08/25 by Brent.Pease

	 - Fix small errors that probably only show up in the mac mono build

	#code.review peter.sauerbrei

Change 3102747 on 2016/08/26 by Jeremiah.Waldron

	Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK
	 - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled
	 - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS

Change 3102900 on 2016/08/26 by Nick.Shin

	since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()

	#jira UE-26047 - HTML5 HTTP Response Headers not implemented

Change 3103130 on 2016/08/26 by Brent.Pease

	UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync

Change 3103225 on 2016/08/26 by Daniel.Lamb

	Fixed issue with warning which would cause crash.

Change 3103425 on 2016/08/26 by Dmitry.Rekman

	Enable offscreen GL rendering without X.

	- Added new video subsystem to SDL that is uses EGL to initialize the context.
	- Most windoing functions stubbed.
	- Also added a new test case to TestPAL for easier debugging.

Change 3104743 on 2016/08/29 by Brent.Pease

	Support remote offline metal shader compilation

Change 3105051 on 2016/08/29 by Brent.Pease

	UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE

	 - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device
	 - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed.
	 - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs

Change 3105053 on 2016/08/29 by Brent.Pease

	 - IOS dll's as part of the last check-in

Change 3106853 on 2016/08/30 by Jeff.Campeau

	Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite

Change 3107361 on 2016/08/30 by Dmitry.Rekman

	Renderer: changes to allow postproc delegates.

Change 3107362 on 2016/08/30 by Dmitry.Rekman

	Plugin with a CUDA postproc example.

	- Linux version only. Runs under a headless GL too (without X).
	- Disabled during cross-compilation, can be compiled natively only.
	- CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well).
	- To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory).

Change 3107913 on 2016/08/31 by Daniel.Lamb

	Fixed loading of cooked content in the editor.

Change 3107916 on 2016/08/31 by Daniel.Lamb

	Added error case when shader compilation fails to notify shader.
	#test Cook shooter game.

Change 3108080 on 2016/08/31 by Josh.Adams

	- Fixed PS4Automation compile errors

Change 3109077 on 2016/08/31 by Brent.Pease

	Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface

Change 3110086 on 2016/09/01 by Dmitry.Rekman

	Fix race condition in PThread runnable (UE-35074).

	- Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909).
	- Do not use an invalid value for pthread_t, since there's none.

Change 3110172 on 2016/09/01 by Dmitry.Rekman

	Fixed a crash exiting VR Preview on Windows GL4 (UE-28708).

	- PR #2188 submitted by ardneran.

Change 3110313 on 2016/09/01 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3111134 on 2016/09/01 by Dmitry.Rekman

	UBT: prevent mono from hanging on Ctrl-C.

	- Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up.

Change 3111171 on 2016/09/01 by Brent.Pease

	Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform

Change 3111177 on 2016/09/01 by Dmitry.Rekman

	Fix Linux build on systems without CUDA (UE-35460).

Change 3111548 on 2016/09/02 by Luke.Thatcher

	[PLATFORM] [PS4] [!]
	Fix for PS4 iterative deployment.
	 - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists.

Change 3111863 on 2016/09/02 by Dmitry.Rekman

	Better fix for build without CUDA (UE-35460).

Change 3112738 on 2016/09/02 by Mark.Satterthwaite

	Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason.
	#jira UE-34989

Change 3114579 on 2016/09/06 by Chris.Babcock

	Fix Vulkan include path in NDK check (contributed by geediiiiky)
	#jira UE-35490
	#github #2758
	#ue4
	#android

Change 3115115 on 2016/09/06 by Jeff.Campeau

	Calculate buffer size for paks using the bitwindow override as needed

Change 3115600 on 2016/09/07 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Make the crash dump handler registration much earlier, to catch crashes in early engine init.
	 - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet.
	 - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet.

	Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume.

Change 3115676 on 2016/09/07 by Luke.Thatcher

	[PLATFORM] [~]
	Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1
	Add .exe and .dll to windows symbol upload file filters.

Change 3115811 on 2016/09/07 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3115944 on 2016/09/07 by Michael.Trepka

	Implemented IsGamepadAttached() for Mac

Change 3115948 on 2016/09/07 by Michael.Trepka

	Don't try to restore Help menu item on Mac if MenuBlock does not contain it

Change 3116200 on 2016/09/07 by Jeff.Campeau

	Fix parameter ordering

Change 3117660 on 2016/09/08 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3117728 on 2016/09/08 by Michael.Trepka

	Copy of CL 3117698 by Mike.Fricker

	Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click
	- This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor

Change 3117797 on 2016/09/08 by Peter.Sauerbrei

	Shader Resource compression

Change 3117988 on 2016/09/08 by Brent.Pease

	 - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration
	 - Fix what I think was a merge error in BuildGraph.cs

Change 3118296 on 2016/09/08 by Daniel.Lamb

	Fixed crash with launch on.  Couldnt' correctly detect previous generated ini settings.
	#test launch on QA game
	#jira UE-35741

Change 3118438 on 2016/09/08 by JohnHenry.Carawon

	Fix UAT compilation on Linux
	#UE-35745

Change 3118934 on 2016/09/08 by Jeff.Campeau

	Shader compression setting based on target platform instead of cooking host platform.

	#jira UE-35753

Change 3120190 on 2016/09/09 by Ben.Marsh

	Add missing Platform attribute to build script for Dev-Platform.

[CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
Ben Marsh
847f16d4a7 Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3106830)
#lockdown Nick.Penwarden
#rb none

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

Change 3106830 on 2016/08/30 by Daniel.Lamb

	Fix hang in cooker caused by not processing async shader compilation.
	#test cook shootergame git hub
	#jira UE-35329

Change 3104890 on 2016/08/29 by Marc.Audy

	Provide backwards compat fixup for ProcMesh components created in the window where they were no longer transient, but not yet marked public
	#jira UE-35280

Change 3104847 on 2016/08/29 by Dan.Oconnor

	Fix, for the fix. Moved pin link destruction out of the volatile context, now doing it after text buffer has been consumed.
	#jira UE-35276

Change 3104828 on 2016/08/29 by Marc.Audy

	Since ProcMeshBodySetup is instanced, it needs to be Public in the BP so that the Archetype reference doesn't cause a GLEO
	#jira UE-35280

Change 3104706 on 2016/08/29 by Dan.Oconnor

	Make sure pin links are destroyed when attempting to destroy a node that cannot be copy/pasted into a different graph
	#jira UE-35276

Change 3104329 on 2016/08/29 by Marcus.Wassmer

	Fix PostProcess materials being broken in SM4
	#jira UE-35267

Change 3103964 on 2016/08/28 by Mitchell.Wilson

	Rebuildt lighting in Content Examples lighting level
	#jira UE-34656

Change 3103819 on 2016/08/27 by nick.bullard

	Submitting change as fallback for next build

	#jira UE-29618

Change 3103810 on 2016/08/27 by Daniel.Wright

	Point and spot lights are now supported in orthographic projections using standard deferred
	#jira UE-35198

Change 3103756 on 2016/08/27 by Steve.Robb

	Back out revision 2 from //UE4/Release-4.13/Engine/Source/Runtime/Engine/Classes/AI/Navigation/NavigationTypes.h

	#jira UE-34361

Change 3103632 on 2016/08/26 by Steve.Robb

	Fixes for FGCObject usage.  Hopefully will fix partially-initalized pointers being passed to the GC.

	#jira UE-34361

Change 3103541 on 2016/08/26 by Marcus.Wassmer

	Duplicate 3102654
	Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
	#jira UE-33424

Change 3103313 on 2016/08/26 by Mitchell.Wilson

	Rebuilt lighting on multiple levels in Content Examples
	#jira UE-34656

Change 3103283 on 2016/08/26 by Mark.Satterthwaite

	Mac binaries for hlslcc update in CL #3076397.
	#jira UE-32629

Change 3103126 on 2016/08/26 by Nick.Shin

	since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()

	PULLING from CL: #3102900

	#jira UE-26047 - HTML5 HTTP Response Headers not implemented

Change 3102929 on 2016/08/26 by Marc.Audy

	Don't display inaudible sounds when using stat soundcues
	#jira UE-35237

Change 3102563 on 2016/08/26 by Matthew.Griffin

	Changed CS tools step so that Swarm projects are only built on Windows, causing problems for Mac and Linux

Change 3102491 on 2016/08/26 by Matthew.Griffin

	Mark Nightly build as including Editor, Tools, Monolithics & DDC to prevent multiple DDC jobs being kicked off after it starts

Change 3102424 on 2016/08/26 by Matthew.Griffin

	Changed ClearString to reset the string instead of allocate a new one in case this is the cause of crash on exit on Mac

Change 3102265 on 2016/08/26 by Jack.Porter

	Fixed crash due to landscape texture streaming on iOS referring to PC-only data

	#jira UE-34874

Change 3102194 on 2016/08/25 by Zabir.Hoque

	Fix FD3D12ResouceLocation being created without a valid device.

	#jira UE-35137

Change 3102079 on 2016/08/25 by Chris.Babcock

	Fix Android OnControllerConnectionChange event to return right controller ID
	#jira UE-25697
	#ue4
	#android

Change 3102001 on 2016/08/25 by Jeff.Campeau

	Force root path for era.xvd

	#jira UE-35138

Change 3101468 on 2016/08/25 by Peter.Sauerbrei

	fix for no debug information in development, debug, debug game, or test
	#jira UE-35203

Change 3100475 on 2016/08/24 by Jeff.Campeau

	Include the side loaded ERA from the XDK we're building with when deploying loose file builds from tools (VS and packaging take care of this for us).

	#jira UE-35138

Change 3100347 on 2016/08/24 by Max.Preussner

	Media: Fixed media shader pixel conversion, interpolation, and brightness issue in Kite demo (UE-35162)

	#jira UE-35162

Change 3100277 on 2016/08/24 by Jeremiah.Waldron

	Fixing UPL setStringFromProperty to use the default value if the ConfigIni fails to find a value for the given property in the given section
	Previously, if a value was missing from the ini, UPL variables would be set to an empty string rather than the default value in this case

	Copied from Dev-Platform CL 3100246
	#jira UE-35173

Change 3100244 on 2016/08/24 by Aaron.McLeran

	#jira UE-35141 Audio no longer plays once window loses focus

	Fix is to not include application volume changes (tabbing or application volume) when evaluating sound waves for inclusion in wave instance list, etc. Only use the "actual" volume when setting the volume on playing sound sources.

	#tests tab out of game when running, audio returns to normal like it should (including 1-shot sounds)

Change 3100076 on 2016/08/24 by Dmitry.Rekman

	Fix crash on Linux server start (UE-35102)

	- Avoid initializing VR resources on servers.
	- The issue seems to be caused by inability to load VRText_RobotoLarge.uasset in -server mode. Proper fix is tracked as UE-35166.

	#jira UE-35102

Change 3099964 on 2016/08/24 by Graeme.Thornton

	Make sure hot reload is disabled in all server builds

	#jira UE-35140

Change 3099761 on 2016/08/24 by Matt.Kuhlenschmidt

	Fix crash when deleting sample content from a project.  At some point along the line a blueprint is deleted which forces a GC and cleans up an object prematurely.  This is fine as the cleaned up object is already deleted.  We just need to check for nulls in the object to delete array
	#jira UE-35104

Change 3099744 on 2016/08/24 by Mitchell.Wilson

	Rebuilt lighting and geometry on Sanctuary map.
	#jira UE-34991

Change 3099707 on 2016/08/24 by Mitchell.Wilson

	Added EndGFX_Source.uasset and updated other media assets for changes to media framework. Updated cinematic level BP to play new media properly.
	#jira UE-34856

Change 3099660 on 2016/08/24 by Chris.Babcock

	Make SPIRV default shader format for Vulkan on Android
	#jira UE-35159
	#ue4
	#android

Change 3099629 on 2016/08/24 by Tom.Looman

	Fixed issue in VR Template with floating teleport indicator.

	#jira ue-35145

Change 3099570 on 2016/08/24 by Peter.Sauerbrei

	development provision out of date which was causing Game Center to ignore login requests
	#jira UE-35089

Change 3099442 on 2016/08/24 by Gareth.Martin

	Fixed landscape accidentally being made blueprintable in 4.13
	#jira UE-35147

Change 3099304 on 2016/08/24 by Benn.Gallagher

	Added reinit for skeletal mesh components of actors that have been compiled, to mitigate hard to track crash from previews.
	#jira UE-35030

Change 3099232 on 2016/08/24 by Max.Preussner

	Fixed non-unity build.

	#jira UE-35124

Change 3099148 on 2016/08/24 by Matthew.Griffin

	Normalize path separators of ParentDir so that check against root build storage directory succeeds

Change 3099137 on 2016/08/24 by Matthew.Griffin

	Added node to Clean old Packaged Samples now that we're happy they're working correctly

Change 3099133 on 2016/08/24 by Matthew.Griffin

	Added BuildCommand to use CleanFormalBuilds in BuildGraph scripts

Change 3099082 on 2016/08/24 by Matthew.Griffin

	Adding token for Github promotion step so that it can't be run twice

Change 3099028 on 2016/08/24 by Max.Chen

	Movie Capture: Fix matinee movie capture not getting ticked

	#jira UE-35116

Change 3098890 on 2016/08/23 by Max.Preussner

	PS4Media: Implemented an option to play audio tracks via the OS sound mixer

	#jira UE-35125

Change 3098887 on 2016/08/23 by Max.Preussner

	WmfMedia: Moved settings into shared module

	#jira UE-35124

Change 3098700 on 2016/08/23 by Leslie.Nivison

	Updating UE credits
	#jira UEPROD-879

Change 3098682 on 2016/08/23 by Mark.Satterthwaite

	Fix "Match3 crashes on device after locking and unlocking the screen on iOS", accidentally left a Mac-only assert in MetalStateCache::SetRenderTargetsInfo.
	#jira UE-35117

Change 3098645 on 2016/08/23 by Marc.Audy

	Handle RegisterSoundClasses on the AudioThread correctly
	#jira UE-35130

Change 3098591 on 2016/08/23 by Mitchell.Wilson

	Back out changelist 3095222
	#jira UE-35120

Change 3098579 on 2016/08/23 by Max.Preussner

	WmfMedia: Implemented an option to play audio tracks via the OS sound mixer (UE-35124)

	#jira UE-35124
	#jira UEPLAT-1375

Change 3098559 on 2016/08/23 by Marc.Audy

	Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
	#jira UE-34998

Change 3098461 on 2016/08/23 by Richard.TalbotWatkin

	Changed notification text when geometry errors are detected in a level which has just been loaded; it's now clear that the issues are due to faults in previous versions of the editor, and not due to user error.  Added a timeout of 25 seconds to the notification, so that it'll disappear if you don't do anything.  Added extra code to the ResavePackages commandlet to automatically perform a geometry rebuild on any levels suffering this issue.
	#jira UE-35047 - CLONE - Geometry Requires Rebuilding Opening OrionEntry in Editor

Change 3098451 on 2016/08/23 by Peter.Sauerbrei

	fix for low end devices which don't support arm64 not being able to install on device
	#jira UE-35109

Change 3098425 on 2016/08/23 by Olaf.Piesche

	replicating CL 3098418
	#jira UE-34838

Change 3098415 on 2016/08/23 by Max.Preussner

	MediaAssets: Fixed image sink not being reset (UE-35114)

	#jira UE-35114

Change 3098389 on 2016/08/23 by Chris.Babcock

	Add Android Mediaplayer GetInfo support
	#jira UE-35111
	#ue4
	#android

Change 3098181 on 2016/08/23 by Jeff.Fisher

	UEVR-134 Morpheus HMD sceCommonDialogInitialize should not assert if already initialized
	-duplicating fix in dev-VR for 4.13
	-Replace the assert & return with logging.  Its ok if this is already initialized, and it really ought not fail in any other way... and if it does, well lets continue to setup VR mode.  Dialogs may not function, however.
	#jira UEVR-134

Change 3098111 on 2016/08/23 by Ben.Marsh

	UAT: Insert quotes as appropriate when printing out the command line for a command.

Change 3098082 on 2016/08/23 by Ben.Marsh

	EC: Fix missing argument to build_agent_setup().

Change 3098076 on 2016/08/23 by Ben.Marsh

	Tidy up token diagnostic messages.

Change 3098065 on 2016/08/23 by Ben.Marsh

	EC: Pass the token signature to child jobs such as triggered builds, so they can continue to use the same entitlements.

Change 3097830 on 2016/08/23 by Max.Chen

	Fbx Export: Fix sequencer skeletal animation track export so that it exports out the correct frame range (the playback range of the movie scene).

	#jira UE-35092

Change 3097829 on 2016/08/23 by Gareth.Martin

	Fixed crash loading a landscape level after deleting a layer info it depends on
	#jira UE-35059

Change 3097700 on 2016/08/23 by Mason.Seay

	Back out revision 2 from //UE4/Release-4.13/QAGame/Content/Materials/BaseColor/MI_BaseColor_Yellow.uasset (was deleted by accident)

	#jira UE-29618

Change 3097687 on 2016/08/23 by Ben.Woodhouse

	Change the per-object shadow depth bias to match the CSM one to avoid self-shadowing artifacts.

	#jira UE-32221

Change 3097667 on 2016/08/23 by Mitchell.Wilson

	Rebuilt geometry to resolve rebuilt pop up when launching the project.
	#jira UE-34991

Change 3097664 on 2016/08/23 by mason.seay

	Deleted old blueprint

	#jira UE-29618

Change 3097622 on 2016/08/23 by Ben.Marsh

	BuildGraph: Output a more useful list of skipped target nodes due to pre-existing tokens.

Change 3097602 on 2016/08/23 by Ben.Marsh

	Remove dependency on DeploymentInterface from UAT modules.

Change 3097592 on 2016/08/23 by Jurre.deBaare

	Force one smoothing group did not work for Alembic objects that don't contain normals
	#fix Number of smoothing groups should equal number of faces not indices
	#jira UE-35026

Change 3097574 on 2016/08/23 by Gareth.Martin

	Fixed crash importing a heightmap larger than the landscape
	#jira UE-35054

Change 3097361 on 2016/08/22 by Max.Chen

	Sequencer: Move ExportEDL to close()

	#jira UE-35032

Change 3097297 on 2016/08/22 by Jeff.Campeau

	LibCurl built with support for WinXP (GetTickCount instead of GetTickCount64).
	Separate lib under Win32/VS2013_xp to avoid degrading functionality of non-XP builds.
	Reset the lib path for XP in UEBuildWindows.cs

	#jira UE-31243, UE-32421

Change 3097292 on 2016/08/22 by Max.Chen

	Sequencer: Fix export not writing out edl files.

	#jira UE-35032

Change 3097176 on 2016/08/22 by Mike.Beach

	Mirroring CL 3097150 from Dev-BP

	When converting function entry/exit nodes from an interface, set the replacement user-defined pins "DesiredDirection" properly (we now reject pins that don't match the expected direction, and user-defined pins created this way were setup wrong).

	#jira UE-34985

Change 3097161 on 2016/08/22 by Aaron.McLeran

	#jira UE-35072 Crash dragging Sound Wave onto Output node in Newly Created Empty Sound Cue

Change 3097128 on 2016/08/22 by Dmitry.Rekman

	Linux: fix crash on exit (UE-34909).

	- Caused by race condition between FPThreadRunnableThread destructor and PostRun().
	- This is a patch, issue will be addressed properly in UE-35074.

	#jira UE-34909

Change 3097126 on 2016/08/22 by Marc.Audy

	Reenable stat soundmixes
	Fix long names not having a unique enum value
	#jira UE-35070

Change 3096987 on 2016/08/22 by Max.Preussner

	Media: Fixed media not playing on Android (UE-34898)

	#jira UE-34898

Change 3096843 on 2016/08/22 by Marc.Audy

	Fix up weights and has been used arrays in PostLoad instead of repeatedly in Parse. Avoids crash in GetNumSounds if Parse has never been called
	#jira UE-35055

Change 3096732 on 2016/08/22 by Marc.Audy

	Just use the default physics volume if there is no WorldSettings object
	#jira UE-35060

Change 3096448 on 2016/08/22 by Mitchell.Wilson

	Removed "Gear:" from HUD to be consistant with C++ version of template.
	#jira UE-34756

Change 3096447 on 2016/08/22 by Gareth.Martin

	Fixed crash running Landscape levels on mobile
	#jira UE-34874

Change 3096399 on 2016/08/22 by Mitchell.Wilson

	Re-saving asset to resolve empty engine version warning.
	#jira UE-35012

Change 3096364 on 2016/08/22 by alan.willard

	Checkin to update engine version.

	#jira UE-34683

Change 3096358 on 2016/08/22 by Jurre.deBaare

	Crash when importing Alembic asset as "skeletal," replacing a Geometry Cache instance of the asset
	#fix underlying issue was that the FrameEnd value wasn't being set correctly in the reimport path and thus FrameStart and FrameEnd would be 0
	#misc added check + error message when trying to import an invalid frame range
	#jira UE-35014

Change 3096309 on 2016/08/22 by Jurre.deBaare

	Materials are not imported with an alembic cache when it is reimported
	#fix Notify asset registry of created materials (to make them visible in content browser immediately)
	#jira UE-35038

Change 3096271 on 2016/08/22 by Peter.Sauerbrei

	fix for incorrect architecture list in generated plist
	#jira UE-35002

Change 3096255 on 2016/08/22 by Gareth.Martin

	Fixed Mac compile of CL 3096155
	#jira UE-34574

Change 3096220 on 2016/08/22 by Jurre.deBaare

	Alembic importer does not remove duplicate verts in skeletal mesh
	#fix Added duplicate vertex removal to skeletal mesh import path
	#jira UE-35025

Change 3096215 on 2016/08/22 by Jurre.deBaare

	Force one smoothing group did not work for Alembic objects that don't contain normals
	#fix Check for the import settings flag and generate normals/smoothing groups accordingly
	#JIRA UE-35026

Change 3096191 on 2016/08/22 by Jurre.deBaare

	Should force import type to remain the same when reimporting any Alembic assets
	#fix Added setting customization and reimporting flag to restrict import type restrictions during reimporting process
	#jira UE-35024

Change 3096188 on 2016/08/22 by Jurre.deBaare

	Crash when PIE after reimporting a geometry cache alembic file with materials
	#fix Return correct material object, otherwise transient would be used and destroyed somewhere along the way
	#jira UE-35020

Change 3096187 on 2016/08/22 by Mitchell.Wilson

	Re-saving level again to resolve vetex paint warning.
	#jira UE-34662

Change 3096155 on 2016/08/22 by Gareth.Martin

	Fixed another missing shader crash in landscape editor
	#jira UE-34574

Change 3096132 on 2016/08/22 by Jack.Porter

	Fixed issue with missing landscape components in ElementalDemo

	#jira UE-34918

Change 3096116 on 2016/08/22 by Mitchell.Wilson

	Adding D-pad controls for certain controllers
	#jira UE-34726

Change 3096089 on 2016/08/22 by Matthew.Griffin

	Adding Tokens to Installed Build to avoid clashes

Change 3096082 on 2016/08/22 by Joe.Conley

	Small PS4 save data fix.

	Fixing copy and paste typo that was passing a mismatched parameter to sceSaveDataSetParam

	#jira UE-35021 - Passing a mismatched parameter to sceSaveDataSetParam on PS4

Change 3096046 on 2016/08/22 by Richard.TalbotWatkin

	PR #2715: Fix array out of bounds on USplineComponent::RemoveSplinePoint (Contributed by 0lento).
	Also fixed some other issues introduced with the recent spline code changes.
	#jira UE-34930 - GitHub 2715 : Fix array out of bounds on USplineComponent::RemoveSplinePoint

Change 3095848 on 2016/08/21 by Dmitriy.Dyomin

	Fixed: Text in Mobile Packaging Wizard UI points to missing documentation
	#jira UE-35015

Change 3095540 on 2016/08/19 by Gareth.Martin

	Fixed errors if Landscape Component GIBakedBaseColorTexture had been reassigned
	#jira UE-34794

Change 3095248 on 2016/08/19 by Mitchell.Wilson

	Updating PostProcessing level Screen Percentage to be more noticable.
	#jira UE-34950

Change 3095247 on 2016/08/19 by Nick.Whiting

	Removing r.FinishCurrentFrame=1 from VR Template config, which shouldn't be there.

	#jira UE-34970

Change 3095222 on 2016/08/19 by Mitchell.Wilson

	Re-saving all levels in Elemental Demo to resolve vert paint warnings
	#jira UE-34864

Change 3095119 on 2016/08/19 by Lauren.Ridge

	Reverting TapJoy implementation in Unreal Match 3

	#jira UE-33256

Change 3095094 on 2016/08/19 by Mark.Satterthwaite

	Fix black flickering in Metal rendering when using Metal SM5:
	- Compute shaders write to a UAV texture so mark a texture as written when bound as a UAV.
	#jira UE-34917

Change 3095058 on 2016/08/19 by Mitchell.Wilson

	Re-saving all levels in Showdown to resolve vert paint warnings.
	#jira UE-34722

Change 3094985 on 2016/08/19 by Benn.Gallagher

	Fixed debris firing in infiltrator demo on PS4 after the main character leaves the sewer. Caused by some undefined behavior in a bitfield write due to an optimization.
	#jira UE-34832

Change 3094957 on 2016/08/19 by Mitchell.Wilson

	Updating spelling errors on multiple levels in Content Examples.
	#jira UE-34910 UE-34907 UE-34911

Change 3094924 on 2016/08/19 by Marc.Audy

	Zero-volume vorbis decoded sounds are too expensive

	-Adding an audio settings parameter to disable zero-volume playback globally
	-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
	#jira UE-34951
	#author aaron.mcleran

Change 3094644 on 2016/08/19 by Mitchell.Wilson

	Re-saving asset to resolve empty engine version warning
	#jira UE-34846

Change 3094641 on 2016/08/19 by Mitchell.Wilson

	Updated location of Ledge_17
	#jira UE-34848

Change 3094606 on 2016/08/19 by Lina.Halper

	#ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
	- assumed the name is all set by now

	#jira : UE-34886

Change 3094500 on 2016/08/19 by Matthew.Griffin

	Pass on Initial Properties when reading projects recursively so that we use the desired platform and configuration

Change 3094477 on 2016/08/19 by Gareth.Martin

	Fixed crash loading old Landscape levels with tessellation
	#jira UE-34877

Change 3094472 on 2016/08/19 by Gareth.Martin

	Fixed crash loading old landscape levels with bad collision in standalone uncooked game
	#jira UE-34843

Change 3094471 on 2016/08/19 by Graeme.Thornton

	Mark PC platforms as not exiting immediately after launching when using UAT
	 - Causes cook on the fly servers that were spawned when doing launch-on in the editor to close down when the client exits

	#jira UE-34788

Change 3094362 on 2016/08/19 by Max.Chen

	Sequencer: Fix Export FBX so that when exporting selected nodes, all descendant object binding nodes are exported.

	#jira UE-34459

Change 3093997 on 2016/08/18 by Mitchell.Wilson

	Added gamepad keybinding for breaking free at the beginning of platformer game.
	Updated jump and slide gamepad controls to be left stick up/down
	#jira UE-34726

Change 3093979 on 2016/08/18 by Max.Chen

	Sequencer: Fixed byte, integer and string properties not being able to be exposed to cinematics on blueprints

	#jira UE-32141

Change 3093893 on 2016/08/18 by Max.Chen

	Back out changelist 3093883

	#jira UE-32141

Change 3093883 on 2016/08/18 by Max.Chen

	Sequencer: Fixed byte, integer and string properties not being able to be exposed to cinematics on blueprints

	#jira UE-32141

Change 3093699 on 2016/08/18 by Dmitry.Rekman

	Linux: fixed crash on converting BSP shapes to mesh (UE-28322).

	- Was a particular case of a more generic problem: race condition between accessing the window on render thread (Slate queued it for drawing) and deleting it on game thread (can happen as a result of a chain of delegates called from an event handler, like OnMouseUp).
	- The current solution is to defer native window deletion so that it survives for at least one more tick (Slate window will get deleted and won't be drawn anymore).
	- Investigation why FlushRenderingCommands() (see FSlateRHIRenderer::OnWindowDestroyed) has not prevented it is tracked as UE-34906.

	#jira UE-28322

Change 3093613 on 2016/08/18 by Alan.Willard

	Updated trace behavior in HMDLocomotionPawn.uasset to trace to a location near walls, not into walls
	#jira UE-34683

Change 3093544 on 2016/08/18 by Mitchell.Wilson

	Changed mapping for thrust on controller to Right Stick Up/Down to resolve duplicate mapping error.
	#jira UE-34419

Change 3093328 on 2016/08/18 by James.Golding

	Fix description and tool text of Pose Driver to match new name (no longer Orientation Driver)
	#jira UE-34015

Change 3093255 on 2016/08/18 by Matthew.Griffin

	Corrected case of output folder so that it's not treated as different folder on Linux

Change 3093236 on 2016/08/18 by Allan.Bentham

	Fix android VK crashes.
	#jira UE-33593

Change 3093129 on 2016/08/18 by Benn.Gallagher

	Fix for possible crash shutting down editor with attached components in active worlds. Skip creating new simulation bodies and weld constraints when we are purging for exit
	#jira UE-34739

Change 3092702 on 2016/08/17 by Mark.Satterthwaite

	Fix playback of movies on Mac/iOS that have spaces in the filename.
	#jira UE-34857

Change 3092565 on 2016/08/17 by Dmitry.Rekman

	Fixed incorrect window size in fullscreen (UE-19996).

	"True" fullscreen mode on Linux (which involves monitor resolution change) has been disabled long ago due to problems like X11 being messed up if the program crashes, or even drivers being messed up during the resize for no reason. However, the distinction between Fullscreen and WindowedFullscreen modes was preserved and caused bugs because higher level code assumed different window size.

	The less invasive fix is to disallow non-windowed fullscreen mode to be set altogether. Proper resolution tracked as UE-34854.

	#jira UE-19996

Change 3092550 on 2016/08/17 by Chris.Babcock

	Add exception trap for failing to save OBB
	#jira UE-34852
	#ue4
	#android

Change 3092508 on 2016/08/17 by Chris.Babcock

	Force OBB to never use Zip64 format
	#jira UE-34849
	#ue4
	#android

Change 3092431 on 2016/08/17 by Chris.Babcock

	Correct reading past end of central directory in OBB
	#jira UE-34841
	#ue4
	#android

Change 3092407 on 2016/08/17 by Lauren.Ridge

	Adding config for TapJoy

	#jira UE-33256

Change 3092346 on 2016/08/17 by Mark.Satterthwaite

	Address Mac Metal + Nvidia specific crash on launch-on for BlankProject with StarterContent:
	- Disable RHI thread on Nvidia on Mac OS X El Capitan.
	- Fix Metal validation error - ForwardLocalLightBuffer  in LightGridInjection.usf:LightGridInjectionCS  must always be bound even if the number of elements is zero as that's how the Metal spec. works.
	#jira UE-34721

Change 3092208 on 2016/08/17 by Richard.TalbotWatkin

	When errors in geometry are detected upon loading a level in the editor, a toast notification is now created so the user can choose whether to fix them or not.
	Downgraded the output log warning to a regular info log.
	Allowed both dynamic and static brushes to be fixed up.
	#jira UE-34646 - //UE4/Release-4.13: Cook Orion Win64 completed with warnings: 78 warnings

Change 3092064 on 2016/08/17 by Max.Chen

	Sequencer: Fix tangents on import FBX.

	#jira UE-34823

Change 3091985 on 2016/08/17 by Brent.Pease

	 + UnrealTargetConfiguration is now passed into deploy and package methods
	 + The UIRequiredDeviceCapabilities  plist key now only considers the architectures from the corresponding target configuration (shipping or development)

	(Manual merge from Dev-Platform)

	#jira UE-34773

Change 3091962 on 2016/08/17 by Jurre.deBaare

	Force View is enabled after Generating Proxy Meshes
	#issue  due to latest changes the HLOD meshes were forced into view
	#fix setting staticmesh component view distances after generating mesh, and restoring the correct forced LOD level afterwards
	#misc replaced duplicate code with function call
	#jira UE-34807

Change 3091890 on 2016/08/17 by Matt.Kuhlenschmidt

	Fix crash with enum properties when there is metadata to define the allowed enum values per property

	#jira UE-34804

Change 3091852 on 2016/08/17 by Lina.Halper

	Change ensure to Clamp as this isn't any critical warning.

	#jira: UE-34776

Change 3091845 on 2016/08/17 by Gareth.Martin

	Fixed crash with masked landscape materials
	#jira UE-34513

Change 3091816 on 2016/08/17 by Matthew.Griffin

	Added Store Released Symbols job, to add symbols to server for a known release.

Change 3091805 on 2016/08/17 by Matthew.Griffin

	Also adding source info into UE4Editor and Windows build tools for completeness

Change 3091753 on 2016/08/17 by Mitchell.Wilson

	Adjusted the height of some bumps in Vehicle Advanced so the vehicle cannot get stuck.
	#jira UE-34667

Change 3091613 on 2016/08/17 by Graeme.Thornton

	Generate unique names for FLauncherWorker instances to avoid a thread metadata warning in the log

	#jira UE-34785

Change 3091553 on 2016/08/17 by Gareth.Martin

	Fixed older levels having default material on landscape when launched in uncooked standalone game
	#jira UE-34348
	#jira UE-34428

Change 3091519 on 2016/08/17 by Gareth.Martin

	Fixed crash cooking landscape for mobile
	Also fixes "object in other map" on sub-level save after using mobile preview and move to level tool
	Based on Dmitriy.Dyomin's changes
	#jira UE-34257

Change 3091354 on 2016/08/16 by Max.Chen

	Fbx Export: Fix rich curve tangents on export for level sequence.

