Commit Graph

46 Commits

Author SHA1 Message Date
Matt Peters
b44fab825a UWorld: Remove NewWorld argument from CleanupWorldInternal, and replace it with bWorldChanged. bWorldChanged was being incorrectly calculated in the recursive CleanupWorldInternal calls on streaming levels, resulting in them incorrectly setting bUnloadFromEditor=true when the toplevel CleanupWorld was called from CleanupLevelThatWasInitializedFromSave during cooking, resulting in indeterminism in the cook due to removing RF_Standalone flags.
#jira UE-147729
#rb Patrick.Enfedaque
#rnx
#preflight 62559c8acd5ed4dd09184417

[CL 19723275 by Matt Peters in ue5-main branch]
2022-04-12 12:22:43 -04:00
charles lefebvre
263ed71727 Resubmit changelist 18349454
Deprecation of bEnableBTAITasks
Move task always use gameplay tasks
#tests 100% repro in local cooked builds in Test targets.
#rb Mieszko.Zielinski
[FYI] Guillaume.Morreel, Loic.Devaux, Karl.Dubois
#rnx

#ROBOMERGE-AUTHOR: charles.lefebvre
#ROBOMERGE-SOURCE: CL 18467836 via CL 18467847 via CL 18467855 via CL 18468223 via CL 18468260
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18468272 by charles lefebvre in ue5-release-engine-test branch]
2021-12-15 12:25:52 -05:00
karl dubois
4dfadd811b [Backout] - CL18339735
- Part 1/2 of removing CL18339735 & CL18328294. These changes cause multiple unresponsive AIs.

Original CL Desc
-----------------------------------------------------------------
Deprecation of bEnableBTAITasks
Move task always use gameplay tasks

#tests 100% repro in local cooked builds in Test targets.
[FYI] charles.lefebvre, Maxime.Mercier, Mieszko.Zielinski, nicolas.bonnelly, Guillaume.Guay
#rb guillaume.morreel, loic.devaux
#rnx

#ROBOMERGE-AUTHOR: karl.dubois
#ROBOMERGE-SOURCE: CL 18349454 via CL 18349467 via CL 18349473 via CL 18349623 via CL 18349638
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18350087 by karl dubois in ue5-release-engine-test branch]
2021-12-02 02:13:51 -05:00
charles lefebvre
41b2ebccb7 Deprecation of bEnableBTAITasks
Move task always use gameplay tasks
#tests PIE
[REVIEW] Mieszko.Zielinski

#ROBOMERGE-AUTHOR: charles.lefebvre
#ROBOMERGE-SOURCE: CL 18339735 via CL 18339751 via CL 18339758 via CL 18340236 via CL 18340245
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18340248 by charles lefebvre in ue5-release-engine-test branch]
2021-12-01 11:41:28 -05:00
Marc Audy
f02d489290 Update Release-Engine-Test from Release-Engine-Staging @ 16264272
[CL 16264458 by Marc Audy in ue5-release-engine-test branch]
2021-05-11 01:10:20 -04:00
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
dan kaufman
5f4445a8a0 Additional logging and new fix attempt for JIRA-239935
#JIRA-239935
[REVIEW] [at]David.Hamm, [at]Yoan.Stamant
#rnx


#ROBOMERGE-SOURCE: CL 10899484 via CL 10899489 via CL 10899490 via CL 10899495 via CL 10899500
#ROBOMERGE-BOT: (v626-10872990)

[CL 10899501 by dan kaufman in Main branch]
2020-01-07 17:54:43 -05:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
dan kaufman
daba336f0e Fix typo in ensure logic
#rnx


#ROBOMERGE-SOURCE: CL 10772272 via CL 10772288 via CL 10776573 via CL 10777785 via CL 10777841
#ROBOMERGE-BOT: (v610-10636431)

[CL 10777953 by dan kaufman in Main branch]
2019-12-17 17:25:49 -05:00
dan kaufman
1bf6e652a6 Speculative fix for issue with sub object reuse in the AI Systems components
#rb Yoan.Stamant, Mieszko.Zielinkski
#rnx


#ROBOMERGE-SOURCE: CL 10767402 via CL 10768384 via CL 10768562 via CL 10771805 via CL 10771856
#ROBOMERGE-BOT: (v610-10636431)

[CL 10771938 by dan kaufman in Main branch]
2019-12-17 15:03:45 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Ben Marsh
ea340d3fbf Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown Nick.Penwarden

[CL 4567513 by Ben Marsh in Main branch]
2018-11-14 19:05:13 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
6748a24fb1 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none

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

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 3189363 on 2016/11/07 by Ben.Marsh

	Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.