	- Set tangent mode to user.
	- Always bake rotations on cameras.
	- Invert values and tangents when converting from unreal coords to fbx.

	#jira UE-34459

Change 3091065 on 2016/08/16 by Stephan.Jiang

	Duplicate icon changes for asset SoundConcurrency

	#jira UE-24350

Change 3091001 on 2016/08/16 by Dmitry.Rekman

	Fix for crash during "debug crash" handling (UE-34450).

	Compounded problem:
	- Debug versions of libc++ were running out of alt stack and smashing static variables next to it, resulting in more mysterious crashes down the road.
	- In addition to that, crash malloc sometimes was running out of pools for certain allocation sizes.

	Fixes:
	- Replaced libc++ with release version.
	- Added code to set a guard page on alt stack, so if the issue reoccurs it'll be easier to catch. Increased alt stack size somewhat to account for that.
	- Increased crash malloc pools (and thus memory reserved on startup) for Linux.

	#codeview Mark.Satterthwaite, Chris.Wood, Steven.Hutton

	#jira UE-34450

Change 3090937 on 2016/08/16 by Mitchell.Wilson

	Updated multiple template overview BPs so assets are properly highlighted while moving forward and back.
	#jira UE-34139

Change 3090646 on 2016/08/16 by Martin.Wilson

	Fix for cook warnings in Fortnite

	#jira UE-34648

Change 3090645 on 2016/08/16 by James.Golding

	Fix face normal on cap faces when slicing proc mesh
	#jira UE-33301

Change 3090619 on 2016/08/16 by Richard.TalbotWatkin

	Fixed issue where spline components were sometimes not rendered correctly when unselected in the editor. This was due to the render proxy not being updated when the spline is updated.
	#jira UE-34758 - SplineComponent debug render is sometimes not in sync with the current spline points

Change 3090520 on 2016/08/16 by Olaf.Piesche

	Replicating 3089104 for
	#jira UE-34241

Change 3090513 on 2016/08/16 by Jurre.deBaare

	LOD's pop in after LOD actors is visible in viewport.
	#fix Was actually not baking the materials out, set the LOD selection type for HLOD to default to calculate LOD model and to MergeAllLODs for MeshMerging tool (possible for user to change in this case)
	#misc Fix with in WorldSettings post-load hack for Hierarchical LOD settings
	#jira UE-34689

Change 3090512 on 2016/08/16 by Jurre.deBaare

	Prevent preview scene assets being loaded in game
	#fix moved UAssetViewerSettings and SceneProfiels file into UnrealEd and replaced the default cube map with smaller filesize one
	#jira UE-34701

Change 3090494 on 2016/08/16 by Keith.Judge

	Xbox One - Remove CPU/GPU sync when updating or unlocking textures. This was causing stutters.

	#jira UE-34735

Change 3090450 on 2016/08/16 by Richard.TalbotWatkin

	Added calls to invalidate the viewport and hit proxy when adding or deleting points from a spline.
	#jira UE-34627 - Crash using Camera Rig Rail when deleting a point moving another

Change 3090441 on 2016/08/16 by Frank.Fella

	Sequencer - Fix the key struct generatrion and synchronization for vector sections.  Prevents a crash and creates the correct UI based on what type of vector you're animating.

	#jira UE-34611

Change 3090420 on 2016/08/16 by Matthew.Griffin

	Enable Source Indexing for Windows UE4Game targets so that we can add released versions to symbol server
	Changed some nodes to rely on just the editor rather than everything produced by that node

Change 3090370 on 2016/08/16 by Mitchell.Wilson

	Re-saving levels to resolve vertex color warnings.
	Clearing material interface and saving M_Sign_Bloc to resolve warning
	#jira UE-34722

Change 3090287 on 2016/08/16 by Keith.Judge

	Xbox One - Fix mix up with ESRAM flags/byteusage that was causing some code to think of textures as in ESRAM that weren't and vice versa. Amazingly, this only manifested as a perf drop and some strange bloom along the bottom of the screen with some render settings.

	#jira UE-34735
	#jira UE-32086

Change 3090258 on 2016/08/16 by Luke.Thatcher

	[RELEASE] [!]
	Fix crash bug in canvas rendering. It is not valid to pass a null texture.
	#jira UE-33077

Change 3090241 on 2016/08/16 by Jurre.deBaare

	Adding TPS file for Alembic logo usage
	#JIRA UE-123

Change 3090131 on 2016/08/16 by Matthew.Griffin

	Added additional cook platforms per platforms listed in Samples List Spreadsheet

Change 3090061 on 2016/08/16 by Joe.Conley

	#jira UE-34733 - "Crash when closing the timeline tab inside UMG editor and reopening UMG editor"

	Adding a few IsValid() checks to prevent the crash

Change 3089968 on 2016/08/15 by Lina.Halper

	Fixed Mac compile error

	#jira: UE-30405

Change 3089918 on 2016/08/15 by Aaron.McLeran

	#jira UE-34680 Fixing compile warning on ignoring output from CoInitialize

Change 3089914 on 2016/08/15 by Aaron.McLeran

	#jira UE-34680 Fixing compile error

Change 3089905 on 2016/08/15 by Peter.Sauerbrei

	fix for Samples build failure with Match3
	#jira UE-34719

Change 3089867 on 2016/08/15 by Dmitry.Rekman

	Fix misspelled case in OrionXpAssembly (OR-27441),

	#jira OR-27441

Change 3089859 on 2016/08/15 by Zabir.Hoque

	Fix undefined symbol FMMNotificationClient* NotificationClient & static XAUDIO2_DEVICE_DETAILS DeviceDetails; on XB1.

	#jira UE-34715

Change 3089790 on 2016/08/15 by John.Billon

	Changed integer modulus operations to float modulus operations in media shaders to support ES2.
	#Jira UE-34712

Change 3089760 on 2016/08/15 by Lina.Halper

	Fix issue with mesh merge crash in packaged build
	 - reverted that change, and fixed the original issue  properly : due to mixed extra vertex influence, not copying data correctly
	#jira: UE-30405

Change 3089718 on 2016/08/15 by Mitchell.Wilson

	Saving M_TempAATrick_01 to resolve warning.
	Saving multiple maps to resolve vertex color warning.
	#jira UE-34661 UE-346662 UE-34654

Change 3089710 on 2016/08/15 by Michael.Trepka

	Restored code for staging Steam library for Mac, which was accidentally removed when we switched to use build receipts.

	#jira UE-34639

Change 3089706 on 2016/08/15 by Marc.Audy

	Avoid crash if PlayerStateClass is null
	#jira UE-34702

Change 3089585 on 2016/08/15 by Chris.Babcock

	Fix StrategyGame for Android compile
	#jira UE-34697
	#ue4
	#android

Change 3089473 on 2016/08/15 by Chris.Babcock

	Added <insertNewline/> command to UnrealPluginLanguage
	#jira UE-34699
	#ue4

Change 3089429 on 2016/08/15 by John.Billon

	Fixed crash with media shaders not being loaded in ES2.
	#Jira UE-34514

Change 3089383 on 2016/08/15 by Mitchell.Wilson

	Adjusted some values in the PlayerCharacter so physics objects can be grabbed and dropped correctly.
	#jira UE-34663

Change 3089375 on 2016/08/15 by Max.Chen

	Fbx Export: Convert spaces in level sequence actors to underscores.

	#jira UE-34459

Change 3089308 on 2016/08/15 by Max.Chen

	Fbx Export: Fix rich curve tangents on export for level sequence.

	#jira UE-34459

Change 3089296 on 2016/08/15 by John.Billon

	Fixing compile issue with openGL.
	#Jira UE-34688

Change 3089290 on 2016/08/15 by Aaron.McLeran

	#jira UE-34680 CLONE - Client stops working and crashes if headphones are unplugged on windows 10

	Implementing CL 3062338 into 4.13

Change 3089242 on 2016/08/15 by Mitchell.Wilson

	Resized text on sample 1.6 in Material_Properties.
	#jira UE-34658

Change 3089235 on 2016/08/15 by Daniel.Wright

	Copy - Fixed atmospheric fog on translucency
	#jira UE-34590

Change 3089230 on 2016/08/15 by Benn.Gallagher

	Added warnings and recovery to contact prefilter when given a null px shape. we now ignore the contact and dump some info so we can hopefully track down the broken actor if it happens again.
	#jira UE-34622

Change 3089204 on 2016/08/15 by Mitchell.Wilson

	Raised displays above nav mesh, rebuilt paths and lighting.
	#jira UE-34660

Change 3089054 on 2016/08/15 by Mark.Satterthwaite

	On iOS & tvOS when the application is in the background there won't be a valid back-buffer, which means draw calls will be issued with an invalid render-target state. To avoid a crash we must ignore these draw calls by returning early from PrepareToDraw and then also from the draw call. This will prevent issuing invalid commands into the command buffer and the game will resume rendering once it is brought to the front.
	#jira UE-32323

Change 3089052 on 2016/08/15 by John.Billon

	Fixed OpenGL4 crash by implementing ClearUAV for OpenGL.
	#Jira UE-33752

Change 3089043 on 2016/08/15 by Mitchell.Wilson

	Rebuilt lighting and resaved landscape level
	Resaved landscape layer info
	Verified no warnings/errors in landsacpe master material and resaved
	Resaved landscape material instance.
	#jira UE-34653

Change 3089020 on 2016/08/15 by Ben.Marsh

	Remove 'Full Build' option from dashboard in release branches, and include a non-unity compile in nightly builds.

Change 3088985 on 2016/08/15 by Marc.Audy

	Mac non-unity fix
	#jira UE-34101

Change 3088973 on 2016/08/15 by Matthew.Griffin

	Fixed copy paste errors with Mac nodes depending on Win64 ones
	Added Build Tools dependencies to all cook nodes

Change 3088960 on 2016/08/15 by Mitchell.Wilson

	Moving VR.umap to TestMaps folder
	#jira UE-34665

Change 3088886 on 2016/08/15 by Ben.Marsh

	Remove dependency to 'Compile UE4Editor Win64' node from code documentation step; we generate headers as part of building code documentation, so it just causes previous build products to be clobbered and the build to fail.

Change 3088676 on 2016/08/15 by Richard.TalbotWatkin

	Improved warning output when a BSP poly is discovered with broken normals. Now the specific level which needs resaving is named.
	#jira UE-34646 - //UE4/Release-4.13: Cook Orion Win64 completed with warnings: 78 warnings

Change 3088355 on 2016/08/13 by Max.Preussner

	Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)

	#jira UE-34643

Change 3088331 on 2016/08/13 by Max.Preussner

	Media: Fixed Failing to load Precached Media Source (UE-34285)

	#jira UE-34285

Change 3088202 on 2016/08/12 by Zabir.Hoque

	Porting DX12 Fix from MS:

	Update D3D12 RHI for 4.13
	 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.

	#jira UE-0

Change 3088149 on 2016/08/12 by Mark.Satterthwaite

	Duplicate CL #3087991:
	Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
	- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
	- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
	- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
	- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
	- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
	- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
	- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
	- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
	- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
	#jira UE-34315

Change 3088131 on 2016/08/12 by Chris.Babcock

	Fix iterative deploy for new ADB
	#jira UE-34638
	#ue4
	#android

Change 3088106 on 2016/08/12 by Dan.Oconnor

	Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
	#jira UE-34564

Change 3088099 on 2016/08/12 by Zabir.Hoque

	Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.

	#Jira UE-27026

Change 3088072 on 2016/08/12 by Max.Chen

	Sequencer: Level editor camera cut flag is now a one way gate

	This resolves issues to do with the flag being erroneously reset by external forces.

	#jira UE-33875

Change 3088031 on 2016/08/12 by Jeff.Campeau

	Fix WinXP build issues in WmfMedia and SteamVR plugins.

	#jira UE-32421

Change 3088025 on 2016/08/12 by Tom.Looman

	Updated VR Template with new VR device ID blueprint node.

	#jira ue-34592

Change 3088023 on 2016/08/12 by Tom.Looman

	Added PS Move input handling support to VR Template.

	#jira UE-34188

Change 3087989 on 2016/08/12 by Michael.Trepka

	Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.

	#jira UE-34581

Change 3087907 on 2016/08/12 by mason.seay

	New test assets for sub instance testing

	#jira UE-29618

Change 3087812 on 2016/08/12 by Maciej.Mroz

	#jira UE-34247 Nativized UMG assets not visible

	Redone cl#3087726 from Dev-Blueprints

Change 3087810 on 2016/08/12 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
	Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
	Allows one to set the minimum output color from reprojection processing.  Can be used to mitigate certain artifacts (dark smearing, reprojection edges).  See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
	#review-3087760 @nick.whiting
	#jira UEVR-13

Change 3087795 on 2016/08/12 by Mitchell.Wilson

	Added project thumbnail to subway sequencer.
	Added thumbnails to subway sequencer levels.
	Re-saved multiple files to resolve empty engine version and nodeguid warnings.
	#jira UE-34521 UE-34519

Change 3087730 on 2016/08/12 by Michael.Trepka

	Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml

	#jira UE-34548

Change 3087699 on 2016/08/12 by Jeff.Campeau

	Make resource generation fault tolerant of unset config values.

	#jira UE-34614

Change 3087690 on 2016/08/12 by Mitchell.Wilson

	Added a thumbnail for the BlueprintRenderToTarget level.
	#jira UE-34544

Change 3087688 on 2016/08/12 by Marc.Audy

	Fix headshot crash when tearing down physics when not registered
	#jira UE-32935

Change 3087615 on 2016/08/12 by Ben.Woodhouse

	Fix for crash in shadowsetup when frustum is invalid
	#jira UE-33014

Change 3087607 on 2016/08/12 by Max.Chen

	Sequencer: Fix Import/Export FBX

	- Import FBX now maps arbitrary float properties as well as the transform
	- Import/Export FBX now consistently operates on selected nodes or all nodes
	- Fixed exported node names so that they're consistent with Sequencer node names

	#jira UETOOL-534

Change 3087586 on 2016/08/12 by Chris.Babcock

	Add HUAWEI_Mali device model recognition for Vulkan
	#jira UE-34610
	#ue4
	#android

Change 3087529 on 2016/08/12 by Jurre.deBaare

	Fix for crash when start index != 0 and sampling at a different rate
	#jira UE-34637

Change 3087519 on 2016/08/12 by Ben.Marsh

	Pass the -ignorejunk flag on to child UBT instance when running a clean.

Change 3087455 on 2016/08/12 by Jurre.deBaare

	Alembic importer plugin needs proper logo
	#fix Replaced icon with inverted official Alembic logo
	#jira UE-34474

Change 3087360 on 2016/08/12 by Ben.Marsh

	Print out the UBT command line before running it, to help diagnose -ignorejunk problem.

Change 3087285 on 2016/08/12 by Lina.Halper

	- Add which animation it fails to compress
	- Make sure it doesn't go in there unless you have skeleton

	#jira: UE-34490

Change 3087237 on 2016/08/12 by Alex.Delesky

	#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.

Change 3087215 on 2016/08/12 by danny.bouimad

	#jira UE-29618 updated QA-AnimProfiles again...

Change 3087212 on 2016/08/12 by Danny.Bouimad

	#jira UE-29618 updated TM-PhysicalAnimProfiles again

Change 3087200 on 2016/08/12 by Robert.Manuszewski

	Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.

	#jira UE-34373

Change 3087188 on 2016/08/12 by Matthew.Griffin

	Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
	Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually

Change 3087160 on 2016/08/12 by Ben.Marsh

	Propagate the -ignorejunk option when we're building UHT as a child process in UBT.

Change 3087148 on 2016/08/12 by Ben.Marsh

	Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.

Change 3087143 on 2016/08/12 by Danny.Bouimad

	#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.

Change 3087140 on 2016/08/12 by Steve.Robb

	GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs

	I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...

	#jira UE-29286

Change 3087139 on 2016/08/12 by Steve.Robb

	Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
	This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.

	#jira UE-31575

Change 3087107 on 2016/08/12 by Jurre.deBaare

	Alembic Import with empty first frame will cause the editor to crash
	#jira UE-34515
	#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
	#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
	#misc check condition fix in Runnable
	#misc log now adds new page named after the imported Alembic file

Change 3087079 on 2016/08/12 by Dmitriy.Dyomin

	Fixed: Corrupted level package on loading cooked content
	#jira UE-34591

Change 3087063 on 2016/08/12 by James.Cobbett

	#jira UE-29618 Submitting test assets for Alembic Importer

Change 3087048 on 2016/08/12 by Matthew.Griffin

	Changed Launcher Samples to create aggregate from property to avoid error in preflights
	Only notify about Launcher Samples trigger in non-preflight builds

Change 3086985 on 2016/08/12 by Maciej.Mroz

	#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]

	Redone cl#3083825 from Dev-Blueprints

Change 3086960 on 2016/08/12 by Matthew.Griffin

	Prevent Build DDC command from making DDC for platforms that aren't supported by project
	#jira UEB-698

Change 3086945 on 2016/08/12 by Dmitriy.Dyomin

	Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
	#jira UE-18291

Change 3086904 on 2016/08/11 by Lina.Halper

	Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f

	#jira: UE-34570

Change 3086891 on 2016/08/11 by Lina.Halper

	DUPEFIX: CL 3086544 from Michael Noland

	Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
	#jira UE-34223
	#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
	#tests (from Lina H) started the test project from JIRA and PIE, and no crash.

Change 3086837 on 2016/08/11 by Nick.Whiting

	Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread().  This allows skel controls to use orientation and position with parallel animation

	#jira UE-32564

Change 3086797 on 2016/08/11 by Dmitry.Rekman

	Linux: fix crash on editor exit (UE-30795, UE-7519).

	- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.

	#jira UE-30795

Change 3086735 on 2016/08/11 by Richard.TalbotWatkin

	Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
	#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash

Change 3086726 on 2016/08/11 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements : 2DVR
	2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
	-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
	#jira UEVR-13
	#review-3086004 @chad.taylor @nick.whiting

Change 3086652 on 2016/08/11 by Dmitry.Rekman

	Linux: re-enable ICU (UE-34012).

	- Built static libs against libc++; disabled using dynamic ones.
	- Fixes lack of rich text formatting.

	#jira UE-34012

Change 3086648 on 2016/08/11 by Nick.Whiting

	Adding support for getting the HMD Device name from code / blueprints

	#jira UE-31785

Change 3086589 on 2016/08/11 by Chad.Taylor

	Fixing Vive resolution on packaged builds

	#jira UE-34535

Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt

	Fix skeletal mesh LODs not being imported correctly.  All meshes were imported to the base LOD instead.

	#jira UE-34397

Change 3086529 on 2016/08/11 by Marc.Audy

	Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
	#jira UE-34287

Change 3086376 on 2016/08/11 by Peter.Sauerbrei

	remove cached file handle from iOS and Android to save memory during loads
	#jira UE-31720

Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt

	Guard against crash with corrupted editor layouts

	#jira UE-34364

Change 3086345 on 2016/08/11 by Dan.Oconnor

	ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
	#jira UE-34380

Change 3086272 on 2016/08/11 by Cody.Albert

	Updating First Person templates to fix cook errors

	#jira UE-22726

Change 3086259 on 2016/08/11 by Nick.Whiting

	Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used

	#jira UE-31617

Change 3086202 on 2016/08/11 by Marcus.Wassmer

	Duplicate 3086176 to fix broken shaderpipelines on PS4
	#jira UE-34540

Change 3086080 on 2016/08/11 by mason.seay

	Test animbp for sub anim instances

	#jira UE-29618

Change 3086062 on 2016/08/11 by Tom.Looman

	Migrate from //depot/usr/ into Release-4.13 for VR Template.

	#jira ue-34533

Change 3086032 on 2016/08/11 by Mike.Beach

	Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).

	#jira UE-34350

Change 3086025 on 2016/08/11 by Olaf.Piesche

	#jira UE-32058

	Replicating fix from 3050352

Change 3085969 on 2016/08/11 by John.Pollard

	CIS fix

	#jira UE-30516

Change 3085819 on 2016/08/11 by Jurre.deBaare

	bForceOneSmoothingGroup not working for skeletal meshes
	#fix Added check for forced smoothing group and calculate normals accordingly
	#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
	#jira UE-34555

Change 3085799 on 2016/08/11 by Ben.Marsh

	Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.

Change 3085763 on 2016/08/11 by Daniel.Lamb

	Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
	#jira UE-34442

Change 3085717 on 2016/08/11 by Dmitry.Rekman

	Linux: better messaging around Steam initialization (UE-32052).

	- Also added a standalone test.

	#jira UE-32052

Change 3085715 on 2016/08/11 by Chris.Bunner

	Dropped check to an ensure as there's existing handling for invalid assets in that case.
	#jira UE-23902

Change 3085714 on 2016/08/11 by Olaf.Piesche

	#jira UE-30398

	Fix offset added to particle collision locations.

	 Replicated from 3084645 in Dev-Rendering

Change 3085713 on 2016/08/11 by Chris.Babcock

	Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
	#jira UE-33840
	#ue4
	#android
	#ios
	#opengl

Change 3085711 on 2016/08/11 by Olaf.Piesche

	#jira UE-34106
	#jira UE-32784
	#jira UE-31198

	Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)

	Replicated from 3083909 in Dev-Rendering

Change 3085707 on 2016/08/11 by Matthew.Griffin

	Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue

Change 3085656 on 2016/08/11 by Marc.Audy

	PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
	#jira UE-32418
	#jira UE-33617

Change 3085641 on 2016/08/11 by Lina.Halper

	Fixed  invalid compressed track data

	- need a better solution and added ticket for 4.14 - UE-34547

	#jira: UE-34077

Change 3085606 on 2016/08/11 by Max.Preussner

	Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)

	#jira UE-34381

Change 3085568 on 2016/08/11 by Maciej.Mroz

	#jira UE-34436 Ensures when copy/pasting linked anim bp nodes

	FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).

Change 3085532 on 2016/08/11 by Peter.Sauerbrei

	fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
	#jira UE-30335

Change 3085528 on 2016/08/11 by Max.Chen

	Sequence Recorder: Fix crash when actor class to record is null.

	#jira UE-34543

Change 3085418 on 2016/08/11 by Maciej.Mroz

	#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults

	Redone cl#3084313 from Dev-Blueprints

Change 3085395 on 2016/08/11 by John.Pollard

	Don't allow hot-reloading if we're running PIE instances

	#jira UE-30516

Change 3085377 on 2016/08/11 by Tom.Looman

	Added StarterMap (WIP) to resolve JIRA.

	#jira ue-34311

Change 3085364 on 2016/08/11 by Ben.Woodhouse

	Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.

	#jira UE-28561

Change 3085341 on 2016/08/11 by Dmitriy.Dyomin

	Fixed: Creating Launcher Profile does not always shows all project available maps
	#jira UE-33765

Change 3085336 on 2016/08/11 by Andrew.Rodham

	Sequencer: Runtime instances are no longer updated when bluprints are recompiled

	This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register

	#jira UE-34499

Change 3085332 on 2016/08/11 by Dmitriy.Dyomin

	Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
	#jira UE-26868

Change 3085331 on 2016/08/11 by Ben.Woodhouse

	Fix for threading related crash with precomputed lighting volumes
	#jira UE-34531

Change 3085323 on 2016/08/11 by Allan.Bentham

	Remove android specific vulkan hack to recreate depth buffer's imageview.
	#jira UE-33593
	#jira UE-33336

Change 3085313 on 2016/08/11 by Thomas.Sarkanen

	StopRecordingAnimation now uses the same maing logic as RecordAnimation

	This prevents inconsisten behaviour between record and stop record commands

	#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor

Change 3085301 on 2016/08/11 by Allan.Bentham

	Only allow gaussian DoF on mobile. Disable DoF for all other types.
	#jira UE-34217

Change 3085292 on 2016/08/11 by Thomas.Sarkanen

	Revert change to force shipping dlls in shipping builds

	#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration

Change 3085291 on 2016/08/11 by Matthew.Griffin

	Added nodes for Linux Editor, DDC and installed build
	Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products

Change 3084973 on 2016/08/10 by Jeff.Campeau

	Use relative settings for ShooterGame manifest
	Package creation checks Xbox One target settings in Engine instead of Game config

	#jira UE-33808

Change 3084932 on 2016/08/10 by patrickr.donovan

	#jira UE-29618
	SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.

Change 3084886 on 2016/08/10 by Daniel.Wright

	Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
	#jira UE-33238

Change 3084878 on 2016/08/10 by Jeff.Campeau

	UFE launch command is generated with all devices requested instead of just the first.

	#jira UE-34302

Change 3084860 on 2016/08/10 by Dmitry.Rekman

	Fix CrashReportClient crashing on start (UE-32976, UE-34451).

	- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.

	#jira UE-32976

Change 3084756 on 2016/08/10 by Dmitry.Rekman

	Linux: clean-up compiler settings logic (UE-22715).

	- Includes parts of pull request #1704 by zaps166.
	- Disables exceptions in most builds.

	#jira UE-22715

Change 3084679 on 2016/08/10 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3084475

	Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
	#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server

Change 3084614 on 2016/08/10 by Daniel.Wright

	Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
	Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
	Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
	#jira UE-34321

Change 3084607 on 2016/08/10 by Jeremiah.Waldron

	Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
	Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur

	Relates to:
	#jira UE-34283

Change 3084586 on 2016/08/10 by Jeff.Campeau

	Chunks don't assume they're done downloading at 100%.

	#jira UE-34386

Change 3084552 on 2016/08/10 by Lina.Halper

	Fix GetWorldFromContextObject to be used for another thread safer

	: Guard to modify static variabls by another thread

	#jira: UE-34416

Change 3084551 on 2016/08/10 by Mitchell.Wilson

	Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
	Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
	#jira UE-32855

Change 3084535 on 2016/08/10 by Mike.Beach

	Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.

	#jira UE-34378

Change 3084526 on 2016/08/10 by Jeff.Campeau

	Update XDK to August 2016

	#jira UEPLAT-1374

Change 3084471 on 2016/08/10 by John.Pollard

	Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>

	#jira UE-34295

Change 3084363 on 2016/08/10 by Marc.Audy

	Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
	#jira UE-34101

Change 3084231 on 2016/08/10 by Michael.Trepka

	Fixed a problem with the search box in blueprint context menu not getting focus on Mac

	#jira UE-20884

Change 3084229 on 2016/08/10 by Dmitry.Rekman

	Linux: remove hardcoded staged files (UE-24594).

	#jira UE-24594

Change 3084215 on 2016/08/10 by Chris.Bunner

	Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
	#jira UE-31936

Change 3084052 on 2016/08/10 by Jurre.deBaare

	Alembic skeletal mesh importer does not calculate correct smoothing groups
	#fix follow same routine as regular smoothing group/normal calculation
	#jira UE-34493

Change 3084029 on 2016/08/10 by Phillip.Kavan

	[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.

	Mirrored from //UE4/Dev-Blueprints (CL# 3082839).

	#jira UE-34458

Change 3084027 on 2016/08/10 by Ben.Woodhouse

	Fix for crash when applying BSP materials
	This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.

	The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
	#jira UE-31460

Change 3083981 on 2016/08/10 by Matthew.Griffin

	Set Localization branch for Localise command to release version when running in the Release Branch
	#jira UE-34471

Change 3083970 on 2016/08/10 by Max.Preussner

	PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)

	#jira UE-33481

Change 3083918 on 2016/08/10 by Matthew.Griffin

	Exclude UBT generated files from the installed build

Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt

	Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material

	#jira UE-34360

Change 3083890 on 2016/08/10 by Matthew.Griffin

	Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
	Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
	#jira UE-34401

Change 3083873 on 2016/08/10 by Dmitry.Rekman

	CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).

	#jira UE-34478

Change 3083862 on 2016/08/10 by Mitchell.Wilson

	Rebuilt lighting on Advanced_Lighting level in Samples Content
	#jira UE-34383

Change 3083792 on 2016/08/10 by Benn.Gallagher

	PR #2671: Fix sub instance curve values. (Contributed by tmiv)
	PR #2668: Sub inst post anim fix (Contributed by tmiv)
	#jira UE-34162
	#jira UE-34121

Change 3083775 on 2016/08/10 by Kevin.Rushin

	QAGame - Updating VRLatency Testmap, Can freelook
	#jira UE-29618

Change 3083771 on 2016/08/10 by Robert.Manuszewski

	Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.

	#jira UE-34371

Change 3083742 on 2016/08/10 by Lee.Clark

	4.13 - PS4 - Fix memory allocation sizes

	#jira UE-33270

Change 3083732 on 2016/08/10 by Ben.Marsh

	Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.

Change 3083690 on 2016/08/10 by Dmitriy.Dyomin

	Fixed: Foliage instances are not included when exporting a scene to FBX
	#jira UE-34214

Change 3083654 on 2016/08/10 by Keith.Judge

	Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().

	#jira UE-23059

Change 3083646 on 2016/08/10 by Thomas.Sarkanen

	Use shipping PhysX libs for installed builds

	Copy fix from UE4Game.Target.cs to apply to all packaged games

	#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration

Change 3083527 on 2016/08/10 by Dmitriy.Dyomin

	Fixed: Warning upon Undo/redo-ing of sculpting the landscape
	#jira UE-34443

Change 3083502 on 2016/08/10 by Dmitriy.Dyomin

	Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
	#jira UE-34417

Change 3083349 on 2016/08/09 by Daniel.Wright

	Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
	#jira UE-31181

Change 3083167 on 2016/08/09 by Chad.Taylor

	Null deref crash fix

	#jira UE-33830

Change 3083144 on 2016/08/09 by Zabir.Hoque

	Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.

	#jira UE-32980

Change 3083136 on 2016/08/09 by Chad.Taylor

	Stripping out egregious log spam

	#jira UE-34181

Change 3083116 on 2016/08/09 by John.Billon

	Defaulting r.D3D.RemoveUnusedInterpolators to on.
	#Jira UE-34461

Change 3083114 on 2016/08/09 by John.Billon

	Fixing static analysis warning in NullRHI.
	#Jira UE-34462

Change 3083070 on 2016/08/09 by Dmitry.Rekman

	PR #2516: CMake improvements and fixes (UE-22233, UE-32136).

	- Contributed by Nihlus.
	- Contains PR #1668 by mgerhardy

	Summary of changes (from PR):

	- Fixed an issue where CMake build files would contain invalid targets
	- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
	- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
	- Improved code readability throughout the generator. Can still use some more polish.
	- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
	- Improved commenting throughout the generator. As with readability, can still use some more polish.
	- Removed unused using statements.
	- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
	- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.

	#jira UE-22233

Change 3082999 on 2016/08/09 by Jeremiah.Waldron

	Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
	#jira UE-34457

Change 3082993 on 2016/08/09 by mason.seay

	Fixed level BP error and updated Reverb asset

	#jira UE-29618

Change 3082981 on 2016/08/09 by Peter.Sauerbrei

	disable roughness calculation for iOS metal
	#jira UE-31815

Change 3082912 on 2016/08/09 by Chris.Babcock

	Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
	#jira UE-34432
	#ue4
	#android

Change 3082875 on 2016/08/09 by Chris.Bunner

	Lowered verbosity of mesh build warning when using MikkTSpace.
	#jira UE-23903

Change 3082867 on 2016/08/09 by Trung.Le

	VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
	#jira UE-34227

Change 3082818 on 2016/08/09 by Mike.Beach

	Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).

	#jira UE-34430

Change 3082794 on 2016/08/09 by Lukasz.Furman

	fixed gameplay debugger extensions activating during simulate in editor
	#jira UE-33343

Change 3082760 on 2016/08/09 by Jamie.Dale

	Scene viewports are now centered when re-entering windowed mode

	#jira UE-32842

Change 3082744 on 2016/08/09 by Mitchell.Wilson

	Resaving assets to resolve empty engine version warnings.
	#jira UE-29746

Change 3082728 on 2016/08/09 by Ben.Marsh

	BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.

	#jira UE-34329

Change 3082686 on 2016/08/09 by Marc.Audy

	If the GameMode is not carried over as part of a seamless travel create it.
	#jira UE-25569

Change 3082663 on 2016/08/09 by John.Billon

	Fixed SubUVAnimation asset crash when texture source is cleared.
	#Jira UE-34231

Change 3082650 on 2016/08/09 by John.Billon

	Changed an ensure the NullRHI dealing with memory allocation to be a log message.
	#Jira UE-32362

Change 3082644 on 2016/08/09 by Maciej.Mroz

	#jira UE-34240 Match 3 nativization failure

	Redone cl3082121 from Dev-Blueprints

Change 3082633 on 2016/08/09 by Maciej.Mroz

	#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]

	Redone cl3082414 from Dev-Blueprints

Change 3082606 on 2016/08/09 by Michael.Trepka

	Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.

	#jira UE-34276

Change 3082579 on 2016/08/09 by Benn.Gallagher

	CIS fix, missed removing a few #ifs
	#jira UE-29180

Change 3082525 on 2016/08/09 by Tom.Looman

	Removed Android from supported platforms in VR Template.

	#jira UE-34189

Change 3082523 on 2016/08/09 by Tom.Looman

	Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
	Fixed typo in level text.

	#JIRA UE-34422

Change 3082504 on 2016/08/09 by Jurre.deBaare

	Crash importing alembic asset over itself after saving it in Content Browser
	#fix Trivial nullptr + isValid fix
	#jira UE-34418

Change 3082433 on 2016/08/09 by Tom.Looman

	Updated list of supported platforms.

	#jira UE-34189

Change 3082423 on 2016/08/09 by Mitchell.Wilson

	Resaving levels to resolve MikkTSpace warnings
	Updating collision on SM_Floor_Round
	#jira UE-30786

Change 3082361 on 2016/08/09 by Keith.Judge

	Xbox One - Fix a controller disconnection crash.

	- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
	- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
	- Possibly a VS2015 Update 3 bug.

	#jira UE-33955

Change 3082341 on 2016/08/09 by Mitchell.Wilson

	Reimporting SM_GodRay_Plane
	Resaving levels to resolve MikkTSpace warnings
	Resaving multiple materials to resolve warnings
	#jira UE-34212

Change 3082313 on 2016/08/09 by Matthew.Griffin

	Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)

Change 3082294 on 2016/08/09 by Jurre.deBaare

	Crash when importing an Alembic file with Materials as a different asset type than one that already exists
	#fix Ensure that we have a valid material to assign to the assets
	#jira UE-34377

Change 3082291 on 2016/08/09 by Jurre.deBaare

	Unable to save Alembic asset with materials after importing more than once
	#fix Make sure we delete referenced transient materials if they are not used
	#jira UE-34400

Change 3082290 on 2016/08/09 by Jurre.deBaare

	Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
	#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
	#jira UE-34392

Change 3082274 on 2016/08/09 by Benn.Gallagher

	Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
	#jira UE-29780

Change 3082273 on 2016/08/09 by Benn.Gallagher

	Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
	#jira UE-30827

Change 3082270 on 2016/08/09 by Benn.Gallagher

	Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
	#jira UE-29180

Change 3082257 on 2016/08/09 by Jurre.deBaare

	Auto align floor mesh does not work in Persona
	#fix Readded functionality for the auto alignment :)
	#jira UE-34404

Change 3082239 on 2016/08/09 by Peter.Sauerbrei

	make sure IPP and supporting dlls are all 64-bit
	#jira UE-34408

Change 3082225 on 2016/08/09 by Mitchell.Wilson

	Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
	Reimporting SM_GodRay_Plane
	Saving all levels to resolve MikkTSpace warnings.
	#jira UE-30787

Change 3082222 on 2016/08/09 by Rolando.Caloca

	UE4.13 - Fix crash on opengl3
	- Load proper shader map depending on feature level
	- int interpolators require nointerpolation modifier
	#jira UE-33879

Change 3082221 on 2016/08/09 by Benn.Gallagher

	Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
	#jira UE-34384

Change 3082179 on 2016/08/09 by Ben.Woodhouse

	Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
	#jira UE-31461

Change 3082170 on 2016/08/09 by Graeme.Thornton

	Manual copy of CL 3078836 from Dev-Core to Release-4.13

	Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading

	#jira UE-33909

Change 3082169 on 2016/08/09 by Graeme.Thornton

	Make FLauncherTasks have unique names so we don't end up with stat name collisions

	#jira UE-33849

Change 3082163 on 2016/08/09 by Matthew.Griffin

	Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
	Added Checks for files that might not exist when creating Installed Build from Github etc.
	Tag the published installed build zips
	#jira UE-34249

Change 3082139 on 2016/08/09 by Ben.Marsh

	BuildGraph: Allow writing a schema without passing a script in.

Change 3082109 on 2016/08/09 by Thomas.Sarkanen

	Fixed blendspaces producing bad data when degenerate spaces are present

	Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.

	#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph

Change 3082080 on 2016/08/09 by Matthew.Griffin

	Added notifications for available triggers

Change 3082054 on 2016/08/09 by Allan.Bentham

	Quality level override changes to high QL are now correctly picked up.
	#jira UE-22812

Change 3082049 on 2016/08/09 by Allan.Bentham

	Update shaders when mobile preview device is changed.
	#jira UE-22810

Change 3081866 on 2016/08/09 by Max.Chen

	Fbx Export: Fix build.

	#jira UETOOL-750

Change 3081863 on 2016/08/09 by Max.Chen

	Fbx Export: Fix level sequence fbx export.

	- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
	- Fix setting  rich curve tangents and interpolation modes.
	- Fix camera focal length export.

	#jira UETOOL-750

Change 3081823 on 2016/08/08 by Dmitriy.Dyomin

	Fixed: Crash when simulating in editor with a landscape actor selected
	#jira UE-34367
	#coderview Gareth.Martin

Change 3081647 on 2016/08/08 by Chad.Taylor

	OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport

	#jira UE-34352

Change 3081645 on 2016/08/08 by Zak.Middleton

	#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.

	#jira UE-30178

Change 3081639 on 2016/08/08 by Tyler.Cole

	Update build scripts for WEX MCP in UE4 Release-4.13 stream.

	#jira NONE-0

Change 3081616 on 2016/08/08 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements
	-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
	-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
	#jira UEVR-13
	#review-3081284 @chad.taylor @nick.whiting

Change 3081597 on 2016/08/08 by Tyler.Cole

	Update build scripts for Ocean MCP in UE4 Release-4.13 stream.

	#jira NONE-0

Change 3081476 on 2016/08/08 by Tyler.Cole

	Update build script for UE4 Release-4.13 stream Fortnite MCP.

	#jira NONE-0

Change 3081397 on 2016/08/08 by Josh.Adams

	- Fixing more linux case issues in UT
	#jira ue-33478

Change 3081391 on 2016/08/08 by Mitchell.Wilson

	Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
	#jira UE-33843

Change 3081383 on 2016/08/08 by Aaron.McLeran

	#jira UE-34081

	Implementing CL 3076637 into 4.13

	#tests run a procedural sound wave object test

Change 3081337 on 2016/08/08 by Aaron.McLeran

	#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay

	- OR-26580
	- Implementing CL 3071258 to 3.13

	#tests ran paragon with change, no crashes

Change 3081335 on 2016/08/08 by Max.Preussner

	WmfMedia: Fixed memory leak in source resolver (UE-34385)

	#jira UE-34385

Change 3081320 on 2016/08/08 by Max.Preussner

	WmfMedia: Fixed typo (UE-32421)

	#jira UE-32421

Change 3081276 on 2016/08/08 by Mitchell.Wilson

	Resaving asset to resolve MikkTSpace warning.
	#jira UE-31116

Change 3081269 on 2016/08/08 by Dan.Oconnor

	Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
	#jira UE-34324

Change 3081052 on 2016/08/08 by Dan.Oconnor

	Making a change to test UE-34324
	#jira UE-34324

Change 3081026 on 2016/08/08 by Daniel.Wright

	Added a heightfield painting example to BlueprintRenderToTarget content example
	#jira UE-34323

Change 3081025 on 2016/08/08 by Daniel.Wright

	CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
	#jira UE-34321

Change 3081023 on 2016/08/08 by Aaron.McLeran

	#jira UE-34325 Implementing 3080958 in 4.13

	- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
	- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.

	#tests ran repro case described in bug several times without crashing (was 100% repro)

Change 3081020 on 2016/08/08 by Dan.Oconnor

	Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
	#jira UE-26310

Change 3081010 on 2016/08/08 by Dan.Oconnor

	Fix for losing root transform when recycling objects
	#jira UE-28398

Change 3080972 on 2016/08/08 by Mark.Satterthwaite

	Duplicate CL #3080684:
	Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
	#jira UE-21857

Change 3080971 on 2016/08/08 by Mark.Satterthwaite

	Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
	#jira UE-34355

Change 3080923 on 2016/08/08 by Michael.Trepka

	When archiving on for Mac delete the dest icon if it exists before trying to call File.Move

	#jira UE-33304

Change 3080919 on 2016/08/08 by samuel.proctor

	Revised assets for Blueprint Debugging tests

	#jira UE-29618

Change 3080878 on 2016/08/08 by Ben.Marsh

	Fix sample build timeouts due to generating DDC using installed engine builds taking too long.

	* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
	* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.

Change 3080849 on 2016/08/08 by Marc.Audy

	Always stop matinee sounds when jumping around, not just if the sound changed.
	#jira UE-31447

Change 3080843 on 2016/08/08 by Ben.Marsh

	BuildGraph: Fix compile error due to duplicated variable name.

Change 3080840 on 2016/08/08 by Max.Chen

	Fbx: Fix rich curve export being exported at the incorrect times when baked.

	#jira UETOOL-750

Change 3080824 on 2016/08/08 by Max.Chen

	Sequencer: Revert fix root component structure for level sequence actor.

	#jira UE-34354

Change 3080819 on 2016/08/08 by Chad.Taylor

	Merging Move and Vive haptic implementation from Dev-VR to Release-4.13

	#jira UE-27886

Change 3080818 on 2016/08/08 by Jurre.deBaare

	Crash when importing the same Alembic file but as a different Asset Type
	#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
	#misc Typo
	#jira UE-34293

Change 3080817 on 2016/08/08 by Jurre.deBaare

	Crash when importing an Alembic file with Materials if it already exists
	#fix Only create materials if they don't already exist
	#jira UE-34300

Change 3080814 on 2016/08/08 by Jurre.deBaare

	Crash when importing Alembic files as Skeletal Mesh
	#fix Set the NumVertices variable that was re-added :)
	#misc removed dead code
	#jira UE-34288

Change 3080813 on 2016/08/08 by Jurre.deBaare

	[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
	#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
	#jira UE-34294

Change 3080797 on 2016/08/08 by Dmitriy.Dyomin

	Fix: Crash opening levels with landscape in them via the command console in standalone game
	#jira UE-34348

Change 3080784 on 2016/08/08 by Jamie.Dale

	We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)

	#jira UE-34298

Change 3080734 on 2016/08/08 by Matthew.Griffin

	Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent

Change 3080685 on 2016/08/08 by Peter.Sauerbrei

	fix for crash on tvOS and iOS when launching a project
	#jira UE-34005

Change 3080683 on 2016/08/08 by Matthew.Griffin

	Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built

Change 3080681 on 2016/08/08 by Matthew.Griffin

	Corrected path separators for Mac DDC location, which was preventing it from being included in installed build

Change 3080675 on 2016/08/08 by Robert.Manuszewski

	Fixing CIS on Clang platforms
	#jira UE-34025

Change 3080674 on 2016/08/08 by Ben.Woodhouse

	Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507

	#jira UE-32651

Change 3080594 on 2016/08/08 by Keith.Judge

	Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.

	#jira UE-31607

Change 3080573 on 2016/08/08 by Martin.Wilson

	Fix Root Motion from Everything blending incorrectly when using layered blend per bone

	#Jira UE-17815

Change 3080517 on 2016/08/08 by James.Golding

	PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
	#jira UE-34299, UE-34279

Change 3080512 on 2016/08/08 by Benn.Gallagher

	Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
	#jira UE-34137

Change 3080510 on 2016/08/08 by Max.Preussner

	WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)

	#jira UE-32421

Change 3080509 on 2016/08/08 by Robert.Manuszewski

	Added more detailed message when TArray's BulkSerialize fails.

	#jira UE-34025

Change 3080506 on 2016/08/08 by Allan.Bentham

	Do not set render target if there are no modulated shadows.
	#jira UE-33252

Change 3080498 on 2016/08/08 by Keith.Judge

	Fix D3D12.x link error.

	#jira UE-34322

Change 3080493 on 2016/08/08 by Matthew.Griffin

	Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
	#jira UE-34073

Change 3080490 on 2016/08/08 by Maciej.Mroz

	#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match

	Redone cl# 3080484

Change 3080462 on 2016/08/08 by Allan.Bentham

	Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
	Fix initialisation errors introduced in CL 3070035.

	#jira UE-34099

Change 3080242 on 2016/08/07 by Max.Chen

	Sequencer: Fix to allow deleting spawnables from the viewport

	#jira UE-28523

Change 3080241 on 2016/08/07 by Dmitriy.Dyomin

	Fixed: StartCameraFade not fading camera when MobileHDR is off
	#jira UE-34143

Change 3079990 on 2016/08/06 by andrew.porter

	Changing defaults on some settings on M_Details for test case.

	#jira UE-29618

Change 3079989 on 2016/08/06 by andrew.porter

	Setting two sided off on M_Details material

	#jira UE-29618

Change 3079986 on 2016/08/06 by phillip.patterson

	Updated QA-Foliage for test case

	#jira UE-29618

Change 3079984 on 2016/08/06 by andrew.porter

	Adding test content for using sprites in UMG

	#jira UE-29618

Change 3079879 on 2016/08/05 by Dmitry.Rekman

	Remove HITCHHUNTER logspam from release UE (UE-30959).

	#tests Compiled the UE4Editor.
	#jira UE-30959

Change 3079815 on 2016/08/05 by Tyler.Cole

	Set dependencies for Orion MCP in UE4 Release-4.13 stream.

	#jira NONE-0

Change 3079808 on 2016/08/05 by Daniel.Wright

	BlueprintRenderToTarget content example map with interactable fluid surface
	#jira UE-34323

Change 3079746 on 2016/08/05 by Daniel.Wright

	Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
	New blueprint function CreateRenderTarget2D
	#jira UE-34321

Change 3079569 on 2016/08/05 by Mitchell.Wilson

	Updating template tutorials after assets were moved to new folders
	#jira UE-34139

Change 3079546 on 2016/08/05 by Ian.Shadden

	#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6

	#jira UE-34316

Change 3079542 on 2016/08/05 by Mark.Satterthwaite

	Duplicate CL #3079503:
	Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
	#jira UE-33856

Change 3079472 on 2016/08/05 by Peter.Sauerbrei

	fix for remote server name being empty stopping a build for a BP project in binary
	fix for several error messages from platform requirements not stopping a build
	#jira UE-34213

Change 3079453 on 2016/08/05 by Benjamin.Hyder

	Updating QA_Materials to include Material Details example

	#jira UE-29618

Change 3079389 on 2016/08/05 by Gareth.Martin

	Missing file from CL 3079376:
	Tessellate Landscape only in highest landscape LOD
	Fix incorrect UV coordinates when tessellation is enabled
	#jira UE-14253
	#jira UE-20405

Change 3079384 on 2016/08/05 by Michael.Trepka

	PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)

	#jira UE-29358

Change 3079376 on 2016/08/05 by Gareth.Martin

	Tessellate Landscape only in highest landscape LOD
	Fix incorrect UV coordinates when tessellation is enabled
	#jira UE-14253
	#jira UE-20405

Change 3079365 on 2016/08/05 by Peter.Sauerbrei

	fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
	#jira UE-34192

Change 3079361 on 2016/08/05 by Ryan.Vance

	#jira UE-34297
	Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)

Change 3079349 on 2016/08/05 by Mason.Seay

	Deleting unneeded assets

	#jira UE-29618

Change 3079306 on 2016/08/05 by Peter.Sauerbrei

	IPP is now built as a 64-bit executable
	#jira UE-26393

Change 3079303 on 2016/08/05 by Peter.Sauerbrei

	PR2018 - disable user input request from ssh courtesy of Teivaz
	#jira UE-26393

Change 3079276 on 2016/08/05 by mason.seay

	Extended Line Trace For Convenient

	#jira UE-29618

Change 3079274 on 2016/08/05 by Alex.Delesky

	#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.

Change 3079273 on 2016/08/05 by Max.Chen

	Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.

	#jira UE-34301

Change 3079254 on 2016/08/05 by Ori.Cohen

	Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.

	#JIRA UE-34224

Change 3079242 on 2016/08/05 by Nick.Darnell

	Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.

	#jira UE-34304

Change 3079129 on 2016/08/05 by Jurre.deBaare

	#jira UE-34278
	#fix Changed reimport path to be the same as geometry cache / skeletal mesh
	Unable to reimport Alembic static meshes

	#jira UE-34292
	#fix Handle cancelled situation during reimport ui interaction
	Cancelling the reimport of an Alembic file seems to confirm the action

	#jira UE-34288
	#fix Possible fix, flush rendering commands before importing
	Crash when importing Alembic files as Skeletal Mesh

	#jira UE-34282
	#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
	"Failed to Import" message when clicking Cancel on the Alembic Import Message

Change 3079127 on 2016/08/05 by Marc.Audy

	Properly clean up all worlds when ending PIE while a seamless transition is active
	#jira UE-33863

Change 3079107 on 2016/08/05 by Mike.Beach

	Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).

	#jira UE-30548

Change 3079093 on 2016/08/05 by Jurre.deBaare

	Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
	#fix Hide the environment and sky when showing vertex colours
	#jira UE-34251

	Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
	#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
	#jira UE-34206

Change 3079090 on 2016/08/05 by Jurre.deBaare

	Bad performance when changing (slider) values for the advanced preview scene
	#fix Could not repro but added some more check if update needed checks
	#jira UE-33496

	Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
	#fix Add the rotational delta for the sky to the directional light rotation
	#jira UE-34108

Change 3079088 on 2016/08/05 by Jurre.deBaare

	Alembic Cache Importer option for Hard Edge Angle Threshold does not work
	#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
	#jira UE-34127

Change 3079040 on 2016/08/05 by Max.Preussner

	MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)

	Also made class properties blueprint read-writable

	#jira UE-34290

Change 3078958 on 2016/08/05 by Marc.Audy

	Don't ever reregister child actor components
	Don't destroy child actors when hiding a level
	#jira UE-31038

Change 3078954 on 2016/08/05 by ryan.brucks

	#jira ue-00001  Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL

Change 3078952 on 2016/08/05 by Phillip.Kavan

	[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.

	change summary:
	- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.

	#jira UE-34085, UE-34169

Change 3078912 on 2016/08/05 by Andrew.Rodham

	Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified

	#jira UE-33875

Change 3078900 on 2016/08/05 by Lauren.Ridge

	Fix for small Vive HMD movements entering VR mode

	#jira UE-33970

Change 3078880 on 2016/08/05 by Jack.Porter

	Cannot set GenerateOverlapEvents flag on Landscape
	#jira UE-9055

Change 3078879 on 2016/08/05 by Lee.Clark

	PS4 - Fix corrupted debuffer decals
	(CMask wasn't getting decoded correctly)

	#jira UE-34273

Change 3078871 on 2016/08/05 by Steve.Robb

	Fix for changes to UObject*s in property boxes.

	#jira UE-29596

Change 3078857 on 2016/08/05 by Max.Chen

	Sequencer: Set Fixed frame interval playback to false by default.

	#jira UE-34272

Change 3078850 on 2016/08/05 by mason.seay

	Updated map to test physics mesh, added comments to level BP

	#jira UE-29618

Change 3078795 on 2016/08/05 by Andrew.Rodham

	Sequencer: Fixed spawnables not responding to blueprint reinstance events

	This ultimately left spawnable bindings broken, and an unreachable object in the world

	#jira UE-31635

Change 3078786 on 2016/08/05 by Robert.Manuszewski

	Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.

	#jira UE-33872

Change 3078782 on 2016/08/05 by Andrew.Rodham

	Sequencer: Fixes to "Create Camera Here" functionality

	Fixed crash when undoing the "Create Camera Here" operation.
	Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
	Fixed issues when the cursor was outside of the play range

	#jira UE-33127

Change 3078737 on 2016/08/05 by Andrew.Rodham

	Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
	#jira UE-34256

Change 3078722 on 2016/08/05 by Ben.Woodhouse

	Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
	#jira UE-34269

Change 3078620 on 2016/08/05 by Dmitriy.Dyomin

	Fixed: SunTemple geometry has rendering artifacts on low end devices
	[Android_Low] devices will use 'Low' material quality level
	#jira UE-22455

Change 3078584 on 2016/08/05 by James.Golding

	Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
	#jira UE-33675

Change 3078565 on 2016/08/05 by Jack.Porter

	Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.

	#jira UE-33842

Change 3078564 on 2016/08/05 by James.Golding

	Fix display name for bSupportUVFromHitResults to fix missingspace
	#jira UE-34248

Change 3078542 on 2016/08/05 by Yannick.Lange

	VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
	#jira UE-32839

Change 3078541 on 2016/08/05 by Yannick.Lange

	VR Editor :  Fix linux compile error from VREditorAvatarActor
	#jira UE-34215

Change 3078396 on 2016/08/04 by Max.Chen

	Sequencer: Invalidate playback context when map changes.

	#jira UE-34256

Change 3078291 on 2016/08/04 by Jeff.Campeau

	RHI compress/decompress return success/failure
	Failure falls back to software method
	D3D12 for Xbox One still needs implementation

	#jira UE-31363

Change 3078131 on 2016/08/04 by Chris.Babcock

	Deal with missing Android movie framerate by defaulting to 30 if not available
	#jira UE-34208
	#ue4
	#android

Change 3078084 on 2016/08/04 by John.Billon

	Disabled AMD hacks Cvars that aren't needed anymore.
	#Jira UE-30772

Change 3078083 on 2016/08/04 by John.Billon

	Consolidated  ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
	Added a couple of more ensures when allocating render targets.
	Added log message when changing feature levels.
	#Jira UE-32536
	#Jira UE-32204

Change 3078039 on 2016/08/04 by Josh.Adams

	- Fixed a case issue with Linux
	#jira UE-33478

Change 3078029 on 2016/08/04 by Ryan.Vance

	#jira UE-30989
	We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.

Change 3078027 on 2016/08/04 by Lina.Halper

	Fix sequencer morphtarget displaying issue

	#code review:Max.Chen
	#jira: UE-28459

Change 3078012 on 2016/08/04 by mason.seay

	map and asset updates for testing UV hit detection

	#jira UE-29618

Change 3078009 on 2016/08/04 by Jamie.Dale

	Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading

	This prevents it being incorrectly set by other operations, such as counting memory used by font data.

	#jira UE-34252

Change 3078006 on 2016/08/04 by Mark.Satterthwaite

	Duplicate CL #3064008 & CL #3077412:
	Fix "iOS Metal-based build crashes at launch with sub-levels":
	- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
	- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
	- Fix validation error of texture reallocation on loading template projects under Metal.
	#jira UE-30847

Change 3078002 on 2016/08/04 by John.Billon

	Fixed LowLightMapQuality warning triggering with wrong conditions.
	#Jira UE-33237

Change 3078001 on 2016/08/04 by John.Billon

	Fixed a crash due to particle threading issues in packaged game.
	#Jira UE-32147

Change 3077989 on 2016/08/04 by Rolando.Caloca

	UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
	#jira UE-34218

Change 3077940 on 2016/08/04 by Jeff.Campeau

	Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
	Include copies of the VS2015 runtime and UCRT
	Change -applocaldir parameter to -applocaldirectory
	Stage to engine and project binaries paths (for crash reporter, etc.)

	#jira UE-33903

Change 3077936 on 2016/08/04 by Daniel.Wright

	DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
	#jira UE-34183

Change 3077927 on 2016/08/04 by Lina.Halper

	Fix issue with morphtarget not working due to invalid guid

	#jira: UE-34077

Change 3077919 on 2016/08/04 by Daniel.Wright

	Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
	#jira UE-34245

Change 3077877 on 2016/08/04 by Ori.Cohen

	Fix physical animation undo/redo not affecting linked bodies and constraints

	#JIRA UE-33987

Change 3077823 on 2016/08/04 by Ori.Cohen

	Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)

	#JIRA UE-33985

Change 3077814 on 2016/08/04 by Uriel.Doyon

	Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
	#jira UE-34120
	#review-3077812

Change 3077781 on 2016/08/04 by Max.Chen

	Sequencer: Fix crash in rotation key struct

	#jira UE-34155

Change 3077771 on 2016/08/04 by Lina.Halper

	Added const and removed auto

	#jira: UE-33023

Change 3077702 on 2016/08/04 by Daniel.Wright

	Copy - Planar reflection show flags can now be edited
	#jira UE-34229

Change 3077585 on 2016/08/04 by Ori.Cohen

	Fix spam when moving simulated skeletal mesh in the editor.

	#JIRA UE-34164

Change 3077532 on 2016/08/04 by Tom.Looman

	Fixed error in description of VR Template.

	#jira ue-33950

Change 3077517 on 2016/08/04 by Tom.Looman

	Fixed parsing error for FP_VirtualRealityBP

	#jira UE-34059

Change 3077493 on 2016/08/04 by Tom.Looman

	Updated Template description to remove GearVR reference and include more clear message on the two available maps.

	#jira UE-33950

Change 3077492 on 2016/08/04 by Tom.Looman

	Improvements to VR Template

	Fixed teleportation issue on both locomotion types (JIRA)
	Rebuilt navmesh for motioncontrollermap
	Added new WIP startermap to clarify the difference between the multiple levels.
	Added more comments and did some cleanup in BPs.

	#jira UE-33962

Change 3077491 on 2016/08/04 by Jurre.deBaare

	Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
	#fix Pass in complete path to save material to instead of just the name
	#jira UE-34211

Change 3077481 on 2016/08/04 by Tom.Looman

	Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)

	#jira ue-34143

Change 3077463 on 2016/08/04 by Ben.Woodhouse

	Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
	#jira UE-32843

Change 3077432 on 2016/08/04 by Steve.Robb

	Removal of Fortnite-specific setting which disables hot reload.

	#jira UE-33261

Change 3077380 on 2016/08/04 by Keith.Judge

	Fix for green reflection environment in some maps.

	- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
	- Fixed a validation error when locking cube map faces which was causing them not to be updated.
	- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
	- Added a GPU/CPU sync at the same point the PS4 code does.

	#jira UE-32086

Change 3077336 on 2016/08/04 by Mitchell.Wilson

	removed r.Streaming.PoolSize from DefaultEngine.ini
	Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
	#jira UE-30941

Change 3077275 on 2016/08/04 by Phillip.Kavan

	[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.

	#jira UE-29903

Change 3077119 on 2016/08/04 by Marc.Audy

	Use TickType All when in PIE
	#jira UE-18982

Change 3077108 on 2016/08/04 by Jon.Nabozny

	Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
	This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.

	#jira UE-34032

Change 3077073 on 2016/08/04 by Jurre.deBaare

	bBlendOverlappingNormals does not seem to have an impact for Alembic importing
	#fix this wasn't being used in the normal calculation anymore so redundant
	#jira UE-34204

Change 3077059 on 2016/08/04 by Robert.Manuszewski

	Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).

	#jira UE-34200

Change 3077024 on 2016/08/04 by Thomas.Sarkanen

	Added GetResourceSize to UDataAsset

	Data assets now correctly report their size.

	#jira UE-28851 - Fix mem reporting of DataTables

Change 3077001 on 2016/08/04 by Andrew.Rodham

	Sequencer: Fixed sequencer adding spawnables into recorded worlds twice

	The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.

	Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.

	#jira UE-31422

Change 3076995 on 2016/08/04 by Matthew.Griffin

	Fixed Shadow Variable warning

Change 3076974 on 2016/08/04 by Matthew.Griffin

	Added Node to build CrashReportClient for Linux that can be used by internal game targets

Change 3076820 on 2016/08/04 by Max.Chen

	Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).

	#jira UE-34199

Change 3076665 on 2016/08/03 by Dan.Oconnor

	Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
	#jira UE-18982

Change 3076569 on 2016/08/03 by Chad.Taylor

	SteamVR GetOrthoProjection implementation to fix broken console rendering in VR

	#jira UE-21424

Change 3076556 on 2016/08/03 by Aaron.McLeran

	#jira UE-34154 PSVR Stereo assets are spatialized as MONO

	- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
	- Fix is to only route audio that is mono and spatialized
	- Fixed some compile errors/shadow variables
	- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library

Change 3076546 on 2016/08/03 by Aaron.McLeran

	#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves

	Implementing 3069092 in Release-4.13

	- Not all active sounds have sound classes, was causing a crash

	#tests Run game with stat soundcues and not crash

Change 3076512 on 2016/08/03 by Ben.Marsh

	Fix warning about UnrealTournament:true argument.

Change 3076492 on 2016/08/03 by Daniel.Wright

	Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game.  Blutilities can be used to do blueprint rendering in the editor.
	#jira UE-34177

Change 3076491 on 2016/08/03 by Daniel.Wright

	Marked the Forward Shading project setting as experimental for 4.13
	#jira UE-34176

Change 3076490 on 2016/08/03 by Daniel.Wright

	Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
	#jira UE-34175

Change 3076489 on 2016/08/03 by Daniel.Wright

	Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
	#jira UE-34174

Change 3076485 on 2016/08/03 by Daniel.Wright

	Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
	#jira UE-34173

Change 3076440 on 2016/08/03 by Ryan.Vance

	#jira UE-34184
	Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
	Adding Oculus 1.6 support.

Change 3076399 on 2016/08/03 by Nick.Darnell

	Slate - The LayoutCache pointer in SWidget is now a WeakPtr.  This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels.  Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.

	#jira UE-34185

Change 3076397 on 2016/08/03 by Rolando.Caloca

	UE4.13 - hlslcc -Fix for hlsl length(float)
	#jira UE-32629

Change 3076337 on 2016/08/03 by mason.seay

	Test assets (and map for ensure bug)

	#jira UE-29618

Change 3076332 on 2016/08/03 by Peter.Sauerbrei

	fix for clang build errors
	#jira UE-34163

Change 3076326 on 2016/08/03 by Ryan.Vance

	#jira UE-32975
	Using the wrong screen position in the base pass pixel shader with ISR.

Change 3076309 on 2016/08/03 by Benjamin.Hyder

	Renaming TEST-LightingFeatures to TM-LightingFeatures

	#jira UE-29618

Change 3076299 on 2016/08/03 by Chad.Taylor

	Fix SteamVR lag in late-update fold child renderables.

	#jira UE-33928

Change 3076214 on 2016/08/03 by Mitchell.Wilson

	Resaving BluperintOffice level to resolve MikkTSpace warnings.
	Reimporting SM_GodRay_Plane to resolve cook warning.
	#jira UE-30064

Change 3076112 on 2016/08/03 by Max.Chen

	Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)

	#jira UE-34167

Change 3076090 on 2016/08/03 by Marc.Audy

	Fix Mac compile error
	#jira UE-34163

Change 3076075 on 2016/08/03 by Jeremiah.Waldron

	Fixing comments documenting attribute in deleteFiles node for UPL
	#jira UE-34161

Change 3076034 on 2016/08/03 by Mitchell.Wilson

	Resaving Strategy Game maps to resolve MikkTSpace warnings.
	Resaving material in strategy game to resolve string asset reference warning.
	#jira UE-29720

Change 3076003 on 2016/08/03 by Mitchell.Wilson

	Resaving Elemental Demo levels to resolve MikkTSpace warnings.
	Resaving multiple materials to resolve String asset reference warnings.
	#jira UE-29679

Change 3075985 on 2016/08/03 by Jeremiah.Waldron

	Fixing UPL comments misnaming the deleteFiles node
	#jira UE-34161

Change 3075977 on 2016/08/03 by Maciej.Mroz

	#jira UE-30473 Moving child component in child blueprint forces parent to become dirty

	Duplicated from Dev-Blueprints CL 3075793

Change 3075959 on 2016/08/03 by Marc.Audy

	Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
	#jira UE-33921

Change 3075891 on 2016/08/03 by Chad.Taylor

	SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.

	#jira UE-34142

Change 3075882 on 2016/08/03 by Dan.Oconnor

	Manually integrating 3073939 to address UE-19062
	#jira UE-19062

Change 3075805 on 2016/08/03 by Marc.Audy

	Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
	#jira UE-18982

Change 3075803 on 2016/08/03 by Marc.Audy

	Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
	#jira UE-18982

Change 3075761 on 2016/08/03 by Max.Preussner

	MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)

	#jira UE-34152

Change 3075719 on 2016/08/03 by Chad.Taylor

	Blocker fix for binary editor crash on incorrectly used dll

	#jira UE-34142

Change 3075709 on 2016/08/03 by Jeremiah.Waldron

	Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor

	#android
	#jira UE-34149

Change 3075695 on 2016/08/03 by Jurre.deBaare

	Adding missing debug zlib dll
	#jira UE-123

Change 3075641 on 2016/08/03 by Jurre.deBaare

	Crash when re-importing alembic cache file several times
	#fix Always create a new object when importing
	#jira UE-34130

Change 3075609 on 2016/08/03 by Danny.Bouimad

	#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.

Change 3075578 on 2016/08/03 by Mitchell.Wilson

	Updating attenuation settings for multiple sounds in Strategy Game.
	#jira UE-25828

Change 3075529 on 2016/08/03 by Trung.Le

	VREditor: Fxied foliage lasso select without pressing trigger
	#jira UE-33689

Change 3075502 on 2016/08/03 by Lee.Clark

	Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.

	#jira UE-28549

Change 3075386 on 2016/08/03 by Robert.Manuszewski

	Fixing bulkdata using source data pointer as an archive instead of raw data when saving

	#jira UE-34132

Change 3075384 on 2016/08/03 by mason.seay

	AnimBP for crash bug

	#jira UE-29618

Change 3075350 on 2016/08/03 by Max.Chen

	Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.

	#jira UE-30506

Change 3075327 on 2016/08/03 by Max.Chen

	Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.

	#jira UE-34093

Change 3075313 on 2016/08/03 by Matthew.Griffin

	Tidied up hardcoded installed build includes so that they're all in one file with platform checks
	Added .dll.config files to CsCompile build products if they exist

Change 3075133 on 2016/08/03 by Yannick.Lange

	VREditor : Original submit in Dev-VREditor = 3064489
	- Fix crash when starting VREditor and then changing levels
	#jira UE-33766

Change 3075124 on 2016/08/03 by Thomas.Sarkanen

	Fixed undo/redo crash when editing anim blueprint defaults

	Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.

	#jira UE-34024 - Crash undoing variable change in Animation Blueprint.

Change 3075101 on 2016/08/03 by Matthew.Griffin

	Adding job to selectively build games in release branch
	Also adding documentation and localization to overnight build
	#jira UEB-688

Change 3075061 on 2016/08/03 by Yannick.Lange

	VR Editor : Original submit in Dev-VREditor = 3062883
	- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
	- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
	- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
	- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
	- Avatar code refactor to its own actor class #jira UETOOL-812

	#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812

Change 3075059 on 2016/08/03 by Allan.Bentham

	Fall back to standard shadows when capsule shadows are not supported.

	#jira UE-33344

Change 3075045 on 2016/08/03 by Matthew.Griffin

	Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step

Change 3074693 on 2016/08/02 by Dan.Oconnor

	Manually integrating 3070569 from Dev-Blueprints
	#jira UE-34119

Change 3074672 on 2016/08/02 by Dan.Oconnor

	Manually integrating 3061854 into 4.13 from Dev-Blueprints
	#jira UE-34119

Change 3074646 on 2016/08/02 by Aaron.McLeran

	#jira UE-34081 Implementing from Dev-Framework CL 3074325

	Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback

	- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
	- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.

	- Implementing 3003851 from UT into Dev-Framework.

Change 3074630 on 2016/08/02 by Brent.Pease

	UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
	UE-33200 - A movie isn't played on iOS occasionally.
	UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows

	 + Give a more friendly error message when UHT fails with an invalid error code.

	#jira UE-23846
	#jira UE-33200
	#jira UE-32397

Change 3074590 on 2016/08/02 by Rolando.Caloca

	UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
	#jira UE-33694

Change 3074588 on 2016/08/02 by Chad.Taylor

	Update OpenVR SDK to v1.0.2

	-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers

	#jira UE-34115

Change 3074481 on 2016/08/02 by Ori.Cohen

	Make sure that new physical animation data defaults to 0

	#JIRA UE-33678

Change 3074395 on 2016/08/02 by Ori.Cohen

	Fix duplication of physical animation profiles not duplicating data.
	Also fix undo redo not working for profiles.
	Fix editor not passing Duplicate change type

	#JIRA UE-33987, UE-33985

Change 3074392 on 2016/08/02 by Alex.Delesky

	#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.

Change 3074364 on 2016/08/02 by phillip.patterson

	Re-created UMG_Optimization for Test Cases

	#jira UE-29618

Change 3074346 on 2016/08/02 by Jurre.deBaare

	Potential DDC warning fix, remove non-existing values
	#jira UE-123

Change 3074289 on 2016/08/02 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirement
	Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
	-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue.  After reconnection reprojection would be lagged by 12+ seconds.  After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
	#jira UEVR-13
	#review-3074209 @chad.taylor @nick.whiting

Change 3074196 on 2016/08/02 by Martin.Wilson

	Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)

	#jira UE-23453

Change 3074177 on 2016/08/02 by Alex.Delesky

	#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.

Change 3074157 on 2016/08/02 by Ben.Marsh

	Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.

Change 3074132 on 2016/08/02 by Trung.Le

	VREditor: Fixed brush preview present while in foliage mode and hovering at UI
	#jira UE-33228

Change 3074131 on 2016/08/02 by Tom.Looman

	Fix for scalability build warnings in VR Template

	#jira ue-33325

Change 3074089 on 2016/08/02 by Kevin.Rushin

	QAGame - Added Foliage to TestMap

	#jira UE-29618

Change 3074067 on 2016/08/02 by Kevin.Rushin

	QAGame- Rebuilt Lighting

	#jira UE-29618

Change 3074063 on 2016/08/02 by Kevin.Rushin

	QAGame - Fix up VREditor Map to have more asset variation

	#jira UE-29618

Change 3074057 on 2016/08/02 by Andrew.Porter

	Deleting - UMG_Optimization

	#jira UE-29618

Change 3074040 on 2016/08/02 by Michael.Trepka

	On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.

	#jira UE-31194

Change 3074008 on 2016/08/02 by Phillip.Patterson

	Renamed UMG_Invalidation to UMG_Optimization to better match test
	#jira UE-29618

Change 3073988 on 2016/08/02 by Mitchell.Wilson

	Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
	#jira UE-32723

Change 3073966 on 2016/08/02 by Jurre.deBaare

	Alembic Cache Importer option for propagating matrix transformation does not work
	#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
	#misc typo fix
	#jira UE-34066

Change 3073953 on 2016/08/02 by Lina.Halper

	Fixed static warning on null reference

	#jira: UE-33923

Change 3073951 on 2016/08/02 by Lina.Halper

	Fix GetRelativeTransform for negative scale

	#jira: UE-33380

Change 3073896 on 2016/08/02 by Alex.Delesky

	#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.

	#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool

Change 3073804 on 2016/08/02 by Jamie.Dale

	Fixed the detail panel trying to apply class customizations to structs

	This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).

	#jira UE-32623

Change 3073803 on 2016/08/02 by Jurre.deBaare

	Morph target vertex mapping can be wrong with multi material caches
	#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
	#jira UE-34074

Change 3073788 on 2016/08/02 by Andrew.Rodham

	Sequencer: Added support for montage based animation

	CL#3061714 :
	    Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.

	    There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.

	CL#3063015 :
	    Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes

	    We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.

	CL#3068399 :
	    Sequencer: Changed animation tracks to allow more animation types (such as anim montages)

	      - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility

	#jira UE-34046

Change 3073787 on 2016/08/02 by Jurre.deBaare

	Handle failed Simplygon proxy mesh generation with error message instead of hard checks
	#fix Added a failed delegate along side the succesful delegate
	#jira UE-31990

Change 3073786 on 2016/08/02 by Jurre.deBaare

	Alembic importer crashes when not assets are generated
	#fix Prevented adding nullptr values to the array (now only contains valid entries)
	#jira UE-34065

Change 3073777 on 2016/08/02 by Jurre.deBaare

	User is able to give a Preview Scene Profile the same name as an existing profile
	#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
	#jira UE-34033

Change 3073775 on 2016/08/02 by Mitchell.Wilson

	Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
	#jira UE-31281

Change 3073732 on 2016/08/02 by Rolando.Caloca

	DR - Fix crash when enabling gpu morph targets on non SM5 platforms
	#jira UE-34011

Change 3073706 on 2016/08/02 by Peter.Sauerbrei

	fix for no tvOS libraries in binary release for Win64
	#jira UE-34076

Change 3073671 on 2016/08/02 by Allan.Bentham

	High quality mobile reflection captures are now blended in correct (linear) space.
	#jira UE-33915

Change 3073663 on 2016/08/02 by Peter.Sauerbrei

	fix for launch on failing for iOS in Binary
	#jira UE-34014

Change 3073662 on 2016/08/02 by Lee.Clark

	4.13 - PS4 - Fix Media Player Audio cutting out

	#jira UE-33850

Change 3073616 on 2016/08/02 by Mark.Satterthwaite

	Duplicate CL #3073584 from Dev-Platform:
	Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
	#jira UE-32323

Change 3073592 on 2016/08/02 by Max.Chen

	Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.

	#jira UE-33993

Change 3073585 on 2016/08/02 by Nick.Darnell

	Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.

	#jira UE-34075

Change 3073575 on 2016/08/02 by Richard.TalbotWatkin

	Duplicating from Dev-Editor, CL 3057645

	Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
	#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server

Change 3073542 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3072169.

	A couple of changes to the BSP code:
	* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it.  This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
	* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations.  This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.

	#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
	#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume

Change 3073540 on 2016/08/02 by Matthew.Griffin

	Added Package Samples script behind a trigger to package samples for QA
	Removed submitter notifications from Launcher Samples nodes
	Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
	Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
	Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
	#jira UEB-689

Change 3073511 on 2016/08/02 by Tom.Looman

	Removed object redirectors to fix build warning in VR Template

	#jira ue-33325

Change 3073458 on 2016/08/02 by Jurre.deBaare

	Update default preview scene ini and assets
	#fix deleted old sky texture and fixed BaseEditor.ini setup
	#jira UE-34063

Change 3073427 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3068585
	Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
	#jira UE-34062 - SplineMesh collision can be generated incorrectly

Change 3073421 on 2016/08/02 by James.Golding

	Resave PSD test assets in QAGame with proper version
	#jira UE-34061

Change 3073419 on 2016/08/02 by James.Golding

	Rename OrientationDriver to PoseDriver
	#jira UE-34015

Change 3073404 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3057895

	Mesh paint bugfixes and improvements.

	Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched.  Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.

	This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.

	#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
	#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
	#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
	#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting

Change 3073380 on 2016/08/02 by Richard.TalbotWatkin

	Fixed build error in unity builds.
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
	#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
	#jira UE-13082 - Users would like a snapping feature for splines
	#jira UE-13568 - Additional Spline Component Functionality
	#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.

Change 3073343 on 2016/08/02 by Matthew.Griffin

	Whitelisting PS4 and XboxOne plugins for those platforms specifically
	#jira UE-33866

Change 3073338 on 2016/08/02 by Ben.Marsh

	When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.

Change 3073319 on 2016/08/02 by Maciej.Mroz

	#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860

	Manually integrated some fixes from Dev-Blueprints

Change 3073311 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor CL 3057868

	Spline component improvements, both tools and runtime:

	- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
	- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
	- Added a custom version for SplineComponent and provded serialization fixes.
	- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
	- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
	- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0.  Now any SplineComponent key can be set.  The details customization enforces that the sequence remains strictly ascending.
	- Allowed an explicit loop point to be specified for closed splines.
	- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
	- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
	- Fixed the logic which determines whether the UCS has modified the spline curves.
	- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
	- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
	- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.

	#jira UETOOL-766 - Spline tool improvements
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
	#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
	#jira UE-13082 - Users would like a snapping feature for splines
	#jira UE-13568 - Additional Spline Component Functionality
	#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-33669 - Crash in Dev-Editor

Change 3073242 on 2016/08/02 by James.Golding

	Move physics state create/destroy delegates from BodyInstance to ActorComponent
	- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
	- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
	#jira UE-32768

[CL 3112924 by Ben Marsh in Main branch]
2016-09-02 20:26:51 -04:00
Andrew Grant
a534ff9466 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465)
#lockdown Nick.Penwarden

Change 3110660 on 2016/9/1 by Andrew.Grant

Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress.
HLOD warning is  updated every 20 secs to deal with streaing levels.
Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon).

#rb Michael.Noland
#tests verified we see our unbuilt HLOD warning in v31 :(

Change 3106649 on 2016/08/30 by Cody.Haskell

	#Orion

	- Input Axis Work

	#rb DanH
	#tests PIE

Change 3106299 on 2016/08/30 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 31.2 @ CL 3105865

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3106213 on 2016/08/30 by Ben.Marsh

	BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file.

	#rb none
	#tests preflight

Change 3105994 on 2016/08/30 by Martin.Wilson

	Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input)

	#jira UE-35289
	#rb Thomas.Sarkanen
	#tests Tested UI in editor

Change 3105331 on 2016/08/29 by Uriel.Doyon

	Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias
	Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget.
	#rb marcus.wassmer
	#tests launched editor and played game
	#jira OR-25814

Change 3105143 on 2016/08/29 by Josh.Markiewicz

	#UE4 - added assert when histogram input parameters don't match
	#rb none
	#tests launched/ran/won game golden path
	#codereview dmitry.rekman, michael.noland, bart.bressler

Change 3104976 on 2016/08/29 by Jon.Lietz

	pickup refector

	- fixed a big that would allow mixed replication to call a gameplay cue's added twice.
	- All pickups now use the pick up manager, consolidated all pick up code into the manager.
	- added to the XP set so we can define the CXP bounty for targets.

	#RB Dave.Ratti
	#tests Bot match, test maps, spawning coins and pickups.

Change 3103480 on 2016/08/26 by Josh.Markiewicz

	#UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession
	#rb none
	#tests golden path matchmaking
	#codereview paul.moore, eric.newman

Change 3103410 on 2016/08/26 by Max.Chen

	Movie Capture: Fix commandline burnin option.

	#rb none
	#tests Render movie with commandline -UseBurnIn=yes option.

Change 3102134 on 2016/08/25 by Brian.Karis

	Fix for HDR output exposure. Added 1000nit output option.

	#rb marcus
	#tests agora

Change 3101276 on 2016/08/25 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_31 - Merging  CL 3100347 (head revision of 2 files :o )

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari, max.preussner

	#R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3101267 on 2016/08/25 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_DUI - Integrating Media changes from 4.13 (head revision)

	#RB:none
	#Tests:none

	/Engine/Plugins/Media
	/Engine/Source/Runtime/Media
	/Engine/Source/Runtime/MediaAssets

	[CodeReviewed] matt.schembari, max.preussner

	#R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3100378 on 2016/08/24 by John.Pollard

	Fix a crash that can occur when scrubbing in replays

	#codereview David.Ratti
	#tests Replays
	#rb DavidR

	This is the output:
	[2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage

Change 3100375 on 2016/08/24 by Laurent.Delayen

	Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket).

	#rb none
	#codereview lina.halper
	#tests Tacticia's RMB Targeting

Change 3100278 on 2016/08/24 by Laurent.Delayen

	Fix for fast path struct copy being broken for FVectors.

	#rb lina.halper
	#codereview thomas.sarkanen
	#tests Chains' hook, Tacticia's LaserBeam and OrientationWarping

Change 3100161 on 2016/08/24 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Fix issue with refresh viewer command failing due to backend congestion

	#rb RyanG
	#tests Replays

Change 3100114 on 2016/08/24 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3098849

	#RB:none
	#Tests:none

	#CodeReview: kerrington.smith, matt.schembari

	#R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3100015 on 2016/08/24 by Michael.Noland

	Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
	#jira UE-34998
	#rb Aaron.McLeran
	[re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13]
	#tests Compiled and ran a golden path match with headphones on

Change 3100012 on 2016/08/24 by Michael.Noland

	UE-34951 - Zero-volume vorbis decoded sounds are too expensive

	-Adding an audio settings parameter to disable zero-volume playback globally
	-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume

	#rb marc.audy
	[re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran]
	#tests Compiled and ran a golden path match with headphones on

Change 3099889 on 2016/08/24 by Max.Chen

	Sequencer: Added command line option to enable burnin

	#rb none
	#tests Render movie from command line wtih -UseBurnIn=yes

Change 3099801 on 2016/08/24 by Lina.Halper

	Removed unnecessary comment

	#rb: none
	#code review: Benn.Gallagher
	#tests: compile

Change 3099787 on 2016/08/24 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: sam.zamani
	#http
	- fix for cancelled requests that have not been started never triggering a completion delegate
	- fixes soft lock when handling disconnects during login

	OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting

	#rb josh.markiewicz, alex.fennell
	#tests none

	#R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3099252 on 2016/08/24 by Lina.Halper

	Fixed menu text

	#rb: none
	#code review: Thomas.Sarkanen
	#tests: open editor and create child montage and replaced the animation

Change 3099251 on 2016/08/24 by Lina.Halper

	Deterministic cooking of skeleton
	 - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked

	#jira: UE-34834
	#rb: Martin.Wilson
	#tests: cooking orion and make sure it works

Change 3098504 on 2016/08/23 by Bart.Bressler

	Add server time between sending packets monitoring histogram

	#rb dmitry.rekman
	#tests ran server locally and made sure analytics events were sent

Change 3098494 on 2016/08/23 by Michael.Noland

	Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements
	- Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer)
	- Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected
	#tests Tested by calling while stat dumphitches was active and confirmed that the interval changed
	#codereview ben.salem, gil.gribb
	#rb none

Change 3098491 on 2016/08/23 by Mieszko.Zielinski

	Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3098070 on 2016/08/23 by Lina.Halper

	Fix crash with UI  update reconstructing

	- will have to come up with a better solution than this.

	#rb: Martin.Wilson
	#tests: child anim montage

Change 3097914 on 2016/08/23 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	Merging CL #3097879
	from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/...
	to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/...

	#Analytics #OSS: Adjusted cohort selection algorithm and test cases
	[CodeReviewed]: Philip.Buuck
	#TESTS: unit tests
	#RB: none

	#R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3097745 on 2016/08/23 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Megre 30.2/31 @ CL 3096895

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3097722 on 2016/08/23 by Chris.Bunner

	Update texture expression properties before triggering parent material recompile.
	#rb John.Billon
	#tests Editor replace references, Golden path
	#jira OR-27531

Change 3097694 on 2016/08/23 by Lina.Halper

	#Child Anim Montage

	- Duplicate from parent of the information it cares to get
	  - Currently it is selective on copying what data
	- Modified GetAllAnimationSequencesReferred to get a partial data
	- Added ParentAsset/AssetMappingTable in AnimationAsset
	- Sequence Browser opening would also add to history
	- AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on

	#code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti
	#rb:Martin.Wilson
	#tests: creating child montage, editing, lots of UI functionality, notifies placement

Change 3097513 on 2016/08/23 by Thomas.Sarkanen

	Non-POD structs can now be copied using the fast path

	We now always use CPP struct ops to perform copies when dealing with struct properties.

	#jira UE-34571 - Support struct member access on AnimBP fast path
	#rb Laurent.Delayen
	#tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games.

Change 3096729 on 2016/08/22 by Mieszko.Zielinski

	Fixes to EQS scoring function preview #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3096596 on 2016/08/22 by Jason.Bestimt

	#ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970)

	#RB:none
	#Tests:none

	#CodeReview: matt.schembari, max.preussner
	#R@BOMERGE: MAIN

Change 3096550 on 2016/08/22 by Jurre.deBaare

	Fix for HLOD dirty clusters PIE warning message
	#tests Simulated Origin with built HLOD clusters, and with one dirty cluster
	#rb none

Change 3096532 on 2016/08/22 by Mieszko.Zielinski

	Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4

	As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized

	#codereview Lukasz.Furman
	#rb none
	#test golden path

Change 3096455 on 2016/08/22 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: keli.hlodversson
	#CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases
	#RB David.Nikdel
	#TESTS none

	#R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3096316 on 2016/08/22 by Sammy.James

	Resave to fix log warnings.
	BPC changes to ensure type saves.

	#rb #tests editor

Change 3096040 on 2016/08/22 by bruce.nesbit

	Revised fix for landscape crash

	#rb GarethM

	#tests Game

	#codereview Bart.Bressler

Change 3096015 on 2016/08/22 by bruce.nesbit

	Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server

	#rb none

	#tests game

	#codereview Bart.Bressler

Change 3095578 on 2016/08/19 by Mieszko.Zielinski

	Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4

	This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor

	#rb none
	#test golden path
	#codereview Lukasz.Furman

Change 3095397 on 2016/08/19 by Lina.Halper

	Fix issue with crash when deleting all segment

	#rb: Laurent.Delayen
	#tests: delete segment and make sure it doesn't crash
	#jira: UE-34830

Change 3095060 on 2016/08/19 by Bart.Bressler

	Don't load ULandscapeComponent objects on dedicated servers to save memory.

	#tests cooked server data and played a Solo vs. AI game
	#rb gareth.martin
	#codereview james.golding

Change 3095037 on 2016/08/19 by Lina.Halper

	Potential fix with montage trigger ensure on marker sync group

	#jira: OR-27685
	#rb: Benn.Gallagher
	#code review: Martin.Wilson
	#tests: attack primhelilx with knock up

Change 3094962 on 2016/08/19 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	#Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort
	#RB: None
	#TESTS: test suite in source
	[CodeReviewed]: Philip.Buuck

	#R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3094950 on 2016/08/19 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	#Merge #UE4 - Made FMD5 const-correct
	#RB: none
	#TEST: none

	#R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3094619 on 2016/08/19 by Lina.Halper

	#DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
	- assumed the name is all set by now

	#rb: Benn.Gallagher
	#jira : UE-34886
	#tests: cooking infiltrator that showed same issue and run game.

Change 3094532 on 2016/08/19 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3094498

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3093260 on 2016/08/18 by Josh.Markiewicz

	#UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel)
	- removed unnecessary cast
	#rb bart.bressler
	#codereview bart.bressler, rob.cannaday
	#tests launched game, some basic party testing

Change 3093224 on 2016/08/18 by Josh.Markiewicz

	#UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games
	#rb paul.moore
	#codereview anthony.carter
	#tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining

Change 3092597 on 2016/08/17 by Daniel.Lamb

	Added Ben Crocker to the rebuild lighting emails.
	#rb Trivial
	#Test none

Change 3092063 on 2016/08/17 by andrew.grant

	Merging using ROBO://Orion/Release-Candidate->//Orion/Main
	#rb #tests none

Change 3091081 on 2016/08/16 by Jurre.deBaare

	Fixing non-Editor build errors
	#fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty)
	#tests Build Editor + Game
	#rb none

Change 3091009 on 2016/08/16 by Mieszko.Zielinski

	Added a way to configure a map to not spawn AISystem instance at all #UE4

	#rb none
	#test golden path

Change 3090932 on 2016/08/16 by Michael.Noland

	Vixen: Added indication to the analytics and FPS charts
	#rb marcus.wassmer
	#tests Compiled for the platform

Change 3090844 on 2016/08/16 by Laurent.Delayen

	Replicated CL 3090734  from Fortnite.

	---

	Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage

	Here's the issue in the version of the code prior to this checkin:
	- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
	- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
	- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
	- It also means if we were playing a montage, and then stop, we'll start ticking
	- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing

	#codereview john.abercrombie
	#rb none
	#tests golden path

Change 3090832 on 2016/08/16 by Michael.Noland

	Windows: Fixed a whitespace issue
	#rb none
	#tests Compiled for windows

Change 3090688 on 2016/08/16 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: andrew.grant
	Merging using ROBO://Orion/Release-Candidate->//Orion/Main
	#rb none
	#tests built

	#R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3090547 on 2016/08/16 by Jurre.deBaare

	Need a warning message similar to lighting unbuilt when HLOD cluster is not built
	#fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour
	#jira UE-34335
	#rb none
	#codereview Michael.Noland
	#tests pie Agora with and without dirty HLOD clusters

Change 3090285 on 2016/08/16 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3090267

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3089413 on 2016/08/15 by paul.mader

	Agora 2.0 assets

Change 3089266 on 2016/08/15 by Max.Chen

	Sequencer: Add Convert to Possessable

	Copy from Dev-Sequencer

	#jira UE-32139
	#rb none
	#tests Convert steel to possessable in Gameplay_PS4 map.

Change 3089136 on 2016/08/15 by Mieszko.Zielinski

	Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4

	#rb Lukasz.Furman
	#codereview Dan.Youhon
	#test golden path

Change 3089118 on 2016/08/15 by Mieszko.Zielinski

	Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4

	#rb none
	#test golden path

Change 3088976 on 2016/08/15 by Andrew.Grant

	Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules.
	Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting.
	Removed superflous /Os from VC debugg settings
	#rb none
	#tests verified module built with 'Never' on PS4/Win is built without optimizations.
	#codereview Marcus.Wassmer, Ben.Marsh

Change 3088830 on 2016/08/15 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3088807

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3088597 on 2016/08/14 by Jason.Bestimt

	#ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG)

	#RB:none
	#Tests:none

	#CodeReview: andrew.grant, david.ratti, matt.schembari

Change 3087827 on 2016/08/12 by Bart.Bressler

	Updates to skeletal mesh memory saving on dedicated server

	#rb lina.halper
	#tests Cooked server data, played a game for a while in Solo vs. AI

Change 3087351 on 2016/08/12 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	#jira OR-27406
	#rb RyanG
	#tests Replays

Change 3087118 on 2016/08/12 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3086747

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3086176 on 2016/08/11 by Marcus.Wassmer

	Fix PS4 ShaderPipelines not matching pixel/vertex shader properly.
	#rb Rolando.Caloca
	#tests Broken PS4 content before/after

Change 3085992 on 2016/08/11 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Unclog R@BOMERGE

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3085911 on 2016/08/11 by Laurent.Delayen

	Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex

	#rb none
	#tests Orientation Warping

Change 3085614 on 2016/08/11 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3085547

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3084507 on 2016/08/10 by Marcus.Wassmer

	Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen.
	#rb none
	#tests paragon ps4/vixen
	#codereview Olaf.Piesche

Change 3084136 on 2016/08/10 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3083799

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3083424 on 2016/08/09 by Max.Chen

	Sequence Recorder: Fix crash when actor class to record is null.

	#tests Use sequence recorder to record a skeletal mesh actor
	#rb none

Change 3083134 on 2016/08/09 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: sam.zamani
	#online,store,ps4
	- creating one offer entry per entitlement

	#rb david.nikdel, ian.fox
	#tests MTX purhcase on PS4
	#lockdown: andrew.grant

	#R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3083069 on 2016/08/09 by Marcus.Wassmer

	Vixen scalability changes
	#rb Michael.Noland
	#tests vixen/ps4
	#codereview jordan.walker

Change 3083063 on 2016/08/09 by Marcus.Wassmer

	Most games will probably run out of memory if setup to do auto-4k.
	Make this a setting that's off by default.
	#rb Michael.Noland
	#codereview Luke.Thatcher, Lee.Clark
	#tests vixen on 4k.

Change 3082778 on 2016/08/09 by Marcus.Wassmer

	Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087)
	#rb none
	#tests Agora on vixen.

Change 3082772 on 2016/08/09 by Marcus.Wassmer

	Duplicate fix for detail mode reregistration (3065543)
	#rb none
	#tests Toggled detail mode, observe proper items spawning

Change 3082765 on 2016/08/09 by Marcus.Wassmer

	Don't crash when trying to use windowed vsync on vixen
	#rb Michael.Noland
	#test ran paragon on vixen
	#codereview Luke.Thatcher,Lee.Clark

Change 3082764 on 2016/08/09 by Marcus.Wassmer

	fix HLOD distance scale not working properly when components are re-registered.
	#rb michael.noland
	#codereview jurre.debarre
	#tests setting multiple times, setting on boot via deviceprofile

Change 3082429 on 2016/08/09 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: sam.zamani
	Merging //Orion/Release-30.1 to Main (//Orion/Main)

	Change: 3082419

	#online,store,PS4

	OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen

	- added config option for toggling store on PS4
	[OnlineSubsystemPS4]
	bStoreEnabled=true

	- can also override via title specific json values in <titleid>\title.json
	allow_mtx=true

	[CodeReviewed]: andrew.grant, phillip.buck, ian.fox
	#lockdown: andrew.grant
	#rb none
	#tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support)

	#R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3082194 on 2016/08/09 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3082105

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3080984 on 2016/08/08 by Lina.Halper

	Issue with not being able to set static animation data via BP

	- artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP
	- also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called.

	#rb: Martin.Wilson
	#tests: Sword Beauty map

Change 3080665 on 2016/08/08 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3080081

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3080565 on 2016/08/08 by Laurent.Delayen

	Fix for curve values during URO interpolation.
	Fixes flashing of materials and Twinblast's ult weapon.

	https://jira.ol.epicgames.net/browse/OR-27107
	https://jira.ol.epicgames.net/browse/OR-24358

	#rb lina.halper, martin.wilson
	#tests Twinblast's ult and Coil's primary.

Change 3079832 on 2016/08/05 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: marcus.wassmer
	Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline
	#rb none
	[CodeReviewed] Chris.Wood
	#tests checked crashcontext on PC/PS4
	#lockdown Andrew.Grant

	#R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3079045 on 2016/08/05 by Lina.Halper

	Adding more log to figure out why ActivePlayers.Count becomes inconsistent.

	#rb: Martin.Wilson
	#tests: PIE with bots

Change 3078944 on 2016/08/05 by Rolando.Caloca

	O - Update blacklisted driver
	#jira OR-27051
	#rb Marcus.Wassmer
	#tests Run with AMD card

Change 3078735 on 2016/08/05 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3078670

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3078122 on 2016/08/04 by Dmitry.Rekman

	Linux: treat abort() / SIGABRT as crash.

	- Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler.
	- Rewrote RequestExit() because it used abort() itself.
	- Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later.  As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason.

	#rb Mark.Satterthwaite
	#codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant
	#review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant

	#tests Ran Linux server, crashed using different methods.

Change 3077887 on 2016/08/04 by Dmitry.Rekman

	Initialize StackCount to 0 (kills valgrind warning).

	#rb David.Ratti
	#codereview David.Ratti
	#tests Ran Linux server.

Change 3077257 on 2016/08/04 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3077193

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3077242 on 2016/08/04 by Dmitry.Rekman

	Linux: stop heartbeat thread before handling the crash.

	#rb Robert.Manuszewski
	#codereview Robert.Manuszewski, Andrew.Grant
	#tests Compiled and ran Linux server, crashed it.

Change 3076676 on 2016/08/03 by Dmitry.Rekman

	Linux: print details about memory access (read or write).

	- Also print all the 16 digits of the pointer.
	- Read/write detection only implemented for x86_64.

	#rb Andrew.Grant
	#codereview Andrew.Grant
	#tests Compiled (natively) and ran Linux server.

Change 3076675 on 2016/08/03 by Dmitry.Rekman

	Print a bit more info about the array in assert.

	#rb Andrew.Grant
	#codereview Andrew.Grant
	#test Compiled and ran Linux server.

Change 3076010 on 2016/08/03 by Laurent.Delayen

	Moved OrionAnimNode_LegIK from Paragon to Engine.

	#codereview lina.halper
	#rb none
	#tests Grim.exe + Iggy & Scorch

Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt

	Reimplemented 3070766 for Orion:

	Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)

	#rb none
	#tests none

Change 3075446 on 2016/08/03 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3075422

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3075394 on 2016/08/03 by HaarmPieter.Duiker

	Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in.
	#rb marcus.wassmer
	#tests post process color correction

Change 3074314 on 2016/08/02 by Dmitry.Rekman

	Linux: change optimization from -O2 to -O1 (temporarily?).

	- The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier.
	- Also adds a line to UBT output during compilation to draw attention.

	#rb Michael.Noland
	#codereview Michael.Noland, Andrew.Grant, Bart.Bressler
	#tests Compiled and ran Linux server.

Change 3073553 on 2016/08/02 by jason.bestimt

	#ORION_MAIN - Merge 30.2 @ CL 3073360

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

	#R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3073505 on 2016/08/02 by Daniel.Lamb

	Added cook modification delegate stats to cooker stats.
	#rb Wes.Hunt
	#test cook paragon.

Change 3072440 on 2016/08/01 by Aaron.Eady

	PlayerController Force Feedback (Debug only);

	Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries.

	#rb none
	#tests SHIPPING

Change 3072259 on 2016/08/01 by Aaron.Eady

	PlayerController Force Feedback (Debug only);

	Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback.

	#rb Michael.Noland
	#tests PIE

Change 3071908 on 2016/08/01 by John.Pollard

	Fix null reference crash

	#rb DavidR
	#tests Live game + replays

Change 3071876 on 2016/08/01 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player

	#rb none
	#tests FN + Paragon live game + replays
	#codereview Andrew.Grant

Change 3071875 on 2016/08/01 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Finalize replay version system

	* No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions)
	* Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore.
	* Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions)

	#rb RyanG
	#tests Live game + replays
	#codereview Andrew.Grant

Change 3071874 on 2016/08/01 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Fix gameplay tags to work better with backwards compatibility in replays

	* We use the net field export group system in the package map to export tag names as a packed index
	* This will allow us to see the names of tags that no longer exists on the remote side

	#rb RyanG
	#tests Live game + replays
	#codereview Andrew.Grant

Change 3071776 on 2016/08/01 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3071738

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3071258 on 2016/07/30 by Aaron.McLeran

	OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay

	- Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together.
	- Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now.

	#rb none
	#tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues.

Change 3071099 on 2016/07/30 by Aaron.McLeran

	OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay

	- Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads.

	#rb none
	#tests ran paragon with change and noticed no change in audio quality

Change 3070916 on 2016/07/29 by Andrew.Grant

	Missed file!
	#rb #tests na

Change 3070915 on 2016/07/29 by Andrew.Grant

	Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging
	#rb none
	#tests Engine QA, Orion QA smoke

Change 3070576 on 2016/07/29 by Uriel.Doyon

	Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize.
	#review-3070386 @marcus.wassmer
	#jira OR-25941
	#rb marcus.wassmer
	#tests Run Game on PS4, and in editor

Change 3070086 on 2016/07/29 by Martin.Wilson

	Fixed ensure triggering during sequencer playback due to double update.

	#jira UE-33938
	#rb Thomas.Sarkanen
	#tests opened affected asset and verified problem no longer occured

Change 3070016 on 2016/07/29 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30 @ CL 3069935

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3069435 on 2016/07/28 by Ian.Fox

	#Orion, #Mcp - Check if Price Engine is configured before attempting query
	#rb Sam.Zamani
	#tests none
	#codereview Sam.Zamani

Change 3069381 on 2016/07/28 by Michael.Noland

	Animation: Demoted a check() in anim sync group code to an ensure() to unblock others
	#rb nick.penwarden
	#tests Loaded Paragon cine asset that was crashing
	#codereview lina.halper, martin.wilson

Change 3069203 on 2016/07/28 by Dmitry.Rekman

	Headless client: do not draw windows.

	- Disables a bunch of code, including reaching into font cache to estimate width.
	- Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets).

	#rb Nick.Atamas
	#review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem
	#codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem

	#tests Compiled and ran Orion Linux client.

Change 3069181 on 2016/07/28 by Lina.Halper

	Fix struct redirector for Orion anim node moving to engine

	#rb: Maciej.Mroz
	#code review:Laurent.Delayen
	#tests: editor loading the anim BP that caused the name conversion

Change 3069092 on 2016/07/28 by Aaron.McLeran

	OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves

	- Not all active sounds have sound classes, was causing a crash

	#codereview marc.audy
	#rb zabir.hoque
	#tests Run game with stat soundcues and not crash

Change 3068969 on 2016/07/28 by David.Ratti

	Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too.

	#rb none
	#tests compile

Change 3068902 on 2016/07/28 by David.Ratti

	Code for tracking down UGameplayCueManager::GetInstancedCueActor crash.
	#rb none
	#tests compile

Change 3068831 on 2016/07/28 by Aaron.McLeran

	OR-26417 Reverb is too loud in-game in Dev-General

	- Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set.