Change 3210598 on 2016/11/27 by Ben.Marsh

	UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.

Change 3210601 on 2016/11/27 by Ben.Marsh

	PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)

Change 3210602 on 2016/11/27 by Ben.Marsh

	PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)

Change 3210605 on 2016/11/27 by Ben.Marsh

	UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.

Change 3211656 on 2016/11/28 by Ben.Marsh

	UBT: Move ModuleRules and TargetRules into their own file.

Change 3211797 on 2016/11/28 by Ben.Marsh

	UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.

Change 3211833 on 2016/11/28 by Ben.Marsh

	UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.

Change 3211859 on 2016/11/28 by Ben.Marsh

	UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.

Change 3211942 on 2016/11/28 by Ben.Marsh

	UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.

Change 3215333 on 2016/11/30 by Ben.Marsh

	UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.

Change 3215482 on 2016/11/30 by Ben.Marsh

	UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.

Change 3215743 on 2016/11/30 by Ben.Marsh

	UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.

	Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.

Change 3215778 on 2016/11/30 by Ben.Marsh

	UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.

Change 3217681 on 2016/12/01 by Ben.Marsh

	UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.

Change 3217723 on 2016/12/01 by Ben.Marsh

	UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.

Change 3217930 on 2016/12/01 by Ben.Marsh

	UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.

Change 3218762 on 2016/12/02 by Ben.Marsh

	Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.

Change 3219161 on 2016/12/02 by Ben.Marsh

	Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.

Change 3219197 on 2016/12/02 by Ben.Marsh

	Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.

Change 3219209 on 2016/12/02 by Ben.Marsh

	Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.

Change 3219610 on 2016/12/02 by Ben.Marsh

	Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.

Change 3219731 on 2016/12/02 by Ben.Marsh

	UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.

Change 3220796 on 2016/12/04 by Ben.Marsh

	Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.

Change 3220825 on 2016/12/04 by Ben.Marsh

	UBT: Change all executors to derive from a common base class (ActionExecutor).

Change 3220834 on 2016/12/04 by Ben.Marsh

	UBT: Remove the global CommandLineContains() function.

Change 3222706 on 2016/12/05 by Ben.Marsh

	Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.

Change 3222712 on 2016/12/05 by Ben.Marsh

	Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat

Change 3223628 on 2016/12/06 by Ben.Marsh

	Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe

Change 3223817 on 2016/12/06 by Ben.Marsh

	Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.

Change 3224046 on 2016/12/06 by Ben.Marsh

	Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.

Change 3224792 on 2016/12/07 by Ben.Marsh

	UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.

Change 3225212 on 2016/12/07 by Ben.Marsh

	UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.

	Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.

	The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.

Change 3226310 on 2016/12/07 by Ben.Marsh

	PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)

Change 3228273 on 2016/12/08 by Ben.Marsh

	Update copyright notices for QAGame.

Change 3229166 on 2016/12/09 by Ben.Marsh

	UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.

Change 3230601 on 2016/12/12 by Ben.Marsh

	Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.

Change 3230737 on 2016/12/12 by Ben.Marsh

	UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.

Change 3230751 on 2016/12/12 by Ben.Marsh

	UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.

Change 3230804 on 2016/12/12 by Ben.Marsh

	UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.

Change 3230831 on 2016/12/12 by Ben.Marsh

	UGS: Warn when trying to switch streams if files are checked out.

Change 3231281 on 2016/12/12 by Chad.Garyet

	Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one

Change 3231496 on 2016/12/12 by Ben.Marsh

	Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.

Change 3231979 on 2016/12/12 by Ben.Marsh

	UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.

Change 3232619 on 2016/12/13 by Ben.Marsh

	Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.