	#rb Jeff.Campeau
	#tests run a map with no reverb audio volume and reverb is not super wet

Change 3068529 on 2016/07/28 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	#OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of  McpSubsystem->CreateRequest to query receipts (uses subsystem config)
	#RB: none
	#TESTS: none

	#R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3068399 on 2016/07/28 by Andrew.Rodham

	Sequencer: Changed animation tracks to allow more animation types (such as anim montages)

	  - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility

	#jira OR-25769
	#tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly.
	#rb Benn.Gallagher

Change 3068138 on 2016/07/28 by Marcus.Wassmer

	Disable mallocleak testing by default
	#rb none
	#test none

Change 3068121 on 2016/07/28 by Marcus.Wassmer

	Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled.
	Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data.  Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also.
	#rb Robert.Manuszewski
	#tests stack tracing / symbolication with mallocleak on windows.

Change 3068119 on 2016/07/28 by Marcus.Wassmer

	Fix MallocLeakProxy deadlock
	#rb Robert.Manuszewski
	#tests mallocleak start/stop/dump on windows

Change 3067752 on 2016/07/27 by Michael.Noland

	Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands
	- IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer
	- The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class.
	- The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered
	- Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code

	Upgrade Notes:
	- DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly
	- In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands)
	- HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name)
	- Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future)

	Paragon:
	- Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event
	- Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it.

	#rb dmitry.rekman
	#codereview bob.tellez, peter.knepley, andrew.grant, john.mauney
	#review-3067607 @Dmitry.Rekman, @Bob.Tellez
	#tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI

Change 3067654 on 2016/07/27 by Michael.Noland

	FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.

	#rb steve.robb
	#jira UE-31959
	[duplicating CL# 3039827]

	#tests Tried moving a folder in the editor

Change 3067644 on 2016/07/27 by Aaron.McLeran

	OR-24537 Looping audio sometimes persists in Agora

	Adding stopping sounds if audio component is destroyed while playing a looping sound

	#rb jeff.campeau
	#tests audio component stops looping sound if audio component is destroyed prematurely

Change 3067560 on 2016/07/27 by Aaron.McLeran

	OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters

	- Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call
	- using xaudio2 operation sets to ensure that voice and effect params are executing in sequence
	- only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands
	- Don't call EnsureCompletion on pending async tasks on teardown

	#rb Jeff.Campeau
	#tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions

Change 3067420 on 2016/07/27 by jason.bestimt

	#ORION_MAIN - Merge 29.2/30 @ CL 3067312

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3067316 on 2016/07/27 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3065602

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari

	#R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3067025 on 2016/07/27 by Michael.Noland

	Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes
	#rb none
	#tests Compiled

Change 3067020 on 2016/07/27 by Michael.Noland

	Core: Various improvements to FHistogram and split it out into separate files
	- Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate)
	- Added O(1) getters for total sample counts and sum of all measurements
	- Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex
	- Added support for specifying explicit histogram bucket thresholds
	#rb dmitry.rekman
	#tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage

Change 3066681 on 2016/07/27 by Frank.Gigliotti

	Camera anim field of view fix;

	* The FOV is now reset on the PlayerCameraManager camera actor when it's initialized.  This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value.

	* Base FOV can now be edited in the CameraAnim properties.  This allows you to specify what the FOV keys are relative to.  Previously it was always using a base FOV of 90 degrees.

	#RB None
	#CodeReview Jeff.Farris
	#Tests Multiple camera animations in PIE

Change 3066508 on 2016/07/27 by Lina.Halper

	Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.

	#code review:Martin.Wilson, Benn.Gallagher
	#rb: Martin.Wilson
	#tests: cooked test map, run test map, PIE, saving content, loading standalone game

Change 3066246 on 2016/07/27 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: andrew.grant
	Fix for non-unity error
	#rb none
	#tests compiled

	#R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3066167 on 2016/07/27 by Benn.Gallagher

	Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding.
	#rb Ori.Cohen
	#tests Editor, PIE, Applying clothing to characters.

Change 3065868 on 2016/07/27 by Michael.Noland

	Blueprints: Fixing non-editor build (missing WITH_EDITOR)
	#rb none
	#tests Compiled PS4

Change 3065749 on 2016/07/26 by Michael.Noland

	Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
	#codereview mike.beach, marc.audy
	#tests Loaded and recovered a corrupted Blueprint on Cameron's machine
	#rb Phillip.Kavan

Change 3065706 on 2016/07/26 by Josh.Markiewicz

	#UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons
	- fixed non shipping cmd line override to be correct
	#rb none
	#codereview andrew.grant, paul.moore
	#tests none

Change 3065359 on 2016/07/26 by Rob.Cannaday

	Limit external id querying to 100 ids per call.  The backend currently enforces this and is returning an error when we exceed this limit.
	Break up calls in batches of 100 ids.

	#jira OR-20674
	#rb ian.fox
	#tests login to front end with PC, PS4.  forced tests to simulate > 100 requests.

Change 3065197 on 2016/07/26 by Bart.Bressler

	Change how PS4 sessions work:
	- We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions.
	- Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable
	- Added comments, other misc. code cleanup.

	#rb josh.markiewicz, sam.zamani, rob.cannaday
	#tests created cross play parties with multiple pc + ps4 players
	#jira OR-20332

Change 3065158 on 2016/07/26 by Lina.Halper

	Fix the guid keep generated by adding to the database.

	- This caused worse problem with non-deterministic cooking -   This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible

	#rb: Martin.Wilson
	#jira: UE-33772, UE-33454
	#tests: cooked AI_Test map, editor rename curves

Change 3064735 on 2016/07/26 by Dmitry.Rekman

	Linux: added WebRTC libs.

	- Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc).

	#rb none
	#tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform.

	(Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)

Change 3064727 on 2016/07/26 by Dmitry.Rekman

	Fix crash on cooker exit (UE-33583).

	- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.

	#rb none
	#tests Compiled and ran Linux server and Linux client.

	(Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)

Change 3064725 on 2016/07/26 by Dmitry.Rekman

	Linux: use libc++ instead of libstdc++.

	- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
	- Bundled libc++ 3.8.1 (TPS cleared).
	- Turned off ICU compilation (needs recompile against libc++).
	- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.

	#rb none
	#tests Built and ran a number of Linux targets.

	(Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)

Change 3064572 on 2016/07/26 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 29.2 @ CL 3064545

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3064523 on 2016/07/26 by Jon.Lietz

	Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements.

	#RB none
	#tests BP compiles and stays not dirty
	#codereview dave.ratti@epicgames.com

[CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
Ben Marsh
b59ee3ed20 Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355)
#lockdown Nick.Penwarden
#rb none

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

Change 3088355 on 2016/08/13 by Max.Preussner

	Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)

	#jira UE-34643

Change 3088331 on 2016/08/13 by Max.Preussner

	Media: Fixed Failing to load Precached Media Source (UE-34285)

	#jira UE-34285

Change 3088202 on 2016/08/12 by Zabir.Hoque

	Porting DX12 Fix from MS:

	Update D3D12 RHI for 4.13
	 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.

	#jira UE-0

Change 3088149 on 2016/08/12 by Mark.Satterthwaite

	Duplicate CL #3087991:
	Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
	- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
	- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
	- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
	- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
	- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
	- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
	- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
	- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
	- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
	#jira UE-34315

Change 3088131 on 2016/08/12 by Chris.Babcock

	Fix iterative deploy for new ADB
	#jira UE-34638
	#ue4
	#android

Change 3088106 on 2016/08/12 by Dan.Oconnor

	Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
	#jira UE-34564

Change 3088099 on 2016/08/12 by Zabir.Hoque

	Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.

	#Jira UE-27026

Change 3088072 on 2016/08/12 by Max.Chen

	Sequencer: Level editor camera cut flag is now a one way gate

	This resolves issues to do with the flag being erroneously reset by external forces.

	#jira UE-33875

Change 3088031 on 2016/08/12 by Jeff.Campeau

	Fix WinXP build issues in WmfMedia and SteamVR plugins.

	#jira UE-32421

Change 3088025 on 2016/08/12 by Tom.Looman

	Updated VR Template with new VR device ID blueprint node.

	#jira ue-34592

Change 3088023 on 2016/08/12 by Tom.Looman

	Added PS Move input handling support to VR Template.

	#jira UE-34188

Change 3087989 on 2016/08/12 by Michael.Trepka

	Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.

	#jira UE-34581

Change 3087907 on 2016/08/12 by mason.seay

	New test assets for sub instance testing

	#jira UE-29618

Change 3087812 on 2016/08/12 by Maciej.Mroz

	#jira UE-34247 Nativized UMG assets not visible

	Redone cl#3087726 from Dev-Blueprints

Change 3087810 on 2016/08/12 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
	Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
	Allows one to set the minimum output color from reprojection processing.  Can be used to mitigate certain artifacts (dark smearing, reprojection edges).  See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
	#review-3087760 @nick.whiting
	#jira UEVR-13

Change 3087795 on 2016/08/12 by Mitchell.Wilson

	Added project thumbnail to subway sequencer.
	Added thumbnails to subway sequencer levels.
	Re-saved multiple files to resolve empty engine version and nodeguid warnings.
	#jira UE-34521 UE-34519

Change 3087730 on 2016/08/12 by Michael.Trepka

	Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml

	#jira UE-34548

Change 3087699 on 2016/08/12 by Jeff.Campeau

	Make resource generation fault tolerant of unset config values.

	#jira UE-34614

Change 3087690 on 2016/08/12 by Mitchell.Wilson

	Added a thumbnail for the BlueprintRenderToTarget level.
	#jira UE-34544

Change 3087688 on 2016/08/12 by Marc.Audy

	Fix headshot crash when tearing down physics when not registered
	#jira UE-32935

Change 3087615 on 2016/08/12 by Ben.Woodhouse

	Fix for crash in shadowsetup when frustum is invalid
	#jira UE-33014

Change 3087607 on 2016/08/12 by Max.Chen

	Sequencer: Fix Import/Export FBX

	- Import FBX now maps arbitrary float properties as well as the transform
	- Import/Export FBX now consistently operates on selected nodes or all nodes
	- Fixed exported node names so that they're consistent with Sequencer node names

	#jira UETOOL-534

Change 3087586 on 2016/08/12 by Chris.Babcock

	Add HUAWEI_Mali device model recognition for Vulkan
	#jira UE-34610
	#ue4
	#android

Change 3087529 on 2016/08/12 by Jurre.deBaare

	Fix for crash when start index != 0 and sampling at a different rate
	#jira UE-34637

Change 3087519 on 2016/08/12 by Ben.Marsh

	Pass the -ignorejunk flag on to child UBT instance when running a clean.

Change 3087455 on 2016/08/12 by Jurre.deBaare

	Alembic importer plugin needs proper logo
	#fix Replaced icon with inverted official Alembic logo
	#jira UE-34474

Change 3087360 on 2016/08/12 by Ben.Marsh

	Print out the UBT command line before running it, to help diagnose -ignorejunk problem.

Change 3087285 on 2016/08/12 by Lina.Halper

	- Add which animation it fails to compress
	- Make sure it doesn't go in there unless you have skeleton

	#jira: UE-34490

Change 3087237 on 2016/08/12 by Alex.Delesky

	#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.

Change 3087215 on 2016/08/12 by danny.bouimad

	#jira UE-29618 updated QA-AnimProfiles again...

Change 3087212 on 2016/08/12 by Danny.Bouimad

	#jira UE-29618 updated TM-PhysicalAnimProfiles again

Change 3087200 on 2016/08/12 by Robert.Manuszewski

	Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.

	#jira UE-34373

Change 3087188 on 2016/08/12 by Matthew.Griffin

	Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
	Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually

Change 3087160 on 2016/08/12 by Ben.Marsh

	Propagate the -ignorejunk option when we're building UHT as a child process in UBT.

Change 3087148 on 2016/08/12 by Ben.Marsh

	Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.

Change 3087143 on 2016/08/12 by Danny.Bouimad

	#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.

Change 3087140 on 2016/08/12 by Steve.Robb

	GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs

	I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...

	#jira UE-29286

Change 3087139 on 2016/08/12 by Steve.Robb

	Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
	This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.

	#jira UE-31575

Change 3087107 on 2016/08/12 by Jurre.deBaare

	Alembic Import with empty first frame will cause the editor to crash
	#jira UE-34515
	#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
	#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
	#misc check condition fix in Runnable
	#misc log now adds new page named after the imported Alembic file

Change 3087079 on 2016/08/12 by Dmitriy.Dyomin

	Fixed: Corrupted level package on loading cooked content
	#jira UE-34591

Change 3087063 on 2016/08/12 by James.Cobbett

	#jira UE-29618 Submitting test assets for Alembic Importer

Change 3087048 on 2016/08/12 by Matthew.Griffin

	Changed Launcher Samples to create aggregate from property to avoid error in preflights
	Only notify about Launcher Samples trigger in non-preflight builds

Change 3086985 on 2016/08/12 by Maciej.Mroz

	#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]

	Redone cl#3083825 from Dev-Blueprints

Change 3086960 on 2016/08/12 by Matthew.Griffin

	Prevent Build DDC command from making DDC for platforms that aren't supported by project
	#jira UEB-698

Change 3086945 on 2016/08/12 by Dmitriy.Dyomin

	Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
	#jira UE-18291

Change 3086904 on 2016/08/11 by Lina.Halper

	Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f

	#jira: UE-34570

Change 3086891 on 2016/08/11 by Lina.Halper

	DUPEFIX: CL 3086544 from Michael Noland

	Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
	#jira UE-34223
	#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
	#tests (from Lina H) started the test project from JIRA and PIE, and no crash.

Change 3086837 on 2016/08/11 by Nick.Whiting

	Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread().  This allows skel controls to use orientation and position with parallel animation

	#jira UE-32564

Change 3086797 on 2016/08/11 by Dmitry.Rekman

	Linux: fix crash on editor exit (UE-30795, UE-7519).

	- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.

	#jira UE-30795

Change 3086735 on 2016/08/11 by Richard.TalbotWatkin

	Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
	#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash

Change 3086726 on 2016/08/11 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements : 2DVR
	2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
	-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
	#jira UEVR-13
	#review-3086004 @chad.taylor @nick.whiting

Change 3086652 on 2016/08/11 by Dmitry.Rekman

	Linux: re-enable ICU (UE-34012).

	- Built static libs against libc++; disabled using dynamic ones.
	- Fixes lack of rich text formatting.

	#jira UE-34012

Change 3086648 on 2016/08/11 by Nick.Whiting

	Adding support for getting the HMD Device name from code / blueprints

	#jira UE-31785

Change 3086589 on 2016/08/11 by Chad.Taylor

	Fixing Vive resolution on packaged builds

	#jira UE-34535

Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt

	Fix skeletal mesh LODs not being imported correctly.  All meshes were imported to the base LOD instead.

	#jira UE-34397

Change 3086529 on 2016/08/11 by Marc.Audy

	Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
	#jira UE-34287

Change 3086376 on 2016/08/11 by Peter.Sauerbrei

	remove cached file handle from iOS and Android to save memory during loads
	#jira UE-31720

Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt

	Guard against crash with corrupted editor layouts

	#jira UE-34364

Change 3086345 on 2016/08/11 by Dan.Oconnor

	ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
	#jira UE-34380

Change 3086272 on 2016/08/11 by Cody.Albert

	Updating First Person templates to fix cook errors

	#jira UE-22726

Change 3086259 on 2016/08/11 by Nick.Whiting

	Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used

	#jira UE-31617

Change 3086202 on 2016/08/11 by Marcus.Wassmer

	Duplicate 3086176 to fix broken shaderpipelines on PS4
	#jira UE-34540

Change 3086080 on 2016/08/11 by mason.seay

	Test animbp for sub anim instances

	#jira UE-29618

Change 3086062 on 2016/08/11 by Tom.Looman

	Migrate from //depot/usr/ into Release-4.13 for VR Template.

	#jira ue-34533

Change 3086032 on 2016/08/11 by Mike.Beach

	Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).

	#jira UE-34350

Change 3086025 on 2016/08/11 by Olaf.Piesche

	#jira UE-32058

	Replicating fix from 3050352

Change 3085969 on 2016/08/11 by John.Pollard

	CIS fix

	#jira UE-30516

Change 3085819 on 2016/08/11 by Jurre.deBaare

	bForceOneSmoothingGroup not working for skeletal meshes
	#fix Added check for forced smoothing group and calculate normals accordingly
	#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
	#jira UE-34555

Change 3085799 on 2016/08/11 by Ben.Marsh

	Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.

Change 3085763 on 2016/08/11 by Daniel.Lamb

	Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
	#jira UE-34442

Change 3085717 on 2016/08/11 by Dmitry.Rekman

	Linux: better messaging around Steam initialization (UE-32052).

	- Also added a standalone test.

	#jira UE-32052

Change 3085715 on 2016/08/11 by Chris.Bunner

	Dropped check to an ensure as there's existing handling for invalid assets in that case.
	#jira UE-23902

Change 3085714 on 2016/08/11 by Olaf.Piesche

	#jira UE-30398

	Fix offset added to particle collision locations.

	 Replicated from 3084645 in Dev-Rendering

Change 3085713 on 2016/08/11 by Chris.Babcock

	Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
	#jira UE-33840
	#ue4
	#android
	#ios
	#opengl

Change 3085711 on 2016/08/11 by Olaf.Piesche

	#jira UE-34106
	#jira UE-32784
	#jira UE-31198

	Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)

	Replicated from 3083909 in Dev-Rendering

Change 3085707 on 2016/08/11 by Matthew.Griffin

	Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue

Change 3085656 on 2016/08/11 by Marc.Audy

	PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
	#jira UE-32418
	#jira UE-33617

Change 3085641 on 2016/08/11 by Lina.Halper

	Fixed  invalid compressed track data

	- need a better solution and added ticket for 4.14 - UE-34547

	#jira: UE-34077

Change 3085606 on 2016/08/11 by Max.Preussner

	Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)

	#jira UE-34381

Change 3085568 on 2016/08/11 by Maciej.Mroz

	#jira UE-34436 Ensures when copy/pasting linked anim bp nodes

	FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).

Change 3085532 on 2016/08/11 by Peter.Sauerbrei

	fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
	#jira UE-30335

Change 3085528 on 2016/08/11 by Max.Chen

	Sequence Recorder: Fix crash when actor class to record is null.

	#jira UE-34543

Change 3085418 on 2016/08/11 by Maciej.Mroz

	#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults

	Redone cl#3084313 from Dev-Blueprints

Change 3085395 on 2016/08/11 by John.Pollard

	Don't allow hot-reloading if we're running PIE instances

	#jira UE-30516

Change 3085377 on 2016/08/11 by Tom.Looman

	Added StarterMap (WIP) to resolve JIRA.

	#jira ue-34311

Change 3085364 on 2016/08/11 by Ben.Woodhouse

	Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.

	#jira UE-28561

Change 3085341 on 2016/08/11 by Dmitriy.Dyomin

	Fixed: Creating Launcher Profile does not always shows all project available maps
	#jira UE-33765

Change 3085336 on 2016/08/11 by Andrew.Rodham

	Sequencer: Runtime instances are no longer updated when bluprints are recompiled

	This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register

	#jira UE-34499

Change 3085332 on 2016/08/11 by Dmitriy.Dyomin

	Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
	#jira UE-26868

Change 3085331 on 2016/08/11 by Ben.Woodhouse

	Fix for threading related crash with precomputed lighting volumes
	#jira UE-34531

Change 3085323 on 2016/08/11 by Allan.Bentham

	Remove android specific vulkan hack to recreate depth buffer's imageview.
	#jira UE-33593
	#jira UE-33336

Change 3085313 on 2016/08/11 by Thomas.Sarkanen

	StopRecordingAnimation now uses the same maing logic as RecordAnimation

	This prevents inconsisten behaviour between record and stop record commands

	#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor

Change 3085301 on 2016/08/11 by Allan.Bentham

	Only allow gaussian DoF on mobile. Disable DoF for all other types.
	#jira UE-34217

Change 3085292 on 2016/08/11 by Thomas.Sarkanen

	Revert change to force shipping dlls in shipping builds

	#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration

Change 3085291 on 2016/08/11 by Matthew.Griffin

	Added nodes for Linux Editor, DDC and installed build
	Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products

Change 3084973 on 2016/08/10 by Jeff.Campeau

	Use relative settings for ShooterGame manifest
	Package creation checks Xbox One target settings in Engine instead of Game config

	#jira UE-33808

Change 3084932 on 2016/08/10 by patrickr.donovan

	#jira UE-29618
	SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.

Change 3084886 on 2016/08/10 by Daniel.Wright

	Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
	#jira UE-33238

Change 3084878 on 2016/08/10 by Jeff.Campeau

	UFE launch command is generated with all devices requested instead of just the first.

	#jira UE-34302

Change 3084860 on 2016/08/10 by Dmitry.Rekman

	Fix CrashReportClient crashing on start (UE-32976, UE-34451).

	- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.

	#jira UE-32976

Change 3084756 on 2016/08/10 by Dmitry.Rekman

	Linux: clean-up compiler settings logic (UE-22715).

	- Includes parts of pull request #1704 by zaps166.
	- Disables exceptions in most builds.

	#jira UE-22715

Change 3084679 on 2016/08/10 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3084475

	Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
	#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server

Change 3084614 on 2016/08/10 by Daniel.Wright

	Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
	Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
	Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
	#jira UE-34321

Change 3084607 on 2016/08/10 by Jeremiah.Waldron

	Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
	Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur

	Relates to:
	#jira UE-34283

Change 3084586 on 2016/08/10 by Jeff.Campeau

	Chunks don't assume they're done downloading at 100%.

	#jira UE-34386

Change 3084552 on 2016/08/10 by Lina.Halper

	Fix GetWorldFromContextObject to be used for another thread safer

	: Guard to modify static variabls by another thread

	#jira: UE-34416

Change 3084551 on 2016/08/10 by Mitchell.Wilson

	Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
	Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
	#jira UE-32855

Change 3084535 on 2016/08/10 by Mike.Beach

	Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.

	#jira UE-34378

Change 3084526 on 2016/08/10 by Jeff.Campeau

	Update XDK to August 2016

	#jira UEPLAT-1374

Change 3084471 on 2016/08/10 by John.Pollard

	Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>

	#jira UE-34295

Change 3084363 on 2016/08/10 by Marc.Audy

	Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
	#jira UE-34101

Change 3084231 on 2016/08/10 by Michael.Trepka

	Fixed a problem with the search box in blueprint context menu not getting focus on Mac

	#jira UE-20884

Change 3084229 on 2016/08/10 by Dmitry.Rekman

	Linux: remove hardcoded staged files (UE-24594).

	#jira UE-24594

Change 3084215 on 2016/08/10 by Chris.Bunner

	Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
	#jira UE-31936

Change 3084052 on 2016/08/10 by Jurre.deBaare

	Alembic skeletal mesh importer does not calculate correct smoothing groups
	#fix follow same routine as regular smoothing group/normal calculation
	#jira UE-34493

Change 3084029 on 2016/08/10 by Phillip.Kavan

	[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.

	Mirrored from //UE4/Dev-Blueprints (CL# 3082839).

	#jira UE-34458

Change 3084027 on 2016/08/10 by Ben.Woodhouse

	Fix for crash when applying BSP materials
	This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.

	The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
	#jira UE-31460

Change 3083981 on 2016/08/10 by Matthew.Griffin

	Set Localization branch for Localise command to release version when running in the Release Branch
	#jira UE-34471

Change 3083970 on 2016/08/10 by Max.Preussner

	PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)

	#jira UE-33481

Change 3083918 on 2016/08/10 by Matthew.Griffin

	Exclude UBT generated files from the installed build

Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt

	Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material

	#jira UE-34360

Change 3083890 on 2016/08/10 by Matthew.Griffin

	Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
	Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
	#jira UE-34401

Change 3083873 on 2016/08/10 by Dmitry.Rekman

	CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).

	#jira UE-34478

Change 3083862 on 2016/08/10 by Mitchell.Wilson

	Rebuilt lighting on Advanced_Lighting level in Samples Content
	#jira UE-34383

Change 3083792 on 2016/08/10 by Benn.Gallagher

	PR #2671: Fix sub instance curve values. (Contributed by tmiv)
	PR #2668: Sub inst post anim fix (Contributed by tmiv)
	#jira UE-34162
	#jira UE-34121

Change 3083775 on 2016/08/10 by Kevin.Rushin

	QAGame - Updating VRLatency Testmap, Can freelook
	#jira UE-29618

Change 3083771 on 2016/08/10 by Robert.Manuszewski

	Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.

	#jira UE-34371

Change 3083742 on 2016/08/10 by Lee.Clark

	4.13 - PS4 - Fix memory allocation sizes

	#jira UE-33270

Change 3083732 on 2016/08/10 by Ben.Marsh

	Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.

Change 3083690 on 2016/08/10 by Dmitriy.Dyomin

	Fixed: Foliage instances are not included when exporting a scene to FBX
	#jira UE-34214

Change 3083654 on 2016/08/10 by Keith.Judge

	Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().

	#jira UE-23059

Change 3083646 on 2016/08/10 by Thomas.Sarkanen

	Use shipping PhysX libs for installed builds

	Copy fix from UE4Game.Target.cs to apply to all packaged games

	#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration

Change 3083527 on 2016/08/10 by Dmitriy.Dyomin

	Fixed: Warning upon Undo/redo-ing of sculpting the landscape
	#jira UE-34443

Change 3083502 on 2016/08/10 by Dmitriy.Dyomin

	Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
	#jira UE-34417

Change 3083349 on 2016/08/09 by Daniel.Wright

	Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
	#jira UE-31181

Change 3083167 on 2016/08/09 by Chad.Taylor

	Null deref crash fix

	#jira UE-33830

Change 3083144 on 2016/08/09 by Zabir.Hoque

	Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.

	#jira UE-32980

Change 3083136 on 2016/08/09 by Chad.Taylor

	Stripping out egregious log spam

	#jira UE-34181

Change 3083116 on 2016/08/09 by John.Billon

	Defaulting r.D3D.RemoveUnusedInterpolators to on.
	#Jira UE-34461

Change 3083114 on 2016/08/09 by John.Billon

	Fixing static analysis warning in NullRHI.
	#Jira UE-34462

Change 3083070 on 2016/08/09 by Dmitry.Rekman

	PR #2516: CMake improvements and fixes (UE-22233, UE-32136).

	- Contributed by Nihlus.
	- Contains PR #1668 by mgerhardy

	Summary of changes (from PR):

	- Fixed an issue where CMake build files would contain invalid targets
	- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
	- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
	- Improved code readability throughout the generator. Can still use some more polish.
	- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
	- Improved commenting throughout the generator. As with readability, can still use some more polish.
	- Removed unused using statements.
	- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
	- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.

	#jira UE-22233

Change 3082999 on 2016/08/09 by Jeremiah.Waldron

	Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
	#jira UE-34457

Change 3082993 on 2016/08/09 by mason.seay

	Fixed level BP error and updated Reverb asset

	#jira UE-29618

Change 3082981 on 2016/08/09 by Peter.Sauerbrei

	disable roughness calculation for iOS metal
	#jira UE-31815

Change 3082912 on 2016/08/09 by Chris.Babcock

	Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
	#jira UE-34432
	#ue4
	#android

Change 3082875 on 2016/08/09 by Chris.Bunner

	Lowered verbosity of mesh build warning when using MikkTSpace.
	#jira UE-23903

Change 3082867 on 2016/08/09 by Trung.Le

	VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
	#jira UE-34227

Change 3082818 on 2016/08/09 by Mike.Beach

	Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).

	#jira UE-34430

Change 3082794 on 2016/08/09 by Lukasz.Furman

	fixed gameplay debugger extensions activating during simulate in editor
	#jira UE-33343

Change 3082760 on 2016/08/09 by Jamie.Dale

	Scene viewports are now centered when re-entering windowed mode

	#jira UE-32842

Change 3082744 on 2016/08/09 by Mitchell.Wilson

	Resaving assets to resolve empty engine version warnings.
	#jira UE-29746

Change 3082728 on 2016/08/09 by Ben.Marsh

	BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.

	#jira UE-34329

Change 3082686 on 2016/08/09 by Marc.Audy

	If the GameMode is not carried over as part of a seamless travel create it.
	#jira UE-25569

Change 3082663 on 2016/08/09 by John.Billon

	Fixed SubUVAnimation asset crash when texture source is cleared.
	#Jira UE-34231

Change 3082650 on 2016/08/09 by John.Billon

	Changed an ensure the NullRHI dealing with memory allocation to be a log message.
	#Jira UE-32362

Change 3082644 on 2016/08/09 by Maciej.Mroz

	#jira UE-34240 Match 3 nativization failure

	Redone cl3082121 from Dev-Blueprints

Change 3082633 on 2016/08/09 by Maciej.Mroz

	#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]

	Redone cl3082414 from Dev-Blueprints

Change 3082606 on 2016/08/09 by Michael.Trepka

	Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.

	#jira UE-34276

Change 3082579 on 2016/08/09 by Benn.Gallagher

	CIS fix, missed removing a few #ifs
	#jira UE-29180

Change 3082525 on 2016/08/09 by Tom.Looman

	Removed Android from supported platforms in VR Template.

	#jira UE-34189

Change 3082523 on 2016/08/09 by Tom.Looman

	Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
	Fixed typo in level text.

	#JIRA UE-34422

Change 3082504 on 2016/08/09 by Jurre.deBaare

	Crash importing alembic asset over itself after saving it in Content Browser
	#fix Trivial nullptr + isValid fix
	#jira UE-34418

Change 3082433 on 2016/08/09 by Tom.Looman

	Updated list of supported platforms.

	#jira UE-34189

Change 3082423 on 2016/08/09 by Mitchell.Wilson

	Resaving levels to resolve MikkTSpace warnings
	Updating collision on SM_Floor_Round
	#jira UE-30786

Change 3082361 on 2016/08/09 by Keith.Judge

	Xbox One - Fix a controller disconnection crash.

	- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
	- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
	- Possibly a VS2015 Update 3 bug.

	#jira UE-33955

Change 3082341 on 2016/08/09 by Mitchell.Wilson

	Reimporting SM_GodRay_Plane
	Resaving levels to resolve MikkTSpace warnings
	Resaving multiple materials to resolve warnings
	#jira UE-34212

Change 3082313 on 2016/08/09 by Matthew.Griffin

	Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)

Change 3082294 on 2016/08/09 by Jurre.deBaare

	Crash when importing an Alembic file with Materials as a different asset type than one that already exists
	#fix Ensure that we have a valid material to assign to the assets
	#jira UE-34377

Change 3082291 on 2016/08/09 by Jurre.deBaare

	Unable to save Alembic asset with materials after importing more than once
	#fix Make sure we delete referenced transient materials if they are not used
	#jira UE-34400

Change 3082290 on 2016/08/09 by Jurre.deBaare

	Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
	#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
	#jira UE-34392

Change 3082274 on 2016/08/09 by Benn.Gallagher

	Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
	#jira UE-29780

Change 3082273 on 2016/08/09 by Benn.Gallagher

	Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
	#jira UE-30827

Change 3082270 on 2016/08/09 by Benn.Gallagher

	Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
	#jira UE-29180

Change 3082257 on 2016/08/09 by Jurre.deBaare

	Auto align floor mesh does not work in Persona
	#fix Readded functionality for the auto alignment :)
	#jira UE-34404

Change 3082239 on 2016/08/09 by Peter.Sauerbrei

	make sure IPP and supporting dlls are all 64-bit
	#jira UE-34408

Change 3082225 on 2016/08/09 by Mitchell.Wilson

	Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
	Reimporting SM_GodRay_Plane
	Saving all levels to resolve MikkTSpace warnings.
	#jira UE-30787

Change 3082222 on 2016/08/09 by Rolando.Caloca

	UE4.13 - Fix crash on opengl3
	- Load proper shader map depending on feature level
	- int interpolators require nointerpolation modifier
	#jira UE-33879

Change 3082221 on 2016/08/09 by Benn.Gallagher

	Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
	#jira UE-34384

Change 3082179 on 2016/08/09 by Ben.Woodhouse

	Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
	#jira UE-31461

Change 3082170 on 2016/08/09 by Graeme.Thornton

	Manual copy of CL 3078836 from Dev-Core to Release-4.13

	Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading

	#jira UE-33909

Change 3082169 on 2016/08/09 by Graeme.Thornton

	Make FLauncherTasks have unique names so we don't end up with stat name collisions

	#jira UE-33849

Change 3082163 on 2016/08/09 by Matthew.Griffin

	Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
	Added Checks for files that might not exist when creating Installed Build from Github etc.
	Tag the published installed build zips
	#jira UE-34249

Change 3082139 on 2016/08/09 by Ben.Marsh

	BuildGraph: Allow writing a schema without passing a script in.

Change 3082109 on 2016/08/09 by Thomas.Sarkanen

	Fixed blendspaces producing bad data when degenerate spaces are present

	Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.

	#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph

Change 3082080 on 2016/08/09 by Matthew.Griffin

	Added notifications for available triggers

Change 3082054 on 2016/08/09 by Allan.Bentham

	Quality level override changes to high QL are now correctly picked up.
	#jira UE-22812

Change 3082049 on 2016/08/09 by Allan.Bentham

	Update shaders when mobile preview device is changed.
	#jira UE-22810

Change 3081866 on 2016/08/09 by Max.Chen

	Fbx Export: Fix build.

	#jira UETOOL-750

Change 3081863 on 2016/08/09 by Max.Chen

	Fbx Export: Fix level sequence fbx export.

	- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
	- Fix setting  rich curve tangents and interpolation modes.
	- Fix camera focal length export.

	#jira UETOOL-750

Change 3081823 on 2016/08/08 by Dmitriy.Dyomin

	Fixed: Crash when simulating in editor with a landscape actor selected
	#jira UE-34367
	#coderview Gareth.Martin

Change 3081647 on 2016/08/08 by Chad.Taylor

	OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport

	#jira UE-34352

Change 3081645 on 2016/08/08 by Zak.Middleton

	#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.

	#jira UE-30178

Change 3081639 on 2016/08/08 by Tyler.Cole

	Update build scripts for WEX MCP in UE4 Release-4.13 stream.

	#jira NONE-0

Change 3081616 on 2016/08/08 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements
	-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
	-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
	#jira UEVR-13
	#review-3081284 @chad.taylor @nick.whiting

Change 3081597 on 2016/08/08 by Tyler.Cole

	Update build scripts for Ocean MCP in UE4 Release-4.13 stream.

	#jira NONE-0

Change 3081476 on 2016/08/08 by Tyler.Cole

	Update build script for UE4 Release-4.13 stream Fortnite MCP.

	#jira NONE-0

Change 3081397 on 2016/08/08 by Josh.Adams

	- Fixing more linux case issues in UT
	#jira ue-33478

Change 3081391 on 2016/08/08 by Mitchell.Wilson

	Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
	#jira UE-33843

Change 3081383 on 2016/08/08 by Aaron.McLeran

	#jira UE-34081

	Implementing CL 3076637 into 4.13

	#tests run a procedural sound wave object test

Change 3081337 on 2016/08/08 by Aaron.McLeran

	#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay

	- OR-26580
	- Implementing CL 3071258 to 3.13

	#tests ran paragon with change, no crashes

Change 3081335 on 2016/08/08 by Max.Preussner

	WmfMedia: Fixed memory leak in source resolver (UE-34385)

	#jira UE-34385

Change 3081320 on 2016/08/08 by Max.Preussner

	WmfMedia: Fixed typo (UE-32421)

	#jira UE-32421

Change 3081276 on 2016/08/08 by Mitchell.Wilson

	Resaving asset to resolve MikkTSpace warning.
	#jira UE-31116

Change 3081269 on 2016/08/08 by Dan.Oconnor

	Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
	#jira UE-34324

Change 3081052 on 2016/08/08 by Dan.Oconnor

	Making a change to test UE-34324
	#jira UE-34324

Change 3081026 on 2016/08/08 by Daniel.Wright

	Added a heightfield painting example to BlueprintRenderToTarget content example
	#jira UE-34323

Change 3081025 on 2016/08/08 by Daniel.Wright

	CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
	#jira UE-34321

Change 3081023 on 2016/08/08 by Aaron.McLeran

	#jira UE-34325 Implementing 3080958 in 4.13

	- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
	- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.

	#tests ran repro case described in bug several times without crashing (was 100% repro)

Change 3081020 on 2016/08/08 by Dan.Oconnor

	Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
	#jira UE-26310

Change 3081010 on 2016/08/08 by Dan.Oconnor

	Fix for losing root transform when recycling objects
	#jira UE-28398

Change 3080972 on 2016/08/08 by Mark.Satterthwaite

	Duplicate CL #3080684:
	Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
	#jira UE-21857

Change 3080971 on 2016/08/08 by Mark.Satterthwaite

	Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
	#jira UE-34355

Change 3080923 on 2016/08/08 by Michael.Trepka

	When archiving on for Mac delete the dest icon if it exists before trying to call File.Move

	#jira UE-33304

Change 3080919 on 2016/08/08 by samuel.proctor

	Revised assets for Blueprint Debugging tests

	#jira UE-29618

Change 3080878 on 2016/08/08 by Ben.Marsh

	Fix sample build timeouts due to generating DDC using installed engine builds taking too long.

	* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
	* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.

Change 3080849 on 2016/08/08 by Marc.Audy

	Always stop matinee sounds when jumping around, not just if the sound changed.
	#jira UE-31447

Change 3080843 on 2016/08/08 by Ben.Marsh

	BuildGraph: Fix compile error due to duplicated variable name.

Change 3080840 on 2016/08/08 by Max.Chen

	Fbx: Fix rich curve export being exported at the incorrect times when baked.

	#jira UETOOL-750

Change 3080824 on 2016/08/08 by Max.Chen

	Sequencer: Revert fix root component structure for level sequence actor.

	#jira UE-34354

Change 3080819 on 2016/08/08 by Chad.Taylor

	Merging Move and Vive haptic implementation from Dev-VR to Release-4.13

	#jira UE-27886

Change 3080818 on 2016/08/08 by Jurre.deBaare

	Crash when importing the same Alembic file but as a different Asset Type
	#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
	#misc Typo
	#jira UE-34293

Change 3080817 on 2016/08/08 by Jurre.deBaare

	Crash when importing an Alembic file with Materials if it already exists
	#fix Only create materials if they don't already exist
	#jira UE-34300

Change 3080814 on 2016/08/08 by Jurre.deBaare

	Crash when importing Alembic files as Skeletal Mesh
	#fix Set the NumVertices variable that was re-added :)
	#misc removed dead code
	#jira UE-34288

Change 3080813 on 2016/08/08 by Jurre.deBaare

	[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
	#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
	#jira UE-34294

Change 3080797 on 2016/08/08 by Dmitriy.Dyomin

	Fix: Crash opening levels with landscape in them via the command console in standalone game
	#jira UE-34348

Change 3080784 on 2016/08/08 by Jamie.Dale

	We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)

	#jira UE-34298

Change 3080734 on 2016/08/08 by Matthew.Griffin

	Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent

Change 3080685 on 2016/08/08 by Peter.Sauerbrei

	fix for crash on tvOS and iOS when launching a project
	#jira UE-34005

Change 3080683 on 2016/08/08 by Matthew.Griffin

	Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built

Change 3080681 on 2016/08/08 by Matthew.Griffin

	Corrected path separators for Mac DDC location, which was preventing it from being included in installed build

Change 3080675 on 2016/08/08 by Robert.Manuszewski

	Fixing CIS on Clang platforms
	#jira UE-34025

Change 3080674 on 2016/08/08 by Ben.Woodhouse

	Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507

	#jira UE-32651

Change 3080594 on 2016/08/08 by Keith.Judge

	Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.

	#jira UE-31607

Change 3080573 on 2016/08/08 by Martin.Wilson

	Fix Root Motion from Everything blending incorrectly when using layered blend per bone

	#Jira UE-17815

Change 3080517 on 2016/08/08 by James.Golding

	PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
	#jira UE-34299, UE-34279

Change 3080512 on 2016/08/08 by Benn.Gallagher

	Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
	#jira UE-34137

Change 3080510 on 2016/08/08 by Max.Preussner

	WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)

	#jira UE-32421

Change 3080509 on 2016/08/08 by Robert.Manuszewski

	Added more detailed message when TArray's BulkSerialize fails.

	#jira UE-34025

Change 3080506 on 2016/08/08 by Allan.Bentham

	Do not set render target if there are no modulated shadows.
	#jira UE-33252

Change 3080498 on 2016/08/08 by Keith.Judge

	Fix D3D12.x link error.

	#jira UE-34322

Change 3080493 on 2016/08/08 by Matthew.Griffin

	Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
	#jira UE-34073

Change 3080490 on 2016/08/08 by Maciej.Mroz

	#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match

	Redone cl# 3080484

Change 3080462 on 2016/08/08 by Allan.Bentham

	Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
	Fix initialisation errors introduced in CL 3070035.

	#jira UE-34099

Change 3080242 on 2016/08/07 by Max.Chen

	Sequencer: Fix to allow deleting spawnables from the viewport

	#jira UE-28523

Change 3080241 on 2016/08/07 by Dmitriy.Dyomin

	Fixed: StartCameraFade not fading camera when MobileHDR is off
	#jira UE-34143

Change 3079990 on 2016/08/06 by andrew.porter

	Changing defaults on some settings on M_Details for test case.

	#jira UE-29618

Change 3079989 on 2016/08/06 by andrew.porter

	Setting two sided off on M_Details material

	#jira UE-29618

Change 3079986 on 2016/08/06 by phillip.patterson

	Updated QA-Foliage for test case

	#jira UE-29618

Change 3079984 on 2016/08/06 by andrew.porter

	Adding test content for using sprites in UMG

	#jira UE-29618

Change 3079879 on 2016/08/05 by Dmitry.Rekman

	Remove HITCHHUNTER logspam from release UE (UE-30959).

	#tests Compiled the UE4Editor.
	#jira UE-30959

Change 3079815 on 2016/08/05 by Tyler.Cole

	Set dependencies for Orion MCP in UE4 Release-4.13 stream.

	#jira NONE-0

Change 3079808 on 2016/08/05 by Daniel.Wright

	BlueprintRenderToTarget content example map with interactable fluid surface
	#jira UE-34323

Change 3079746 on 2016/08/05 by Daniel.Wright

	Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
	New blueprint function CreateRenderTarget2D
	#jira UE-34321

Change 3079569 on 2016/08/05 by Mitchell.Wilson

	Updating template tutorials after assets were moved to new folders
	#jira UE-34139

Change 3079546 on 2016/08/05 by Ian.Shadden

	#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6

	#jira UE-34316

Change 3079542 on 2016/08/05 by Mark.Satterthwaite

	Duplicate CL #3079503:
	Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
	#jira UE-33856

Change 3079472 on 2016/08/05 by Peter.Sauerbrei

	fix for remote server name being empty stopping a build for a BP project in binary
	fix for several error messages from platform requirements not stopping a build
	#jira UE-34213

Change 3079453 on 2016/08/05 by Benjamin.Hyder

	Updating QA_Materials to include Material Details example

	#jira UE-29618

Change 3079389 on 2016/08/05 by Gareth.Martin

	Missing file from CL 3079376:
	Tessellate Landscape only in highest landscape LOD
	Fix incorrect UV coordinates when tessellation is enabled
	#jira UE-14253
	#jira UE-20405

Change 3079384 on 2016/08/05 by Michael.Trepka

	PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)

	#jira UE-29358

Change 3079376 on 2016/08/05 by Gareth.Martin

	Tessellate Landscape only in highest landscape LOD
	Fix incorrect UV coordinates when tessellation is enabled
	#jira UE-14253
	#jira UE-20405

Change 3079365 on 2016/08/05 by Peter.Sauerbrei

	fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
	#jira UE-34192

Change 3079361 on 2016/08/05 by Ryan.Vance

	#jira UE-34297
	Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)

Change 3079349 on 2016/08/05 by Mason.Seay

	Deleting unneeded assets

	#jira UE-29618

Change 3079306 on 2016/08/05 by Peter.Sauerbrei

	IPP is now built as a 64-bit executable
	#jira UE-26393

Change 3079303 on 2016/08/05 by Peter.Sauerbrei

	PR2018 - disable user input request from ssh courtesy of Teivaz
	#jira UE-26393

Change 3079276 on 2016/08/05 by mason.seay

	Extended Line Trace For Convenient

	#jira UE-29618

Change 3079274 on 2016/08/05 by Alex.Delesky

	#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.

Change 3079273 on 2016/08/05 by Max.Chen

	Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.

	#jira UE-34301

Change 3079254 on 2016/08/05 by Ori.Cohen

	Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.

	#JIRA UE-34224

Change 3079242 on 2016/08/05 by Nick.Darnell

	Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.

	#jira UE-34304

Change 3079129 on 2016/08/05 by Jurre.deBaare

	#jira UE-34278
	#fix Changed reimport path to be the same as geometry cache / skeletal mesh
	Unable to reimport Alembic static meshes

	#jira UE-34292
	#fix Handle cancelled situation during reimport ui interaction
	Cancelling the reimport of an Alembic file seems to confirm the action

	#jira UE-34288
	#fix Possible fix, flush rendering commands before importing
	Crash when importing Alembic files as Skeletal Mesh

	#jira UE-34282
	#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
	"Failed to Import" message when clicking Cancel on the Alembic Import Message

Change 3079127 on 2016/08/05 by Marc.Audy

	Properly clean up all worlds when ending PIE while a seamless transition is active
	#jira UE-33863

Change 3079107 on 2016/08/05 by Mike.Beach

	Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).

	#jira UE-30548

Change 3079093 on 2016/08/05 by Jurre.deBaare

	Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
	#fix Hide the environment and sky when showing vertex colours
	#jira UE-34251

	Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
	#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
	#jira UE-34206

Change 3079090 on 2016/08/05 by Jurre.deBaare

	Bad performance when changing (slider) values for the advanced preview scene
	#fix Could not repro but added some more check if update needed checks
	#jira UE-33496

	Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
	#fix Add the rotational delta for the sky to the directional light rotation
	#jira UE-34108

Change 3079088 on 2016/08/05 by Jurre.deBaare

	Alembic Cache Importer option for Hard Edge Angle Threshold does not work
	#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
	#jira UE-34127

Change 3079040 on 2016/08/05 by Max.Preussner

	MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)

	Also made class properties blueprint read-writable

	#jira UE-34290

Change 3078958 on 2016/08/05 by Marc.Audy

	Don't ever reregister child actor components
	Don't destroy child actors when hiding a level
	#jira UE-31038

Change 3078954 on 2016/08/05 by ryan.brucks

	#jira ue-00001  Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL

Change 3078952 on 2016/08/05 by Phillip.Kavan

	[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.

	change summary:
	- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.

	#jira UE-34085, UE-34169

Change 3078912 on 2016/08/05 by Andrew.Rodham

	Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified

	#jira UE-33875

Change 3078900 on 2016/08/05 by Lauren.Ridge

	Fix for small Vive HMD movements entering VR mode

	#jira UE-33970

Change 3078880 on 2016/08/05 by Jack.Porter

	Cannot set GenerateOverlapEvents flag on Landscape
	#jira UE-9055

Change 3078879 on 2016/08/05 by Lee.Clark

	PS4 - Fix corrupted debuffer decals
	(CMask wasn't getting decoded correctly)

	#jira UE-34273

Change 3078871 on 2016/08/05 by Steve.Robb

	Fix for changes to UObject*s in property boxes.

	#jira UE-29596

Change 3078857 on 2016/08/05 by Max.Chen

	Sequencer: Set Fixed frame interval playback to false by default.

	#jira UE-34272

Change 3078850 on 2016/08/05 by mason.seay

	Updated map to test physics mesh, added comments to level BP

	#jira UE-29618

Change 3078795 on 2016/08/05 by Andrew.Rodham

	Sequencer: Fixed spawnables not responding to blueprint reinstance events

	This ultimately left spawnable bindings broken, and an unreachable object in the world

	#jira UE-31635

Change 3078786 on 2016/08/05 by Robert.Manuszewski

	Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.

	#jira UE-33872

Change 3078782 on 2016/08/05 by Andrew.Rodham

	Sequencer: Fixes to "Create Camera Here" functionality

	Fixed crash when undoing the "Create Camera Here" operation.
	Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
	Fixed issues when the cursor was outside of the play range

	#jira UE-33127

Change 3078737 on 2016/08/05 by Andrew.Rodham

	Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
	#jira UE-34256

Change 3078722 on 2016/08/05 by Ben.Woodhouse

	Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
	#jira UE-34269

Change 3078620 on 2016/08/05 by Dmitriy.Dyomin

	Fixed: SunTemple geometry has rendering artifacts on low end devices
	[Android_Low] devices will use 'Low' material quality level
	#jira UE-22455

Change 3078584 on 2016/08/05 by James.Golding

	Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
	#jira UE-33675

Change 3078565 on 2016/08/05 by Jack.Porter

	Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.

	#jira UE-33842

Change 3078564 on 2016/08/05 by James.Golding

	Fix display name for bSupportUVFromHitResults to fix missingspace
	#jira UE-34248

Change 3078542 on 2016/08/05 by Yannick.Lange

	VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
	#jira UE-32839

Change 3078541 on 2016/08/05 by Yannick.Lange

	VR Editor :  Fix linux compile error from VREditorAvatarActor
	#jira UE-34215

Change 3078396 on 2016/08/04 by Max.Chen

	Sequencer: Invalidate playback context when map changes.

	#jira UE-34256

Change 3078291 on 2016/08/04 by Jeff.Campeau

	RHI compress/decompress return success/failure
	Failure falls back to software method
	D3D12 for Xbox One still needs implementation

	#jira UE-31363

Change 3078131 on 2016/08/04 by Chris.Babcock

	Deal with missing Android movie framerate by defaulting to 30 if not available
	#jira UE-34208
	#ue4
	#android

Change 3078084 on 2016/08/04 by John.Billon

	Disabled AMD hacks Cvars that aren't needed anymore.
	#Jira UE-30772

Change 3078083 on 2016/08/04 by John.Billon

	Consolidated  ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
	Added a couple of more ensures when allocating render targets.
	Added log message when changing feature levels.
	#Jira UE-32536
	#Jira UE-32204

Change 3078039 on 2016/08/04 by Josh.Adams

	- Fixed a case issue with Linux
	#jira UE-33478

Change 3078029 on 2016/08/04 by Ryan.Vance

	#jira UE-30989
	We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.

Change 3078027 on 2016/08/04 by Lina.Halper

	Fix sequencer morphtarget displaying issue

	#code review:Max.Chen
	#jira: UE-28459

Change 3078012 on 2016/08/04 by mason.seay

	map and asset updates for testing UV hit detection

	#jira UE-29618

Change 3078009 on 2016/08/04 by Jamie.Dale

	Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading

	This prevents it being incorrectly set by other operations, such as counting memory used by font data.

	#jira UE-34252

Change 3078006 on 2016/08/04 by Mark.Satterthwaite

	Duplicate CL #3064008 & CL #3077412:
	Fix "iOS Metal-based build crashes at launch with sub-levels":
	- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
	- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
	- Fix validation error of texture reallocation on loading template projects under Metal.
	#jira UE-30847

Change 3078002 on 2016/08/04 by John.Billon

	Fixed LowLightMapQuality warning triggering with wrong conditions.
	#Jira UE-33237

Change 3078001 on 2016/08/04 by John.Billon

	Fixed a crash due to particle threading issues in packaged game.
	#Jira UE-32147

Change 3077989 on 2016/08/04 by Rolando.Caloca

	UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
	#jira UE-34218

Change 3077940 on 2016/08/04 by Jeff.Campeau

	Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
	Include copies of the VS2015 runtime and UCRT
	Change -applocaldir parameter to -applocaldirectory
	Stage to engine and project binaries paths (for crash reporter, etc.)

	#jira UE-33903

Change 3077936 on 2016/08/04 by Daniel.Wright

	DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
	#jira UE-34183

Change 3077927 on 2016/08/04 by Lina.Halper

	Fix issue with morphtarget not working due to invalid guid

	#jira: UE-34077

Change 3077919 on 2016/08/04 by Daniel.Wright

	Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
	#jira UE-34245

Change 3077877 on 2016/08/04 by Ori.Cohen

	Fix physical animation undo/redo not affecting linked bodies and constraints

	#JIRA UE-33987

Change 3077823 on 2016/08/04 by Ori.Cohen

	Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)

	#JIRA UE-33985

Change 3077814 on 2016/08/04 by Uriel.Doyon

	Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
	#jira UE-34120
	#review-3077812

Change 3077781 on 2016/08/04 by Max.Chen

	Sequencer: Fix crash in rotation key struct

	#jira UE-34155

Change 3077771 on 2016/08/04 by Lina.Halper

	Added const and removed auto

	#jira: UE-33023

Change 3077702 on 2016/08/04 by Daniel.Wright

	Copy - Planar reflection show flags can now be edited
	#jira UE-34229

Change 3077585 on 2016/08/04 by Ori.Cohen

	Fix spam when moving simulated skeletal mesh in the editor.

	#JIRA UE-34164

Change 3077532 on 2016/08/04 by Tom.Looman

	Fixed error in description of VR Template.

	#jira ue-33950

Change 3077517 on 2016/08/04 by Tom.Looman

	Fixed parsing error for FP_VirtualRealityBP

	#jira UE-34059

Change 3077493 on 2016/08/04 by Tom.Looman

	Updated Template description to remove GearVR reference and include more clear message on the two available maps.

	#jira UE-33950

Change 3077492 on 2016/08/04 by Tom.Looman

	Improvements to VR Template

	Fixed teleportation issue on both locomotion types (JIRA)
	Rebuilt navmesh for motioncontrollermap
	Added new WIP startermap to clarify the difference between the multiple levels.
	Added more comments and did some cleanup in BPs.

	#jira UE-33962

Change 3077491 on 2016/08/04 by Jurre.deBaare

	Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
	#fix Pass in complete path to save material to instead of just the name
	#jira UE-34211

Change 3077481 on 2016/08/04 by Tom.Looman

	Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)

	#jira ue-34143

Change 3077463 on 2016/08/04 by Ben.Woodhouse

	Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
	#jira UE-32843

Change 3077432 on 2016/08/04 by Steve.Robb

	Removal of Fortnite-specific setting which disables hot reload.

	#jira UE-33261

Change 3077380 on 2016/08/04 by Keith.Judge

	Fix for green reflection environment in some maps.

	- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
	- Fixed a validation error when locking cube map faces which was causing them not to be updated.
	- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
	- Added a GPU/CPU sync at the same point the PS4 code does.

	#jira UE-32086

Change 3077336 on 2016/08/04 by Mitchell.Wilson

	removed r.Streaming.PoolSize from DefaultEngine.ini
	Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
	#jira UE-30941

Change 3077275 on 2016/08/04 by Phillip.Kavan

	[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.

	#jira UE-29903

Change 3077119 on 2016/08/04 by Marc.Audy

	Use TickType All when in PIE
	#jira UE-18982

Change 3077108 on 2016/08/04 by Jon.Nabozny

	Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
	This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.

	#jira UE-34032

Change 3077073 on 2016/08/04 by Jurre.deBaare

	bBlendOverlappingNormals does not seem to have an impact for Alembic importing
	#fix this wasn't being used in the normal calculation anymore so redundant
	#jira UE-34204

Change 3077059 on 2016/08/04 by Robert.Manuszewski

	Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).

	#jira UE-34200

Change 3077024 on 2016/08/04 by Thomas.Sarkanen

	Added GetResourceSize to UDataAsset

	Data assets now correctly report their size.

	#jira UE-28851 - Fix mem reporting of DataTables

Change 3077001 on 2016/08/04 by Andrew.Rodham

	Sequencer: Fixed sequencer adding spawnables into recorded worlds twice

	The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.

	Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.

	#jira UE-31422

Change 3076995 on 2016/08/04 by Matthew.Griffin

	Fixed Shadow Variable warning

Change 3076974 on 2016/08/04 by Matthew.Griffin

	Added Node to build CrashReportClient for Linux that can be used by internal game targets

Change 3076820 on 2016/08/04 by Max.Chen

	Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).

	#jira UE-34199

Change 3076665 on 2016/08/03 by Dan.Oconnor

	Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
	#jira UE-18982

Change 3076569 on 2016/08/03 by Chad.Taylor

	SteamVR GetOrthoProjection implementation to fix broken console rendering in VR

	#jira UE-21424

Change 3076556 on 2016/08/03 by Aaron.McLeran

	#jira UE-34154 PSVR Stereo assets are spatialized as MONO

	- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
	- Fix is to only route audio that is mono and spatialized
	- Fixed some compile errors/shadow variables
	- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library

Change 3076546 on 2016/08/03 by Aaron.McLeran

	#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves

	Implementing 3069092 in Release-4.13

	- Not all active sounds have sound classes, was causing a crash

	#tests Run game with stat soundcues and not crash

Change 3076512 on 2016/08/03 by Ben.Marsh

	Fix warning about UnrealTournament:true argument.

Change 3076492 on 2016/08/03 by Daniel.Wright

	Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game.  Blutilities can be used to do blueprint rendering in the editor.
	#jira UE-34177

Change 3076491 on 2016/08/03 by Daniel.Wright

	Marked the Forward Shading project setting as experimental for 4.13
	#jira UE-34176

Change 3076490 on 2016/08/03 by Daniel.Wright

	Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
	#jira UE-34175

Change 3076489 on 2016/08/03 by Daniel.Wright

	Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
	#jira UE-34174

Change 3076485 on 2016/08/03 by Daniel.Wright

	Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
	#jira UE-34173

Change 3076440 on 2016/08/03 by Ryan.Vance

	#jira UE-34184
	Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
	Adding Oculus 1.6 support.

Change 3076399 on 2016/08/03 by Nick.Darnell

	Slate - The LayoutCache pointer in SWidget is now a WeakPtr.  This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels.  Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.

	#jira UE-34185

Change 3076397 on 2016/08/03 by Rolando.Caloca

	UE4.13 - hlslcc -Fix for hlsl length(float)
	#jira UE-32629

Change 3076337 on 2016/08/03 by mason.seay

	Test assets (and map for ensure bug)

	#jira UE-29618

Change 3076332 on 2016/08/03 by Peter.Sauerbrei

	fix for clang build errors
	#jira UE-34163

Change 3076326 on 2016/08/03 by Ryan.Vance

	#jira UE-32975
	Using the wrong screen position in the base pass pixel shader with ISR.

Change 3076309 on 2016/08/03 by Benjamin.Hyder

	Renaming TEST-LightingFeatures to TM-LightingFeatures

	#jira UE-29618

Change 3076299 on 2016/08/03 by Chad.Taylor

	Fix SteamVR lag in late-update fold child renderables.

	#jira UE-33928

Change 3076214 on 2016/08/03 by Mitchell.Wilson

	Resaving BluperintOffice level to resolve MikkTSpace warnings.
	Reimporting SM_GodRay_Plane to resolve cook warning.
	#jira UE-30064

Change 3076112 on 2016/08/03 by Max.Chen

	Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)

	#jira UE-34167

Change 3076090 on 2016/08/03 by Marc.Audy

	Fix Mac compile error
	#jira UE-34163

Change 3076075 on 2016/08/03 by Jeremiah.Waldron

	Fixing comments documenting attribute in deleteFiles node for UPL
	#jira UE-34161

Change 3076034 on 2016/08/03 by Mitchell.Wilson

	Resaving Strategy Game maps to resolve MikkTSpace warnings.
	Resaving material in strategy game to resolve string asset reference warning.
	#jira UE-29720

Change 3076003 on 2016/08/03 by Mitchell.Wilson

	Resaving Elemental Demo levels to resolve MikkTSpace warnings.
	Resaving multiple materials to resolve String asset reference warnings.
	#jira UE-29679

Change 3075985 on 2016/08/03 by Jeremiah.Waldron

	Fixing UPL comments misnaming the deleteFiles node
	#jira UE-34161

Change 3075977 on 2016/08/03 by Maciej.Mroz

	#jira UE-30473 Moving child component in child blueprint forces parent to become dirty

	Duplicated from Dev-Blueprints CL 3075793

Change 3075959 on 2016/08/03 by Marc.Audy

	Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
	#jira UE-33921

Change 3075891 on 2016/08/03 by Chad.Taylor

	SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.

	#jira UE-34142

Change 3075882 on 2016/08/03 by Dan.Oconnor

	Manually integrating 3073939 to address UE-19062
	#jira UE-19062

Change 3075805 on 2016/08/03 by Marc.Audy

	Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
	#jira UE-18982

Change 3075803 on 2016/08/03 by Marc.Audy

	Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
	#jira UE-18982

Change 3075761 on 2016/08/03 by Max.Preussner

	MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)

	#jira UE-34152

Change 3075719 on 2016/08/03 by Chad.Taylor

	Blocker fix for binary editor crash on incorrectly used dll

	#jira UE-34142

Change 3075709 on 2016/08/03 by Jeremiah.Waldron

	Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor

	#android
	#jira UE-34149

Change 3075695 on 2016/08/03 by Jurre.deBaare

	Adding missing debug zlib dll
	#jira UE-123

Change 3075641 on 2016/08/03 by Jurre.deBaare

	Crash when re-importing alembic cache file several times
	#fix Always create a new object when importing
	#jira UE-34130

Change 3075609 on 2016/08/03 by Danny.Bouimad

	#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.

Change 3075578 on 2016/08/03 by Mitchell.Wilson

	Updating attenuation settings for multiple sounds in Strategy Game.
	#jira UE-25828

Change 3075529 on 2016/08/03 by Trung.Le

	VREditor: Fxied foliage lasso select without pressing trigger
	#jira UE-33689

Change 3075502 on 2016/08/03 by Lee.Clark

	Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.

	#jira UE-28549

Change 3075386 on 2016/08/03 by Robert.Manuszewski

	Fixing bulkdata using source data pointer as an archive instead of raw data when saving

	#jira UE-34132

Change 3075384 on 2016/08/03 by mason.seay

	AnimBP for crash bug

	#jira UE-29618

Change 3075350 on 2016/08/03 by Max.Chen

	Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.

	#jira UE-30506

Change 3075327 on 2016/08/03 by Max.Chen

	Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.

	#jira UE-34093

Change 3075313 on 2016/08/03 by Matthew.Griffin

	Tidied up hardcoded installed build includes so that they're all in one file with platform checks
	Added .dll.config files to CsCompile build products if they exist

Change 3075133 on 2016/08/03 by Yannick.Lange

	VREditor : Original submit in Dev-VREditor = 3064489
	- Fix crash when starting VREditor and then changing levels
	#jira UE-33766

Change 3075124 on 2016/08/03 by Thomas.Sarkanen

	Fixed undo/redo crash when editing anim blueprint defaults

	Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.

	#jira UE-34024 - Crash undoing variable change in Animation Blueprint.

Change 3075101 on 2016/08/03 by Matthew.Griffin

	Adding job to selectively build games in release branch
	Also adding documentation and localization to overnight build
	#jira UEB-688

Change 3075061 on 2016/08/03 by Yannick.Lange

	VR Editor : Original submit in Dev-VREditor = 3062883
	- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
	- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
	- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
	- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
	- Avatar code refactor to its own actor class #jira UETOOL-812

	#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812

Change 3075059 on 2016/08/03 by Allan.Bentham

	Fall back to standard shadows when capsule shadows are not supported.

	#jira UE-33344

Change 3075045 on 2016/08/03 by Matthew.Griffin

	Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step

Change 3074693 on 2016/08/02 by Dan.Oconnor

	Manually integrating 3070569 from Dev-Blueprints
	#jira UE-34119

Change 3074672 on 2016/08/02 by Dan.Oconnor

	Manually integrating 3061854 into 4.13 from Dev-Blueprints
	#jira UE-34119

Change 3074646 on 2016/08/02 by Aaron.McLeran

	#jira UE-34081 Implementing from Dev-Framework CL 3074325

	Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback

	- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
	- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.

	- Implementing 3003851 from UT into Dev-Framework.

Change 3074630 on 2016/08/02 by Brent.Pease

	UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
	UE-33200 - A movie isn't played on iOS occasionally.
	UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows

	 + Give a more friendly error message when UHT fails with an invalid error code.

	#jira UE-23846
	#jira UE-33200
	#jira UE-32397

Change 3074590 on 2016/08/02 by Rolando.Caloca

	UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
	#jira UE-33694

Change 3074588 on 2016/08/02 by Chad.Taylor

	Update OpenVR SDK to v1.0.2

	-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers

	#jira UE-34115

Change 3074481 on 2016/08/02 by Ori.Cohen

	Make sure that new physical animation data defaults to 0

	#JIRA UE-33678

Change 3074395 on 2016/08/02 by Ori.Cohen

	Fix duplication of physical animation profiles not duplicating data.
	Also fix undo redo not working for profiles.
	Fix editor not passing Duplicate change type

	#JIRA UE-33987, UE-33985

Change 3074392 on 2016/08/02 by Alex.Delesky

	#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.

Change 3074364 on 2016/08/02 by phillip.patterson

	Re-created UMG_Optimization for Test Cases

	#jira UE-29618

Change 3074346 on 2016/08/02 by Jurre.deBaare

	Potential DDC warning fix, remove non-existing values
	#jira UE-123

Change 3074289 on 2016/08/02 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirement
	Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
	-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue.  After reconnection reprojection would be lagged by 12+ seconds.  After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
	#jira UEVR-13
	#review-3074209 @chad.taylor @nick.whiting

Change 3074196 on 2016/08/02 by Martin.Wilson

	Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)

	#jira UE-23453

Change 3074177 on 2016/08/02 by Alex.Delesky

	#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.

Change 3074157 on 2016/08/02 by Ben.Marsh

	Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.

Change 3074132 on 2016/08/02 by Trung.Le

	VREditor: Fixed brush preview present while in foliage mode and hovering at UI
	#jira UE-33228

Change 3074131 on 2016/08/02 by Tom.Looman

	Fix for scalability build warnings in VR Template

	#jira ue-33325

Change 3074089 on 2016/08/02 by Kevin.Rushin

	QAGame - Added Foliage to TestMap

	#jira UE-29618

Change 3074067 on 2016/08/02 by Kevin.Rushin

	QAGame- Rebuilt Lighting

	#jira UE-29618

Change 3074063 on 2016/08/02 by Kevin.Rushin

	QAGame - Fix up VREditor Map to have more asset variation

	#jira UE-29618

Change 3074057 on 2016/08/02 by Andrew.Porter

	Deleting - UMG_Optimization

	#jira UE-29618

Change 3074040 on 2016/08/02 by Michael.Trepka

	On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.

	#jira UE-31194

Change 3074008 on 2016/08/02 by Phillip.Patterson

	Renamed UMG_Invalidation to UMG_Optimization to better match test
	#jira UE-29618

Change 3073988 on 2016/08/02 by Mitchell.Wilson

	Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
	#jira UE-32723

Change 3073966 on 2016/08/02 by Jurre.deBaare

	Alembic Cache Importer option for propagating matrix transformation does not work
	#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
	#misc typo fix
	#jira UE-34066

Change 3073953 on 2016/08/02 by Lina.Halper

	Fixed static warning on null reference

	#jira: UE-33923

Change 3073951 on 2016/08/02 by Lina.Halper

	Fix GetRelativeTransform for negative scale

	#jira: UE-33380

Change 3073896 on 2016/08/02 by Alex.Delesky

	#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.

	#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool

Change 3073804 on 2016/08/02 by Jamie.Dale

	Fixed the detail panel trying to apply class customizations to structs

	This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).

	#jira UE-32623

Change 3073803 on 2016/08/02 by Jurre.deBaare

	Morph target vertex mapping can be wrong with multi material caches
	#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
	#jira UE-34074

Change 3073788 on 2016/08/02 by Andrew.Rodham

	Sequencer: Added support for montage based animation

	CL#3061714 :
	    Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.

	    There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.

	CL#3063015 :
	    Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes

	    We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.

	CL#3068399 :
	    Sequencer: Changed animation tracks to allow more animation types (such as anim montages)

	      - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility

	#jira UE-34046

Change 3073787 on 2016/08/02 by Jurre.deBaare

	Handle failed Simplygon proxy mesh generation with error message instead of hard checks
	#fix Added a failed delegate along side the succesful delegate
	#jira UE-31990

Change 3073786 on 2016/08/02 by Jurre.deBaare

	Alembic importer crashes when not assets are generated
	#fix Prevented adding nullptr values to the array (now only contains valid entries)
	#jira UE-34065

Change 3073777 on 2016/08/02 by Jurre.deBaare

	User is able to give a Preview Scene Profile the same name as an existing profile
	#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
	#jira UE-34033

Change 3073775 on 2016/08/02 by Mitchell.Wilson

	Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
	#jira UE-31281

Change 3073732 on 2016/08/02 by Rolando.Caloca

	DR - Fix crash when enabling gpu morph targets on non SM5 platforms
	#jira UE-34011

Change 3073706 on 2016/08/02 by Peter.Sauerbrei

	fix for no tvOS libraries in binary release for Win64
	#jira UE-34076

Change 3073671 on 2016/08/02 by Allan.Bentham

	High quality mobile reflection captures are now blended in correct (linear) space.
	#jira UE-33915

Change 3073663 on 2016/08/02 by Peter.Sauerbrei

	fix for launch on failing for iOS in Binary
	#jira UE-34014

Change 3073662 on 2016/08/02 by Lee.Clark

	4.13 - PS4 - Fix Media Player Audio cutting out

	#jira UE-33850

Change 3073616 on 2016/08/02 by Mark.Satterthwaite

	Duplicate CL #3073584 from Dev-Platform:
	Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
	#jira UE-32323

Change 3073592 on 2016/08/02 by Max.Chen

	Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.

	#jira UE-33993

Change 3073585 on 2016/08/02 by Nick.Darnell

	Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.

	#jira UE-34075

Change 3073575 on 2016/08/02 by Richard.TalbotWatkin

	Duplicating from Dev-Editor, CL 3057645

	Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
	#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server

Change 3073542 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3072169.

	A couple of changes to the BSP code:
	* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it.  This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
	* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations.  This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.

	#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
	#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume

Change 3073540 on 2016/08/02 by Matthew.Griffin

	Added Package Samples script behind a trigger to package samples for QA
	Removed submitter notifications from Launcher Samples nodes
	Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
	Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
	Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
	#jira UEB-689

Change 3073511 on 2016/08/02 by Tom.Looman

	Removed object redirectors to fix build warning in VR Template

	#jira ue-33325

Change 3073458 on 2016/08/02 by Jurre.deBaare

	Update default preview scene ini and assets
	#fix deleted old sky texture and fixed BaseEditor.ini setup
	#jira UE-34063

Change 3073427 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3068585
	Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
	#jira UE-34062 - SplineMesh collision can be generated incorrectly

Change 3073421 on 2016/08/02 by James.Golding

	Resave PSD test assets in QAGame with proper version
	#jira UE-34061

Change 3073419 on 2016/08/02 by James.Golding

	Rename OrientationDriver to PoseDriver
	#jira UE-34015

Change 3073404 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3057895

	Mesh paint bugfixes and improvements.

	Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched.  Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.

	This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.

	#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
	#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
	#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
	#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting

Change 3073380 on 2016/08/02 by Richard.TalbotWatkin

	Fixed build error in unity builds.
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
	#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
	#jira UE-13082 - Users would like a snapping feature for splines
	#jira UE-13568 - Additional Spline Component Functionality
	#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.

Change 3073343 on 2016/08/02 by Matthew.Griffin

	Whitelisting PS4 and XboxOne plugins for those platforms specifically
	#jira UE-33866

Change 3073338 on 2016/08/02 by Ben.Marsh

	When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.

Change 3073319 on 2016/08/02 by Maciej.Mroz

	#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860

	Manually integrated some fixes from Dev-Blueprints

Change 3073311 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor CL 3057868

	Spline component improvements, both tools and runtime:

	- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
	- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
	- Added a custom version for SplineComponent and provded serialization fixes.
	- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
	- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
	- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0.  Now any SplineComponent key can be set.  The details customization enforces that the sequence remains strictly ascending.
	- Allowed an explicit loop point to be specified for closed splines.
	- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
	- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
	- Fixed the logic which determines whether the UCS has modified the spline curves.
	- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
	- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
	- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.

	#jira UETOOL-766 - Spline tool improvements
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
	#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
	#jira UE-13082 - Users would like a snapping feature for splines
	#jira UE-13568 - Additional Spline Component Functionality
	#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-33669 - Crash in Dev-Editor

Change 3073242 on 2016/08/02 by James.Golding

	Move physics state create/destroy delegates from BodyInstance to ActorComponent
	- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
	- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
	#jira UE-32768

Change 3072953 on 2016/08/01 by Uriel.Doyon

	Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
	#jira UE-34045

[CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
Matt Kuhlenschmidt
67a0d73fa0 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391)
#lockdown Nick.Penwarden
#rb none

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

Change 3051464 on 2016/07/15 by Nick.Darnell

	Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map.  Some UI improvements, easier access to the automation system.  Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines.

Change 3051465 on 2016/07/15 by Nick.Darnell

	Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions.

Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt

	Fixed material editor viewport messages being blocked by viewport toolbar

Change 3052025 on 2016/07/15 by Nick.Darnell

	Moving the placement mode hooks out of functional testing module, moving them into the editor automation module.

Change 3053508 on 2016/07/18 by Stephan.Jiang

	Copy,Cut,Paste tracks, not for mastertracks yet.

	#UE-31808

Change 3054723 on 2016/07/18 by Stephan.Jiang

	Small fixes for typo & comments

Change 3055996 on 2016/07/19 by Trung.Le

	PIE: No longer auto resume game in PIE on focus received

Change 3056106 on 2016/07/19 by Trung.Le

	Back out changelist 3055996. Build break.

Change 3056108 on 2016/07/19 by Stephan.Jiang

	Updating "SoundConcurrency" asseticon

Change 3056389 on 2016/07/19 by Trung.Le

	PIE: No longer auto resume game in PIE on focus received
	#jira UE-33339

Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt

	More perf selection improvements:
	- Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path

Change 3056758 on 2016/07/19 by Stephan.Jiang

	Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer.

Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt

	Another fix for selecting lots of objects taking forever.  This one is due to repeated Modify calls if there are groups in the selection.  Each group actor selected iterates through each object selected during USelection::Modify!

Change 3057635 on 2016/07/20 by Stephan.Jiang

	Updating visual logger icon UI

Change 3057645 on 2016/07/20 by Richard.TalbotWatkin

	Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
	#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server

Change 3057868 on 2016/07/20 by Richard.TalbotWatkin

	Spline component improvements, both tools and runtime:

	- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.

	- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.

	- Added a custom version for SplineComponent and provded serialization fixes.

	- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.

	- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.

	- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0.  Now any SplineComponent key can be set.  The details customization enforces that the sequence remains strictly ascending.

	- Allowed an explicit loop point to be specified for closed splines.

	- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.

	- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.

	- Fixed the logic which determines whether the UCS has modified the spline curves.

	- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.

	- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.

	- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.

	#jira UETOOL-766 - Spline tool improvements
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
	#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
	#jira UE-13082 - Users would like a snapping feature for splines
	#jira UE-13568 - Additional Spline Component Functionality
	#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.

Change 3057895 on 2016/07/20 by Richard.TalbotWatkin

	Mesh paint bugfixes and improvements.

	Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched.  Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.

	This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.

	#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
	#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
	#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
	#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting

Change 3057966 on 2016/07/20 by Richard.TalbotWatkin

	Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API.
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport

Change 3058009 on 2016/07/20 by Richard.TalbotWatkin

	Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868.

Change 3058047 on 2016/07/20 by Stephan.Jiang

	Fixing error on previous CL: 3056758
	(extra qualification)

Change 3058266 on 2016/07/20 by Nick.Darnell

	Automation - Work continues on automation integrating some ideas form a licensee.  Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things.  The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor.

Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt

	PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran)

Change 3059214 on 2016/07/21 by Richard.TalbotWatkin

	Further fixes to visualizers following Component Visualizer API change.

Change 3059260 on 2016/07/21 by Richard.TalbotWatkin

	Template specialization not allowed in class scope, but Visual Studio allows it anyway.  Fixed for clang.

Change 3059543 on 2016/07/21 by Stephan.Jiang

	Changeing level details icon

Change 3059732 on 2016/07/21 by Stephan.Jiang

	Directional Light icon update

Change 3060095 on 2016/07/21 by Stephan.Jiang

	Directional Light editor icon asset changed

Change 3060129 on 2016/07/21 by Nick.Darnell

	Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes.  This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance.

Change 3061735 on 2016/07/22 by Stephan.Jiang

	Improve UMG replace with in HierarchyView function

	#UE-33582

Change 3062059 on 2016/07/22 by Stephan.Jiang

	Strip off "b" in propertyname in replace with function for tracks.

Change 3062146 on 2016/07/22 by Stephan.Jiang

	checkin with CL: 3061735

Change 3062182 on 2016/07/22 by Stephan.Jiang

	Change both animation bindings' widget name when renameing the widget so the slot content is still valid

Change 3062257 on 2016/07/22 by Stephan.Jiang

	comments

Change 3062381 on 2016/07/22 by Nick.Darnell

	Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build.

Change 3062924 on 2016/07/25 by Chris.Wood

	Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories.

	This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570

Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt

	PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant)

Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt

	PR #2619: added a search box to ModuleUI (Contributed by straymist)

Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt

	Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages.

	https://jira.ol.epicgames.net/browse/UE-33651
	#jira UE-33651

Change 3063091 on 2016/07/25 by Alex.Delesky

	#jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber.

Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt

	Selection Perf:
	- Fix large FName creation time when selecting thousands of objects

Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt

	Selection Perf:
	- Modified how USelection stores classes.  Classes are now in a  TSet and can be accessed efficiently using IsClassSelected.  The old unused way of checking if a selection has a class by iterating through them is deprecated
	- USelection no longer directly checks if an item is already selected with a costly n^2 search.  The check is done by using the already existing UObject selected annotation
	- Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels.  This is now left up to the caller to avoid
	- Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached.  If a read address list is not passed in we'll not attempt to the work to populate it
	- Removed expensive checking for brush actors when any actor is selected

Change 3063749 on 2016/07/25 by Stephan.Jiang

	Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename()

	#jira UE-33711

Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3064612 on 2016/07/26 by Alex.Delesky

	#jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset.

Change 3064647 on 2016/07/26 by Alexis.Matte

	#jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file.

Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt

	Fixed typo

Change 3064795 on 2016/07/26 by Jamie.Dale

	Fixed typo in FLocalizationModule::GetLocalizationTargetByName

	#jira UE-32961

Change 3066461 on 2016/07/27 by Jamie.Dale

	Enabled stable localization keys

Change 3066463 on 2016/07/27 by Jamie.Dale

	Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes

Change 3066467 on 2016/07/27 by Jamie.Dale

	Updated internationalization archives to store translations per-identity

	This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text.

	Major changes:
	 - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper.
	 - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static.
	 - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig.
	 - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now).
	 - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead.

	Workflow changes:
	 - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed).
	 - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data.
	 - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated.
	 - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file).

	Format changes:
	 - The archive version was bumped to 2.
	 - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version.

	#jira UETOOL-897
	#jira UETOOL-898
	#jira UE-29481

Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt

	Attempt to fix linux compilation

Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt

	Fixed data tables with structs crashing due to recent editor selection optimizations

Change 3066886 on 2016/07/27 by Jamie.Dale

	Added required data to accurately detect TZ (needed for DST)

	#jira UE-28511

Change 3067122 on 2016/07/27 by Jamie.Dale

	Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone).

	Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display.

Change 3067227 on 2016/07/27 by Jamie.Dale

	Added a test to verify that the ICU timezone is set correctly to produce local time (including DST)

Change 3067313 on 2016/07/27 by Richard.TalbotWatkin

	Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values.
	#jira UE-33669 - Crash in Dev-Editor

Change 3067736 on 2016/07/27 by Stephan.Jiang

	Border changes for experimental classes warning

Change 3067769 on 2016/07/27 by Stephan.Jiang

	HERE BE DRAGONS

	for experimental class warning

	#UE-33780

Change 3068192 on 2016/07/28 by Alexis.Matte

	#jira UE-33586 make sure we remove any false warning when running fbx automation test.

Change 3068264 on 2016/07/28 by Jamie.Dale

	Removed some code that was no longer needed and could cause a crash

	#jira UE-33342

Change 3068293 on 2016/07/28 by Alex.Delesky

	#jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them.

Change 3068481 on 2016/07/28 by Stephan.Jiang

	Adding Options to show/hide soft & hard references & dependencies in References Viewer

	#jira UE-33746

Change 3068585 on 2016/07/28 by Richard.TalbotWatkin

	Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.

Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt

	Fixed some issues with the selected classes not updating when objects are deselected

Change 3069335 on 2016/07/28 by Jamie.Dale

	Fixed unintended error when trying to load a manifest/archive that didn't exist
	Fixed a warning when trying to load a PO file that didn't exist

Change 3069408 on 2016/07/28 by Alex.Delesky

	#jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well.

Change 3069878 on 2016/07/29 by Jamie.Dale

	Fixed include casing

	#jira UE-33910

Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt

	PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary)

Change 3071813 on 2016/08/01 by Jamie.Dale

	Fixed include casing

	#jira UE-33936

Change 3072043 on 2016/08/01 by Jamie.Dale

	Fixed FText formatting of pre-Gregorian dates

	We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates.

	#jira UE-14504

Change 3072066 on 2016/08/01 by Jamie.Dale

	PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist)

Change 3072149 on 2016/08/01 by Jamie.Dale

	We no longer use the editor culture when running with -game

Change 3072169 on 2016/08/01 by Richard.TalbotWatkin

	A couple of changes to the BSP code:
	* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it.  This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
	* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations.  This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.

	#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
	#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume

Change 3072221 on 2016/08/01 by Jamie.Dale

	Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor

	#jira UE-33001

Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt

	Added ability to vsync the editor.  Disabled by default.  Set r.VSyncEditor to 1 to enable it.

	Reimplemented this change from the siggraph demo stream

Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt

	Removed unused code as suggested by a pull request

Change 3073750 on 2016/08/02 by Richard.TalbotWatkin

	Fixed formatting (broken in CL 3057895) in anticipation of merge from Main.

Change 3073789 on 2016/08/02 by Jamie.Dale

	Added a way to mark text in text properties as culture invariant

	This allows you to flag properties containing text that doesn't need to be gathered.

	#jira UE-33713

Change 3073825 on 2016/08/02 by Stephan.Jiang

	Material Editor: Highligh all Nodes connect to an input.

	#jira UE-32502

Change 3073947 on 2016/08/02 by Stephan.Jiang

	UMG Project settings to show/hide different classes and categories in Palette view.

	--under Project Settings ->Editor->UMG Editor

Change 3074012 on 2016/08/02 by Stephan.Jiang

	Minor changes and comments for CL: 3073947

Change 3074029 on 2016/08/02 by Jamie.Dale

	Deleting folders in the Content Browser now removes the folder from disk

	#jira UE-24303

Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt

	Added missing stats to track pooled vertex and index buffer cpu memory
	A new slate allocator was added to track memory usage for this case.

Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt

	Renamed a few slate stats for consistency

Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt

	Moved geometry cache asset type to the animation category.  It is not a basic asset type

Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt

	Fix a few padding and sizing issues

Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt

	Settings UI improvements
	* Added the ability to search through all settings at once
	* Settings files which are not checked out are no longer grayed out.  The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly

	-------
	* This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class.  This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel.
	*  Each top level object in a details panel will get their own customization instance.  This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class.
	*Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel.

Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt

	Removed FBX scene as a top level option in asset filter menu in the content browser.

Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt

	Mac warning fix

Change 3075603 on 2016/08/03 by Nick.Darnell

	Adding two new plugins to engine, one for editor and one for runtime based testing.  Currently the only consumer of these plugins is going to be the EngineTest project.

Change 3075605 on 2016/08/03 by Nick.Darnell

	Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser.

Change 3076084 on 2016/08/03 by Jamie.Dale

	Added basic support for localizing plugins

	You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually.

	You need to define the localization targets your plugin uses in its .uplugin file, eg)

		"LocalizationTargets": [
			{
				"Name": "Paper2D",
				"LoadingPolicy": "Always"
			}
		]

	"Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config.

	"LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor).

	UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory).

	UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project.

	#jira UE-4217

Change 3076123 on 2016/08/03 by Stephan.Jiang

	Extend "Select all input nodes" function to general blueprint editor

Change 3077103 on 2016/08/04 by Jamie.Dale

	Added support for underlined text rendering (including with drop-shadows)

	FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness.

	FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline).

	This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight.

Change 3077842 on 2016/08/04 by Jamie.Dale

	Fixed fallout from API changes

Change 3077999 on 2016/08/04 by Jamie.Dale

	Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading

	This prevents it being incorrectly set by other operations, such as counting memory used by font data.

	#jira UE-34252

Change 3078000 on 2016/08/04 by Trung.Le

	Categories VREditor-specific UMG widget assets as "VR Editor"
	#jira UE-34134

Change 3078056 on 2016/08/04 by Nick.Darnell

	Build - Fixing a mac compiler warning, reodering constructor initializers.

Change 3078813 on 2016/08/05 by Nick.Darnell

	Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests.

Change 3078818 on 2016/08/05 by Nick.Darnell

	Additional rename and cleanup associated with test moving.

Change 3078819 on 2016/08/05 by Nick.Darnell

	Removing the Oculus performance automation test, not running, and was unclaimed.

Change 3078842 on 2016/08/05 by Nick.Darnell

	Continued reorganizing tests.

Change 3078897 on 2016/08/05 by Nick.Darnell

	Additional changes to get some moved tests compiling

Change 3079157 on 2016/08/05 by Nick.Darnell

	Making it possible to browse provider names thorugh the source control module interface.

Change 3079176 on 2016/08/05 by Stephan.Jiang

	Add shortcut Ctrl+Shift+Space to rotate through different viewport options

	#jira UE-34140

Change 3079208 on 2016/08/05 by Stephan.Jiang

	Fix new animation name check in UMG

Change 3079278 on 2016/08/05 by Nick.Darnell

	Fixing the build

Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3081155 on 2016/08/08 by Nick.Darnell

	Fixing some issues with the editor tests / runtime tests under certain build configs.

Change 3081243 on 2016/08/08 by Stephan.Jiang

	Add gesture in LevelViewport to switch between Top/Bottom...etc.

Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt

	Work around animations not playing in paragon due to bsp rebuilds (UE-34391)

Change 3082254 on 2016/08/09 by Stephan.Jiang

	DragTool_ViewportChange init changes

[CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
Matthew Griffin
1fa8a231ea Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953)
#lockdown Nick.Penwarden

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

Change 3072953 on 2016/08/01 by Uriel.Doyon

	Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
	#jira UE-34045

Change 3072915 on 2016/08/01 by Nick.Whiting

	Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh

	#jira UE-34044

Change 3072891 on 2016/08/01 by Nick.Whiting

	Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers

	#jira UE-33579

Change 3072885 on 2016/08/01 by Nick.Darnell

	UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures.  Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.

	Continued - adding missing file.

	#jira UE-32876

Change 3072869 on 2016/08/01 by Ori.Cohen

	Fix CIS

	#jira UE-3402

Change 3072862 on 2016/08/01 by Josh.Adams

	- Fixed case issue for Linux
	#jira UE-34020

Change 3072818 on 2016/08/01 by Nick.Darnell

	UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures.  Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.

	#jira UE-32876

Change 3072756 on 2016/08/01 by John.Billon

	Fixed crash when setting a composite texture on a render target cube.
	#Jira UE-33885

Change 3072755 on 2016/08/01 by John.Billon

	Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting.
	#Jira UE-33574

Change 3072753 on 2016/08/01 by John.Billon

	Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters.
	#Jira UE-32565
	#Jira UE-29528

Change 3072665 on 2016/08/01 by Ben.Marsh

	Fix parse errors in BuildGraph example script.

Change 3072664 on 2016/08/01 by Mike.Beach

	Mirrors CL 3072620 from Dev-Blueprints.

	Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors.

	#jira UE-29631

Change 3072656 on 2016/08/01 by Mike.Beach

	Mirrors CL 3072614 from Dev-Blueprints.

	Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.

	#jira UE-29613

Change 3072649 on 2016/08/01 by Mike.Beach

	Mirrors CL 3071292 from Dev-Blueprints.

	Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).

	#jira UE-29631

Change 3072568 on 2016/08/01 by Phillip.Kavan

	Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)

	Mirrored from //Orion/Dev-General (CLs# 3065749/3065868).

	#jira UE-32780

Change 3072565 on 2016/08/01 by Rolando.Caloca

	UE4.13 - More info to track down crash with missing Primitive uniform buffer
	#jira UE-33418

Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt

	Fix hovering broken in the details panel
	#jira UE-20903

Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt

	Removed nested list views in a details panel customization which  caused the scrollbar in the details panel to become unusable
	#jira UE-20903

Change 3072479 on 2016/08/01 by Ori.Cohen

	Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision

	#JIRA UE-34023

Change 3072438 on 2016/08/01 by Chris.Wood

	Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them.
	[UE-33943] - Crash Report Client window not opening in a packaged build

	#jira UE-33943
	#test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher

Change 3072360 on 2016/08/01 by Chris.Babcock

	Enable Google Play Games for ARM64 on Android
	#jira UE-34031
	#ue4
	#android

Change 3072337 on 2016/08/01 by Mitchell.Wilson

	Saving multiple files from VR template to resolve empty engine version warnings.
	#jira UE-33937

Change 3072302 on 2016/08/01 by Lina.Halper

	Fix issue where weight doesn't update correctly while updating list

	#jira: UE-33023

Change 3072250 on 2016/08/01 by Lina.Halper

	Add error message when rename failed

	#jira: UE-33661

Change 3072103 on 2016/08/01 by Lina.Halper

	- Undid previous propagating change of morphtarget - Refresh function
	- Made sure whatever happening, the buffer size remains sane and render thread will always get the same size

	#code review: Rolando.Caloca
	#jira: UE-33923

Change 3072062 on 2016/08/01 by Jurre.deBaare

	Static Mesh Editor and Persona viewport are very dark
	#fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator)
	#jira UE-33945

Change 3072061 on 2016/08/01 by Jurre.deBaare

	Incorrect importing of morph target weights when setting the percentage bases option on import
	#fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number
	#jira UE-34003

Change 3072052 on 2016/08/01 by Chris.Babcock

	Vulkan extension fixes for Android
	#jira UE-32943
	#ue4
	#android

Change 3072039 on 2016/08/01 by Mitchell.Wilson

	Adding blueprint child of Paper2D character to the 2DSideScrollerExampleMap.
	#jira UE-33843

Change 3072003 on 2016/08/01 by Rob.Cannaday

	Change category of OnlineSubsystem, OnlineFramework from "TODO" to "Online Platform" to match other online subsystems.
	#jira UE-34008

Change 3071942 on 2016/08/01 by Matthew.Griffin

	Adding feature pack for TP_VirtualRealityBP

Change 3071937 on 2016/08/01 by Max.Chen

	Sequence Recorder: Fix a bug where transforms wouldn't be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist. This fixes the first person template character not getting recorded.

	#jira UE-32918

Change 3071932 on 2016/08/01 by Dmitry.Rekman

	Linux: fix launch on (UE-33934)

	#tests Tested launching on a native host.
	#jira UE-33934

	(Edigrating CL 3071928 //UE4/Dev-Platform/... to //UE4/Release-4.13/...)

Change 3071926 on 2016/08/01 by Andrew.Rodham

	Sequencer: Fixed exponential slowdown when restoring selection states

	#jira UE-33918

Change 3071917 on 2016/08/01 by Mitchell.Wilson

	Disabled shadow casting on RTS_Env_Ice_Fort_Trim pieces that are placed along the path in TowerDefenseMap and rebuilt lighting.
	#jira UE-15196

Change 3071914 on 2016/08/01 by Allan.Bentham

	Fix for incorrect feature level when using networked PIE.
	#jira UE-25807

Change 3071894 on 2016/08/01 by Andrew.Rodham

	Sequence Recorder: CIS fix
	#jira UE-31277

Change 3071884 on 2016/08/01 by phillip.patterson

	Updated UMG_Invalidation.uasset to Include Combo Box Test

	#jira UE-29618

Change 3071869 on 2016/08/01 by Mitchell.Wilson

	Changed LPF Freq Max on example 1.5 to bettery demonstrate Loww Pass Filter feature.
	#jira UE-33714

Change 3071868 on 2016/08/01 by phillip.patterson

	Added UMG_Invalidation.uasset for a test case

	#jira UE-29618

Change 3071855 on 2016/08/01 by Jurre.deBaare

	Engine fails to compile in Alembic with DebugBuildsActuallyUseDebugCRT enabled
	#fix Recompiled zlib to be correct debug version
	#jira UE-27576

Change 3071853 on 2016/08/01 by Jurre.deBaare

	Fix issue with debug asserts not compiling correctly
	#fix Debug build will use a different macro path in DetourAssert/RecastAssert in which there is a , instead of a ; which the compiler complains about
	#jira UE-33989

Change 3071851 on 2016/08/01 by Matt.Kuhlenschmidt

	Added guards against force deleting objects garbage collecting  objects while they are being deleted.  This will still ensure in an attempt to isolate the actual issue.
	#jira UE-33013

Change 3071849 on 2016/08/01 by Tom.Looman

	Resaved content files with engine version for VR Template

	#jira ue-33325

Change 3071822 on 2016/08/01 by Mitchell.Wilson

	Adding crosshair to WeapLauncher when not sighted in.
	#jira UE-30617

Change 3071798 on 2016/08/01 by Andrew.Rodham

	Sequencer: Fixed various issues to do with recording attached components

	There were several edge cases where attached components would be recorded with incorrect animation, transforms, or not recorded at all.

	#jira UE-30574
	#jira UE-31277

Change 3071789 on 2016/08/01 by Tom.Looman

	Fixed warning of missing gamemode in VR Template.

	#jira ue-33325

Change 3071787 on 2016/08/01 by Mitchell.Wilson

	Cleared material interface on Neutral.uasset to resolve a warning.
	#jira UE-33957

Change 3071784 on 2016/08/01 by Robert.Manuszewski

	Making sure UMediaPlayer objects are not added to any GC clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For GC assumptions being violated.

	#jira UE-33692
	#jira UE-33814

Change 3071746 on 2016/08/01 by Tom.Looman

	Added config.ini for Feature Pack creation to VR Template

	#jira ue-33325

Change 3071694 on 2016/08/01 by Robert.Manuszewski

	Fixing crash after opening edit config data for remote build then packaging

	#jira UE-33719

Change 3071660 on 2016/08/01 by Dmitriy.Dyomin

	Fixed: Nexus 5, Android 4.4.4 has inverted R/B color channels with r.TonemapperFilm enabled (replaced usage of LinearToSrgbBranching with LinearToSrgbBranchless for mobile)
	Also removed "OutputDevice" branches that are not used on mobile, otherwise generated LUT pixel shader has more than 2k lines and device refuses to compile it
	#jira UE-30104

Change 3071657 on 2016/08/01 by Matthew.Griffin

	Excluded TP_VirtualRealityBP Template from Mac Binary builds.

Change 3071651 on 2016/08/01 by Tom.Looman

	Removed config.ini ref from content.txt

	#jira UE-33325

Change 3071645 on 2016/08/01 by Jurre.deBaare

	Merge Actor Tool missing option to deselect Export Specific LOD
	#fix Added the ability to export a specific LOD or all LODs for the selected objects
	#jira UE-33100

	Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh
	#fix force to generate unique UVs for baking out the material to ensure we get the correct texture data
	#jira UE-29976

Change 3071608 on 2016/08/01 by Thomas.Sarkanen

	Bringing hitch tracking fix over from Orion.

	Engine: Properly resetting the hitch buckets at the start of each FPS chart, so hitch time isn't accumulated across multiple runs

	#jira UE-33911 - Time spent in hitch tracking buckets is not reset between fps chart captures (so it grows each capture in a session)

Change 3071606 on 2016/08/01 by Matthew.Griffin

	Added TP_VirtualRealityBP to list of templates to make feature packs from, build DDC for and include in binary build.
	#jira UE-33959

Change 3071584 on 2016/08/01 by Matthew.Griffin

	Added support for per file Intellisense PCH settings, to improve its startup speed - disabled by default due to crashes.
	Split GetDirectIncludeDependencies function so that part of it could be used without having a build target.
	#jira UE-23720

Change 3071479 on 2016/07/31 by Dmitriy.Dyomin

	Fixed FAssetPtr remapping issues for duplicated packages (level Save As, level Duplicate). This fixes issue with broken foliage base cache.
	Hardened code in foliage base cache and removed asserts, so maps with broken cache can still load
	Merged from Dev-Mobile CL# 3057039
	#jira UE-32774

Change 3071478 on 2016/07/31 by Uriel.Doyon

	Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
	#jira UE-32585

Change 3071282 on 2016/07/30 by Max.Chen

	Cine Camera Actor: CIS fix

	#jira UE-33805

Change 3071272 on 2016/07/30 by Max.Chen

	Cine Camera Actor: Fix debug focus plane not getting updated when animated. Refactor UpdateDebugFocusPlane so that it's called from the actor tick instead of just in GetCameraView.

	#jira UE-33805

Change 3071229 on 2016/07/30 by Ben.Marsh

	Fix static analysis warning.

Change 3071077 on 2016/07/29 by Max.Chen

	Sequencer: Set relative location, rotation, scale explicitly to identity instead of calling ResetRelativeTransform because we don't want overlaps to fire until after the update pass.

	#jira UE-33432

Change 3071076 on 2016/07/29 by Max.Chen

	Sequencer: Set event track eval order to fire first. This fixes some ambiguity and also a bug where transform tracks don't evaluate pre/post if the eval position is changed in the middle of evaluation.

	#jira UE-33078

Change 3071070 on 2016/07/29 by Max.Chen

	Sequence Recorder: Record actors as possessables

	Added GetWorld() check when resolving bindings in case the world is being torn down.

	Copy from Dev-Sequencer

	#jira UE-33969

Change 3071069 on 2016/07/29 by Max.Chen

	Sequencer: Add Convert to Possessable

	Copy from Dev-Sequencer

	#jira UE-32139

Change 3071058 on 2016/07/29 by Max.Chen

	Sequencer: Tweak track colors

	Audio track brighter
	Transform, bool, event tracks less saturated
	Recording subsection more saturated
	Fade track gradient

	Copy from Dev-Sequencer

	#jira UE-33968

Change 3071057 on 2016/07/29 by Max.Chen

	Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset.

	Copy from Dev-Sequencer

	#jira UE-33967

Change 3071004 on 2016/07/29 by Lauren.Ridge

	Fix for crash on color picker summon due to null SWindow #rb chris.gagnon

	#jira UE-33966

Change 3070956 on 2016/07/29 by Chris.Babcock

	Disable Oculus stress tests on Android(for now) to remove shader dependency unhandled on Mac editor
	#jira UE-33607
	#ue4
	#android

Change 3070807 on 2016/07/29 by Nick.Darnell

	Slate - Disabling thickness calculation in slate lines, the underlying code doesn't properly handle the edge cases that causes a breakdown and the lines become flipped/twisted, or have zero width.

	#jira UE-30481

Change 3070779 on 2016/07/29 by Rob.Cannaday

	Re-add bCompileSteamOSS as deprecated with a notice on how to use OnlineSubsystemSteam
	Remove reference to bCompileSteamOSS from GameModule.Build.cs.template, replacing it with a comment of how to include OnlineSubsystemSteam
	#jira UE-33922

Change 3070766 on 2016/07/29 by Matt.Kuhlenschmidt

	Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)

	#jira UE-33914

Change 3070764 on 2016/07/29 by Phillip.Kavan

	[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.

	Mirrored from CL# 3065278. (resubmitted as edit)

	#jira UE-20581

Change 3070757 on 2016/07/29 by Nick.Darnell

	Slate - Anything that requests a CreateUpdatableTexture from the SlateRHIRenderer and later releaseses it, the renderer now keeps those releases around for an extra frame on the game thread to avoid deleting a pointer that may have already been queued up on the CPU side of the renderer to be used in an element batch.  Which is what happens if you remove a widget in it's own tick, that happens to also contain a web browser widget.

	#jira UE-33450

Change 3070741 on 2016/07/29 by Phillip.Kavan

	Back out previous submit (forgot to convert to edit).

	#jira UE-20581

Change 3070737 on 2016/07/29 by Phillip.Kavan

	[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.

	Mirrored from CL# 3065278.

	#jira UE-20581

Change 3070695 on 2016/07/29 by Ryan.Vance

	#jira UE-32145
	We were using the wrong texture format for the rift ogl bridge.
	Removed derived ogl bridge destructor to fix assert.
	Based on CL 3069701 from Oculus

Change 3070632 on 2016/07/29 by Mitchell.Wilson

	Rebuilt lighting for SubwaySequencer
	#jira UE-33564

Change 3070620 on 2016/07/29 by Chris.Babcock

	Fast ASTC texture compression, using ISPC.

	#jira UE-32308

Change 3070586 on 2016/07/29 by phillip.patterson

	Updating Sequencer_Focus for test case

	#jira UE-29618

Change 3070539 on 2016/07/29 by Jon.Nabozny

	Fix PhysX error where CCD is enabled on a Kinematic body. (This is copied from 3061370)

	#jira UE-33463

Change 3070538 on 2016/07/29 by Mitchell.Wilson

	Resaving TowerDefenseMap_Effects, TowerDefenseMap_Lights, and TowerDefenseMap_M to resolve MikkTSpace warnings.
	#jira UE-29730

Change 3070467 on 2016/07/29 by Lauren.Ridge

	Making the Color Picker accessible in VR Editing mode, hiding the eyedropper in VR mode. #rb mike.fricker

	#jira UE-33920
	#jira UE-33769

Change 3070460 on 2016/07/29 by Lauren.Ridge

	Changing VR Screenshot mode to use direct capture of the mirrored view on the monitor #rb mike.fricker

	#jira UE-32413

Change 3070455 on 2016/07/29 by Lauren.Ridge

	Fixes for auto-entry to VR mode. Adding HMD validity checks, Steam VR only switches to not worn after being in the worn state, adding default setting to ini file. #rb mike.fricker

	#jira UE-33635

Change 3070404 on 2016/07/29 by John.Pollard

	Fix: Console command "Open" crashes with dedicated server settings

	#jira UE-32511

Change 3070380 on 2016/07/29 by Matt.Kuhlenschmidt

	Fix incorrect tooltip for the lerp instruction in the material editor

	#jira UE-33896

Change 3070376 on 2016/07/29 by Ryan.Vance

	#jira UEVR-32
	Support base and neo multi-view vertex shaders on ps4.
	Compile both base and neo versions of the multi-view enabled vertex shaders.
	Pack them together in the resulting shader code.
	Unpack them and load the correct version when creating the vertex shader instance.

Change 3070345 on 2016/07/29 by James.Cobbett

	#jira UE-29618 Submitting test assets for Alembic Importer

Change 3070315 on 2016/07/29 by Ben.Woodhouse

	(cherry picked from dev-rendering)
	Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
	Tested fix on xbox, PC and PS4, using QAGame
	#jira UE-28592

Change 3070314 on 2016/07/29 by Ben.Woodhouse

	(cherry picked from dev-rendering)

	Fix div 0 in motion blur. This caused artifacts in some fairly common cases
	#jira UE-32331

Change 3070272 on 2016/07/29 by Jon.Nabozny

	Fix CIS by removing unused (and deprecated) call to GetMovementInputVector() in ShooterCharacter.

	#jira UE-33944

Change 3070235 on 2016/07/29 by Mitchell.Wilson

	Hid Camera_Movement effects when the user is interacting with the sand in BP_RakeStuff.
	#jira UE-32742

Change 3070221 on 2016/07/29 by Jurre.deBaare

	HLOD: The forced viewing level slider does not stay in sync after building a cluster
	#fix The minimum drawing distance was being set to the original instead of the current value which would make it behaviour as normal (not being forced)
	#jira UE-32187

Change 3070218 on 2016/07/29 by Jurre.deBaare

	HLOD: Shadow logic in ALODActor is messed up
	#fix Moved shadow determination logic
	#jira UE-31753

Change 3070212 on 2016/07/29 by Jurre.deBaare

	HLOD Outliner scrolls back to the top when generating proxy meshes
	#fix Not refreshing the HLOD Outliner (not needed), and force scroll into view the first selected cluster
	#jira UE-30384

Change 3070176 on 2016/07/29 by Jurre.deBaare

	Some post processing features in Preview Scene Settings do not update immediately
	#fix Vector values as properties were not getting picked up due to their outer not being the struct but an FVector :D
	#jira UE-33895

Change 3070175 on 2016/07/29 by Jurre.deBaare

	Static Mesh Editor does not display Vertex Colors in Lit mode
	#fix Caused by not disabling advanced features which used to happen for preview scenes by default :/
	#jira UE-32977

Change 3070163 on 2016/07/29 by Chris.Wood

	Changed log warnings to info when WinSAT assessment unavailable
	[UE-30198] - WinSAT assessment unavailable when running Hardware Survey
	#jira UE-30198

	trivial change

Change 3070154 on 2016/07/29 by Matthew.Griffin

	Removed exceptions for IOS .a files now we are building code projects
	Additional inclusions for Android/IOS that cannot be determined via Build Products/Runtime Dependencies
	#jira UE-33868

Change 3070124 on 2016/07/29 by Alex.Delesky

	#jira UE-32911 - Fixing an issue where thumbnail preview scenes would spawn an additional instance of its preview actor even if one was already in the scene. Also fixes a crash on shutdown due to cached thumbnail scenes not being released when thumbnail renderers begin destruction.

Change 3070060 on 2016/07/29 by Chris.Wood

	Fixed command line argument saved to crash reports and used to restart crash processes
	[UE-30665] - CrashReporterClient send and restart does not reopen the project
	#jira UE-30665

	trivial re-add of a line lost in a confusing merge.

Change 3070035 on 2016/07/29 by Allan.Bentham

	Add cvars 'r.Android.DisableVulkanSupport' and 'r.Android.DisableOpenGLES31Support'
	Allows device profiles to disable vulkan and/or ES3.1.
	#jira UE-33379

Change 3070027 on 2016/07/29 by Tom.Looman

	Added fresh VR Template BP (origin: //depot/usr/Tom.Looman/VRTemplate/)

	#jira UE-33325

Change 3070009 on 2016/07/29 by James.Golding

	Disable 'convert proc mesh to static mesh' when template is selected. Also don't create static mesh if procmesh generate no geom.
	#jira UE-32395

Change 3070007 on 2016/07/29 by James.Golding

	Fix highlight when searching Anim Curves
	#jira UE-33073

Change 3070002 on 2016/07/29 by James.Golding

	Fix complex collision drawing in StaticMesh Editor
	#jira UE-33062

Change 3069998 on 2016/07/29 by Jon.Nabozny

	Fix AShooterCharacter heavy breathing even when running but not moving.

	#jira UE-32398

Change 3069980 on 2016/07/29 by James.Golding

	Add UV support to ProcMeshComp collision
	Fix bUseComplexAsSimpleCollision not being applied because ProcMeshBodySetup was transient, so setting was lost
	Move ProceduralMeshComponent out of 'experimental'
	#jira UE-29850, UE-33003

Change 3069970 on 2016/07/29 by James.Golding

	Add #if WITH_PHYSX around ISimEventCallbackFactory at Ori#s suggestion (forgot to do this in initial checkin CL 3053969)
	#jira UE-32819

Change 3069969 on 2016/07/29 by Andrew.Porter

	Adding movie test content to NotForLicensee.

	#jira UE-29618

Change 3069962 on 2016/07/29 by Chris.Wood

	Writing CrashReportClient config section from Engine config in crashing app to crash report folder. Crash Report Client reads new file and sets project-specific settings.
	[UE-31820] - CrashReportClient config is getting merged between streams and projects containing project-specific settings
	#jira UE-31820

	Affects Core and CrashReportClient.
	Removes existing values from CRC's own engine config file because they are project-specific and the file is agnostic.
	Added project-specific values to engine config with defaults set in BaseEngine.ini.
	Added overrides to Orion config.

Change 3069908 on 2016/07/29 by Jurre.deBaare

	Saving assets with UGS build, fixes build warnings
	#jira UE-123

Change 3069889 on 2016/07/29 by Jurre.deBaare

	Build fix for -game builds (missing WITH_EDITOR ifdef)
	#jira UE-123

Change 3069877 on 2016/07/29 by Allan.Bentham

	Add Android ES3.1, vulkan and iOS Metal material quality settings to project settings.
	Fixed issue that prevented settings editor saving out array property changes.

	#jira UE-33379

Change 3069872 on 2016/07/29 by Jurre.deBaare

	Added option to disable post processing option in preview scene
	Inverted normals on the sky sphere (asset change)

	Bad performance when changing (slider) values for the advanced preview scene
	#fix Small optimizations and now only save the data on closing of the preview scene tab
	#jira UE-33496

	Persona floor offset not being correct
	#fix Re-added floor offsetting mechanism (even though I find it very ugly), which now sets the advanced preview scene's floor offset
	#jira UE-32278

	Add a shortcut for hiding/showing the sky (and maybe the floor) in asset viewers
	#fix I will now hide the environment and O the floor
	#jira UE-33498

	Directional light rotation not saved with advanced preview scene profiles
	#fix Now does :)
	#jira UE-33619

Change 3069838 on 2016/07/29 by Luke.Thatcher

	Fix crash in ShooterGame when running the server. Paper2D plugin now has a dependency on the SlateRHIRenderer module, which needs to be loaded in PostConfigInit phase, otherwise shader types in the slate renderer module are not initialized in time.
	#jira UE-33671

Change 3069440 on 2016/07/28 by patrickr.donovan

	#jira UE-29618
	Test content for AA and materials with tessellation enabled and absolute world position material function.

Change 3069148 on 2016/07/28 by Lina.Halper

	Morphtarget deletion crash

	#jira: UE-33851
	#code review: Roalndo.caloca

Change 3069144 on 2016/07/28 by Michael.Trepka

	Check if UnrealBuildTool.csproj exists before trying to compile it in Mac GenerateProjectFiles.sh. Fixes a problem in binary distribution where the script would show an error (but still succeed) due to missing UnrealBuildTool.csproj

	#jira UE-31863

Change 3069021 on 2016/07/28 by Dmitry.Rekman

	Linux: a number of small fixes from pull requests.

	- Includes PR #1905 (UE-24848) by madsystem (arch installation: changed from clang to clang35)
	- Includes PR #2120 (UE-27742) by ABeekhub (mono-mvc for opensuse)
	- Includes PR #2131 (UE-27894) by vityafx (QMake build problem (no c++11 standard))
	- Includes PR #2305 (UE-29781) by salamanderrake (MakefileGenerator.cs small changes)
	- Includes PR #2361 (UE-30452) by salamanderrake (QMakefileProjectGenerator.cs fix for missing Includes paths and removal of duplicates)

	#tests Generated cmake, qmake, make projects and tested them (using ueprojectdirs and not standalone projects).  No tests done for arch/suse changes.

	#jira UE-24848
	#jira UE-27742
	#jira UE-27894
	#jira UE-29781
	#jira UE-30452

	(Edigrating CL 3069016 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)

Change 3068867 on 2016/07/28 by Mike.Fricker

	Mesh Paint: Fixed various bugs
	- Fixed brush preview not rendered for lasers/mouse when not actively painting (UE-33554)
	- Fixed 'full press' over actors preventing UI from being clickable (UE-33550)
	- Fixed brush cursor displayed when hovering over UI (including selection bar/close button) (UE-33551)
	- Fixed VR transform gizmo getting in the way of everything while painting (it is now hidden while in mesh paint mode)
	- Fixed not being able to interact with UIs after messing around with mesh paint (UE-33621)

	#jira UE-33554
	#jira UE-33550
	#jira UE-33551
	#jira UE-33621

Change 3068758 on 2016/07/28 by Mitchell.Wilson

	Minor update to BP_RakeStuff to solve issue with sand turning black when raking the same spot.
	#jira UE-33684

Change 3068733 on 2016/07/28 by Ori.Cohen

	Temp fix to make sure that deferred bodies that add angular impulse do not crash (From Benn.G)

	#JIRA UE-32630

Change 3068713 on 2016/07/28 by Lina.Halper

	#Checking in Benn G's fix

	 Fixed crash when adding a section to a zero length montage. Fixed nullptr deref in montage handling code and disabled menu option to add a section when zero length (makes no sense to do that).

	#jira UE-33633
	#code review: Benn.Gallagher

Change 3068580 on 2016/07/28 by John.Pollard

	Disable hot reloading when using single process MP PIE

	Fixes UE-30516 - Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players

	#jira UE-30516

Change 3068550 on 2016/07/28 by Jurre.deBaare

	Merge Actors: "Bake Vertex Data" is incorrectly listed underm materials
	#fix Added another flag and renamed the old one + added tooltips :) This also required some changes to the merge path just to make sure we end up with the correct data
	#jira UE-31886

Change 3068549 on 2016/07/28 by Jurre.deBaare

	Merged static meshes stop reaction to the Trace Complex on Move flag.
	#fix merge physics now defaults to true in the actor merging settings (people assumed the system didn't work and hadn't seen the option)
	#jira UE-30403

Change 3068548 on 2016/07/28 by Jurre.deBaare

	Merge Actor tool can no longer merge just materials for an actor
	#fix removed requirement of more than one static mesh component (left code in to renable later on once we add a bake materials button for actors in the world)
	#jira UE-32797

Change 3068547 on 2016/07/28 by Jurre.deBaare

	Make sure the advanced preview scene tab is shown by default
	#fix Made the tab spawn by default in all possible situations (as part of the existing UI layout)
	#jira UE-33499

Change 3068546 on 2016/07/28 by Jurre.deBaare

	Textures created from generating proxy meshes have incorrect compression format on tooltip

	#fix Required a PostEditChange call for the UTextures to correctly propogate the compression type
	#jira UE-30365

Change 3068543 on 2016/07/28 by Danny.Bouimad

	#jira UE-29618
	Made useability changes to the Phsyical Animation Profile Map

Change 3068407 on 2016/07/28 by Mitchell.Wilson

	Set delete index variable to 0 on reset in BP_RakeStuff to fix an issue with sand turning black when raking repeatedly in one place
	#jira UE-33684

Change 3068403 on 2016/07/28 by Ben.Marsh

	Add warnings and ignore entries in .uprojectdirs files which reference directories outside the root directory.

	#jira UE-33459

Change 3068358 on 2016/07/28 by Martin.Wilson

	Set default compression to NoClear as None is not a valid compression

	#jira UE-31958

Change 3068346 on 2016/07/28 by Benjamin.Hyder

	Updating TM-ContactShadows to include static meshes

	#jira UE-29618

Change 3068336 on 2016/07/28 by Martin.Wilson

	Added a new mode to Montage_Play so that we can choose what value we return (either length of the montage or the play time duration).

	#jira UE-32101

Change 3068321 on 2016/07/28 by Martin.Wilson

	Export bone selection widgets so that other modules can use them

	#Jira UE-30361

Change 3068316 on 2016/07/28 by Martin.Wilson

	Expose Root Motion Mode

	#jira UE-14431

Change 3068307 on 2016/07/28 by Benjamin.Hyder

	Rebuilding lighting in QA-Materials

	#jira UE-29618

Change 3068299 on 2016/07/28 by Benjamin.Hyder

	Renaming TM_Noise to TM-Noise

	#jira UE-29618

Change 3068285 on 2016/07/28 by Martin.Wilson

	Remove option to clear compression on animation sequences

	#jira UE-31957

Change 3068282 on 2016/07/28 by Benjamin.Hyder

	Re-Saving QA-Materials to remove log spam

	#jira UE-29618

Change 3068271 on 2016/07/28 by Martin.Wilson

	Add check to highlight recursion issue caused by game code

	#jira UE-31417

Change 3068259 on 2016/07/28 by Jamie.Dale

	Fixed UObject churn caused by re-use of a single thumbnail scene for BP and class types

	#jira UE-31709

Change 3068257 on 2016/07/28 by Jamie.Dale

	Removed some code that was no longer needed and could cause a crash

	#jira UE-33342

Change 3068204 on 2016/07/28 by Nick.Darnell

	Slate - Reverting the SMenuAnchor to a previous version, there was no reason afterall to need to use the last painted window as the host for menus, ended up solving it a lower level by properly supporting the deferral groups on the SVirtualWindow under different conditions.

	Slate - The hit test grid now properly records the hit test path for the invalidation box, so that when input is recieved, a widget path containing only one instance of the invalidation box is created, premitting things like mouse capture to properly work.

	UMG - Further refinements and improvements to the Widget Interaction Component.  This completes the documentation and a fixes several bugs with it that were found after the integration to main occured.

	#jira UE-33845

Change 3068197 on 2016/07/28 by Martin.Wilson

	Fix abstract notify state classes showing up in create menu

	#jira UE-33864

	Fix copy paste notifies introducing cross animation references

	#jira UE-32801

Change 3068183 on 2016/07/28 by Matthew.Griffin

	Remove hard coded staging for Crash Reporter and use its receipt instead
	#jira UE-33800

Change 3068097 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: Decals don't render on Zenfone 2 (Added proper detection of FP16 render target support)
	#jira UE-22679

Change 3068074 on 2016/07/28 by Matthew.Griffin

	Added DDC nodes to list of content/shader modifiers for notifications

Change 3068053 on 2016/07/28 by Jack.Porter

	After resampling or changing landscape component size, delete any new components that are entirely in regions that correspond to previously deleted components

	#jira UE-5335

Change 3068043 on 2016/07/28 by Jack.Porter

	Fix crash in mobile preview when selecting objects during shader compilation

	#jira UE-33862

Change 3068031 on 2016/07/28 by Gareth.Martin

	Fix hang when changing material which is used on landscape and "LogMaterial: 0.03 seconds spent updating 1 materials, 1 interfaces, 0 instances, 1 with static permutations." log spam
	#jira UE-33708

Change 3068030 on 2016/07/28 by Gareth.Martin

	Fix "Max Pitch Angle" and "Random Yaw" foliage options being ignored in procedural foliage.
	#jira UE-20476

Change 3068029 on 2016/07/28 by Gareth.Martin

	Fixed landscape "continuous" sculpting not working in multiple viewports
	- the editor would tick with another viewport which didn't have the mouse down, ending the stroke. Now only the "active" viewport can end the stroke.
	#jira UE-32347

Change 3068013 on 2016/07/28 by Thomas.Sarkanen

	Added a tick dependency for slave components

	Ensures that slave components always get ticked after master components.
	Prevents potential main thread stall updating morph targets in slave components.

	#jira UE-23045 - Slave components could benefit from a tick dependency on master components

Change 3068011 on 2016/07/28 by Thomas.Sarkanen

	Added space bar as a shortcut to play/pause animation playback in Persona

	#jira UE-26788 - Framework - Animation - Add Hotkeys to the Viewport for Play/Pause

Change 3068009 on 2016/07/28 by Thomas.Sarkanen

	Multi-arg console commands now accept string commands with or without quotes

	Pre-parsed out each token prior to calling ImportText() rather than relying on ImportText's internal logic. This allows us to properly parse out quoted and non-quoted values as well as being robust to escape sequences etc.
	Removed old legacy code designed to fix trailing string params not being parsed correctly.
	Updated some NULLs to nullptr.

	#jira UE-23661 - Multi-arg console commands that take string params don't accept string params without quotation marks

Change 3067854 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: World composition tiles that have child actor inside will become mdified if any other tile is unloaded
	#jira UE-33440

Change 3067831 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: Landscape GrassType does not have the option to exclude Decals
	#jira UE-26669

Change 3067826 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted
	Also fixed Replace foliage type case
	#jira UE-32010

Change 3067824 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: The Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled"
	#jira UE-24767

Change 3067794 on 2016/07/27 by Jack.Porter

	Expose Lighting Channels to Foliage and Landscape Grass

	#jira UE-32794

Change 3067782 on 2016/07/27 by Jack.Porter

	Fixed crash on device when playing sounds when packaged using Android_Multi

	#jira UE-31981

Change 3067760 on 2016/07/27 by Jack.Porter

	Fixed issue where  landscape flatten target grid preview is displayed on wrong landscape when switching landscape target

	#jira UE-11756

Change 3067748 on 2016/07/27 by Dmitry.Rekman

	Linux: fix packaged projects not being runnable (UE-33608).

	- Added a shell script to run the binary.

	#jira UE-33608

	(Edigrating 3067587 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)

Change 3067512 on 2016/07/27 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements (first two items)
	https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
	https://udn.unrealengine.com/questions/302238/how-to-handle-morpheus-disconnection-event.html#answer-303803
	https://udn.unrealengine.com/questions/300748/psvr-trc-compliance.html
	Unshelved from pending changelist '3065760 (UE4/Dev-VR)
	-Implements HMD connect/disconnect/reconnect handling along the lines of sony sample tutorial_vr/basic_setup.
	-Known issue: some tracker location popping during reconnect.  I will try to fix that next.
	#jira UEVR-13
	#review-3066558 @chad.taylor

Change 3067511 on 2016/07/27 by Jeff.Fisher

	Duplicating 3058093 (UE4/Dev-VR)
	Linking SceHmdSetupDialog_stub_weak so one can easily use the sceHmdSetup library to pop up the system hmd setup dialog, if one wishes (someone did, we probably will soon).
	#jira UEVR-13

Change 3067488 on 2016/07/27 by Ori.Cohen

	Make the UI more clear for which physical animation is currently being editted.

	#JIRA UE-33332

Change 3067481 on 2016/07/27 by Chris.Babcock

	AAR support and updating libraries:
	- Google Play Games native C++ SDK 2.1
	- Google Play Services 9.2.0
	- android-support-v4.jar 23.0.0
	#jira UEPLAT-1251
	#jira UE-19190
	#ue4
	#android

Change 3067478 on 2016/07/27 by Ori.Cohen

	Fix it so renaming of physical animation profiles (and constraint profiles) do not lose previous settings

	#JIRA UE-33276, UE-33331

Change 3067474 on 2016/07/27 by Ori.Cohen

	Make it so property index comes in on reset of array value and duplication (From Matt.K)

	#JIRA UE-33276

Change 3067457 on 2016/07/27 by Ori.Cohen

	Fix currently highlighted text in physics profiles being copied over when chaing current profile

	#JIRA UE-33282

Change 3067451 on 2016/07/27 by Ori.Cohen

	Fix the case where objects welded together (even though they're simulating) do not re-weld when being detached in a long chain

	#JIRA UE-32531

Change 3067443 on 2016/07/27 by Ori.Cohen

	Make skeletalMeshComponent a property of physical animation component so things can be setup in the construction script.
	Mark the component as experimental and only expose valid functions into construction script

	#JIRA UE-33656

Change 3067439 on 2016/07/27 by Ori.Cohen

	Added more logging info for potential fixed framerate negative delta time crash

	#JIRA UE-32219

Change 3067348 on 2016/07/27 by mason.seay

	Updating map to have hit events test.

	#jira UE-29618

Change 3067342 on 2016/07/27 by Mitchell.Wilson

	Updating collision on TwinStickUFO to resolve issue with the ship getting stuck when rotating due to collision being offset slightly
	#jira UE-15698

Change 3067332 on 2016/07/27 by Dmitry.Rekman

	Fix for libstdc++ problems (UE-33584).

	#tests Built UE4Editor/UE4Game on Ubuntu 16.04 and 15.10.

	#JIRA UE-33584

	(Redoing CL 3065551 from Dev-Platform).

Change 3067262 on 2016/07/27 by Lina.Halper

	DUPEFIX: Fix compile issue of non-editor build due to - Reduce functions is not editoronly

	#tests: PIE/compile editor build/noneditor
	#jira: UE-33477

Change 3067228 on 2016/07/27 by Lina.Halper

	This fixes crash where mesh has changed hierarchy but hasn't been remapped yet.

	#jira: UE-29880

Change 3067168 on 2016/07/27 by Lina.Halper

	DUPEFIX: Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.

	#code review:Martin.Wilson, Benn.Gallagher
	#tests: cooked test map, run test map, PIE, saving content, loading standalone game
	#jira: UE-33454

Change 3067162 on 2016/07/27 by Lina.Halper

	pose asset source animation/animation asset preview pose now have proper skeleton filter

	#jira: UE-32607

Change 3067160 on 2016/07/27 by Lina.Halper

	Fix issue with preview curve not working when no asset

	#jira: UE-33402

Change 3067138 on 2016/07/27 by Lina.Halper

	DUPEFIX: Fix the guid keep generated by adding to the database.

	- This caused worse problem with non-deterministic cooking -   This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible

	#jira: UE-33772, UE-33454
	#tests: cooked AI_Test map, editor rename curves

Change 3067129 on 2016/07/27 by Lina.Halper

	DUPEFIX- Fix additive issue with remove linear key and built the new animation DDC
	#tests: Jump_Recovery_Additive, PIE
	#jira: UE-33477

Change 3067128 on 2016/07/27 by Michael.Trepka

	Copy of CL 3062046

	PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines for iOS

	#jira UE-33683

Change 3067104 on 2016/07/27 by Lina.Halper

	DUPEFIX: Support different samplerate for reimport with set range

	#jira: UE-16027

Change 3067093 on 2016/07/27 by Lina.Halper

	DUPE FIX: Fix baking is applied twice in the new created animation

	#jira: UE-31120

Change 3067088 on 2016/07/27 by Lina.Halper

	Fix issues with rename/delete of the curves

	#jira: UE-33663, UE-33730, UE-33661, UE-33662

Change 3066795 on 2016/07/27 by Mark.Satterthwaite

	Fix a race-condition in FMetalBlendState's constructor that could lead to crashes or use of the incorrect blend-state. This is a partial fix for UE-33778 which appears to have several causes.
	#jira UE-33778

Change 3066788 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3066338:
	Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
	#jira UE-33779

Change 3066786 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3064743:
	Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
	#jira UE-33827
	#jira FORT-27685

Change 3066768 on 2016/07/27 by samuel.proctor

	Updated child blueprint used for profiler testing

	#jira UE-29618

Change 3066733 on 2016/07/27 by samuel.proctor

	Refreshed broken node in profiler test asset

	#jira UE-29618

Change 3066670 on 2016/07/27 by Sam.Deiter

	#Jira UEDOC-3139 Adding the blending tool tip images.

Change 3066669 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3063329:
	CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
	#jira UE-33600
	#jira UE-33028
	#jira UE-27879
	#jira UE-25802

Change 3066668 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3063327:
	Added FSpeedTreeWindNullUniformBuffer as a global resource to bind to shaders that require a SpeedTreeData uniform but don't yet have data available as a nil binding is invalid on Metal.
	#jira UE-32068

Change 3066625 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3062160:
	Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
	#jira UE-33355

Change 3066624 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3063328:
	Mac Metal DXT/BC textures can have mip-levels smaller than the block size (they switch to uncompressed data).
	#jira UE-33820

Change 3066589 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3060590 to fix UE-33819:
	Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
	#jira UE-33819

Change 3066588 on 2016/07/27 by Matt.Kuhlenschmidt

	Fixed Reset to default not updating when selecting new assets

	#jira UE-33817

Change 3066509 on 2016/07/27 by mason.seay

	Phys material needed for TM-SliceProcMesh

	#jira UE-29618

Change 3066500 on 2016/07/27 by mason.seay

	Rebuilt lighting

	#jira UE-29618

Change 3066499 on 2016/07/27 by Jurre.deBaare

	Map build should not generate empty HLOD folder in Editor
	#fix Asset outer (hlod folder/asset) was created regardless of whether or not it was needed, now checks first :)
	#jira UE-29564

Change 3066498 on 2016/07/27 by Jurre.deBaare

	HLOD outliner drag and drop operation can cause log spam
	#fix Found the log spam was coming from the scene outliner itself, caused by Formatting call receiving incorrect argument names which is now fixed
	#jira UE-32106

Change 3066485 on 2016/07/27 by Alan.Noon

	Resubmitting fixes for Puzzle Templates. Rebuilt in 4.13 via UGS
	#jira UE-30564

Change 3066470 on 2016/07/27 by mason.seay

	Test map and updating blueprint for slicing proc mesh

	#jira UE-29618

Change 3066367 on 2016/07/27 by Matthew.Griffin

	Switch UE4 Binary Release to be the job that runs nightly instead of the Full Build we use in main

Change 3066337 on 2016/07/27 by Matthew.Griffin

	Remaking CL 3066327 by Matthew.Griffin@Matthew.Griffin_G5772_MainStream on 2016-07-27 15:39

		Adding ArchiveDir parameter to Fortnite build command as it ignores StagingDir and has been filling up network drive

Change 3066158 on 2016/07/27 by Ben.Marsh

	Reverting assets causing warning, via integration from //UE4/Main.

Change 3065651 on 2016/07/26 by Ben.Marsh

	Remaking CL 3065267 by Alan.Noon@Alan.Noon_Z3739_Main_9938 on 2016/07/26 16:35:14

		Updated Puzzle Template (BP and C++) to mimic each other in terms of content, labelling and setup.

Change 3065650 on 2016/07/26 by Ben.Marsh

	Remaking CL 3065358 by James.Brinkerhoff@James.Brinkerhoff_Z2862_Ocean-Staging on 2016/07/26 17:31:04

		Hotfix for Ocean from CL 3065311: Fixes the load/apply order when applying customizations to characters in the editor

Change 3065649 on 2016/07/26 by Ben.Marsh

	Remaking CL 3065268 by Max.Chen@Max.Chen_T4664_UE4_Main on 2016/07/26 16:35:18

		Sequencer: Revert 3057233 because it breaks sequence recording.

		Copy from Dev-Sequencer

		#jira UE-33569

Change 3065308 on 2016/07/26 by Ben.Marsh

	Fix failure to parse EC settings for 4.13 branch.

Change 3065235 on 2016/07/26 by Ben.Marsh

	Set the IsReleaseBranch flag to true for builds in the Release-4.13 branch.

[CL 3079611 by Matthew Griffin in Main branch]
2016-08-05 17:47:48 -04:00
Ben Marsh
28be3c41b4 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3075869)
#lockdown Nick.Penwarden
#rb none

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

Change 3059740 on 2016/07/21 by Ben.Marsh

	Format license violations on separate lines rather than as a single multi-line string, so they can be parsed out correctly by the EC log parser.

Change 3063115 on 2016/07/25 by Ben.Marsh

	Add missing projects to Mono AutomationTool solution.

Change 3067125 on 2016/07/27 by Ben.Marsh

	Clean up and document the engine versioning system.

	* Version.h has a summary of all the different versioning concepts in UE4, as well as an explanation of what all the macros do.
	* VersionLocked.h has been removed. ENGINE_NET_VERSION and ENGINE_REPLAY_VERSION can be overriden directly in Version.h if necessary.
	* Added explicit macros for ENGINE_CURRENT_CL_VERSION And ENGINE_COMPATIBLE_CL_VERSION. The MODULE_API_VERSION macro is now defined to be the same as ENGINE_COMPATIBLE_CL_VERSION.
	* Build/Build.version now includes the compatible CL version, so it can be determined without having to parse header files inside MacToolChain.cs.
	* UpdateLocalVersion UAT command now exposes a -CompatibleCL=... argument to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version.
	* SetVersion BuildGraph task now has a CompatibleChange="" attribute to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version.
	* VersionFileUpdater now makes an effort to parse tokens matching the macros it's going to overwrite, rather than requiring exact matches in whitespace in Version.h.
	* Running UpdateLocalVersion now syncs files to revision 0 before writing if P4 is enabled, similarly to UGS, or fails if they are not writable.

Change 3067242 on 2016/07/27 by Ben.Marsh

	Fix UGS showing a build failure/warning dialog immediately if you submit while the build is yellow/red. Now ignores builds before your last submitted CL.

Change 3068116 on 2016/07/28 by Ben.Marsh

	Add a small Windows utility to terminate all running processes under a given root directory, and run it before and after every sync. Mean to fix instances where zombie editor processes do not terminate correctly and cause subsequent syncs to fail.

Change 3068246 on 2016/07/28 by Ben.Marsh

	UGS: Improvements to 'Clean Workspace' dialog - empty folders are now set to be deleted by default, and added a context menu to select all/none/empty/default for a subtree, as well as to open Windows explorer at that location.

Change 3068573 on 2016/07/28 by Ben.Marsh

	Attempt to fix AppDomain unload errors; suspect caused by delay to terminate child processes when managed exception is thrown on child threads. Now waits for the currently running threads to finish executing before quitting.

Change 3068575 on 2016/07/28 by Ben.Marsh

	Respect the -noxge command-line argument when compiling UHT.

Change 3068665 on 2016/07/28 by Ben.Marsh

	Delete any DLLs in output folders which share names with build products. The Windows loader reads DLLs from the first location it finds a file with a matching name, so we need to ensure that it doesn't load stale DLLs when output directories are changed (moving a module into a plugin, for example).

Change 3073316 on 2016/08/02 by Ben.Marsh

	CoreUObject: Replace header guards with #pragma once directives.

Change 3073325 on 2016/08/02 by Ben.Marsh

	CoreUObject: Manually untangle a few circular includes around ObjectBase.h and Class.h to allow making them into IWYU-style headers.

Change 3074391 on 2016/08/02 by Ben.Marsh

	GitHub #2646: Always allow programs to build as part of non-game solution configurations.

Change 3075123 on 2016/08/03 by Richard.Fawcett

	Ensure that zip files created outside of Ionic Zip can be unzipped with CommandUtils.UnzipFiles

	Zip files created with 7-zip, WinRAR, and Windows Explorer all contain entities for directories, not just the files in them.  Code in CommandUtils.UnzipFiles made the assumption that all entities in the zip file were files, and an exception was being thrown on encountering a directory.

Change 3075848 on 2016/08/03 by Ben.Marsh

	UBT: Fix a few cases where it's possible to construct a non-canonical DirectoryReference - root directories on Windows must always have a terminating slash, but any other directories must note. DirectoryInfo and Path.GetFullPath() do not enforce this requirement.

Change 3075850 on 2016/08/03 by Ben.Marsh

	UBT: Fix UHT failures when running with -nopch.

Change 3077058 by Ben.Marsh

	UHT: Remove the auto-generated ObjectBase.h include from generated header files. Was originally added to allow doxygen to parse headers more easily, but was switched to parsing the file only as part of parent files instead.

[CL 3077308 by Ben Marsh in Main branch]
2016-08-04 10:41:07 -04:00