[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Andrew Grant
213f53c7e4 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden

Change 3196499 on 2016/11/14 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3196473

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3195674 on 2016/11/11 by Laurent.Delayen

	Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
	Fixes https://jira.it.epicgames.net/browse/OR-31509

	#rb lina.halper
	#tests twinblast ult multiPIE

Change 3195245 on 2016/11/11 by Dan.Hertzka

	Card crafting progress
	- Device responds to UI actions appropriately and infinitely
	- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
	- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
	- Non-reversible timelines all now play from start (so they work more than once)

	Engine-side:
	- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
	- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget

	#rb none
	#tests PIE crafting

Change 3194616 on 2016/11/11 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3194604

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3193875 on 2016/11/10 by Andrew.Grant

	Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
	#jira UE-38496
	#tests compiled
	#rb none
	#c0dereview Marcus.Wassmer

Change 3193368 on 2016/11/10 by Mieszko.Zielinski

	Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3193280 on 2016/11/10 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3193232

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3192376 on 2016/11/09 by Laurent.Delayen

	RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490

	#rb none
	#tests riftmage blackhold multiPIE

Change 3192243 on 2016/11/09 by Laurent.Delayen

	UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266

	#rb none
	#tests Jump pads on Sovereign2 multiPIE

Change 3191985 on 2016/11/09 by Laurent.Delayen

	Additional debug info for https://jira.it.epicgames.net/browse/OR-31300

	#rb none
	#tests compiles

Change 3191565 on 2016/11/09 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3191371

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3190702 on 2016/11/08 by David.Ratti

	Fix PIE autologgin mcp problem

	#rb JoshM
	#tests PIE autologgin

Change 3190591 on 2016/11/08 by Mieszko.Zielinski

	Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3190363 on 2016/11/08 by Frank.Gigliotti

	Root motion velocity clamping and bug fixes;

	* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.

	* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks.  This ensures the desired velocity is set correctly.

	* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.

	#RB David.Ratti, Zak.Middleton
	#c0dereview Zak.Middleton
	#Tests PIE - Multiple heroes with root motion abilities

Change 3190344 on 2016/11/08 by Laurent.Delayen

	RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
	Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
	Minor tweaks:
	- Test for ID before TimeStamp
	- Changed auto to proper type.
	- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.

	#rb none
	#tests multiPIE

Change 3190217 on 2016/11/08 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3190009

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3188560 on 2016/11/07 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3187796

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3188012 on 2016/11/05 by Andrew.Grant

	Merging using ROBO://Orion/Main->//Orion/Dev-General
	#rb #tests na

Change 3187818 on 2016/11/04 by Michael.Noland

	Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
	- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails

	Upgrade notes:
	- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
	- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
	- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again

	#rb matt.kuhlenscmidt
	#tests Tested various PIE configurations in Paragon

Change 3187756 on 2016/11/04 by Michael.Noland

	Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
	#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
	#rb ben.ziegler

Change 3187258 on 2016/11/04 by Dan.Hertzka

	- UTextBlock::SetText is now virtual

	- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS

	#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
	#rb none
	#tests PIE

Change 3187157 on 2016/11/04 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Case fix for staged files
	#rb Ben.Marsh
	#tests preflighted

	#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3186870 on 2016/11/04 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3186846

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3186243 on 2016/11/03 by Michael.Noland

	Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
	- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
	#jira OR-23184
	#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
	#rb ben.ziegler

Change 3185134 on 2016/11/03 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3185065

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3183689 on 2016/11/02 by Aaron.McLeran

	OR-31091 Implementing 3175639 in Dev-General

	#rb zak.middleton
	#tests unplug headphones and observe no log spam or other issues

Change 3183292 on 2016/11/02 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3182926

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3182323 on 2016/11/01 by Dan.Hertzka

	Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)

	#c0dereview Nick.Darnell
	#rb Stephan.Jiang
	#tests none

Change 3182295 on 2016/11/01 by Daniel.Lamb

	Fixed up routing BeginDestroy.
	#rb Andrew.Grant
	#jira OR-31043
	#test Paragon win64 -game

Change 3181975 on 2016/11/01 by Daniel.Lamb

	Make sure to remove safe zone delegate when canvas is destroyed.
	Moved registration of safe zone delegate to constructor.
	#rb Michael.Noland
	#jira OR-31043
	#test Paragon win64 -game

Change 3181895 on 2016/11/01 by Daniel.Lamb

	Make sure to remove safe zone delegate when canvas is destroyed.
	Moved registration of safe zone delegate to constructor.
	#rb Michael.Noland
	#jira OR-31043
	#test Paragon win64 -game

Change 3181892 on 2016/11/01 by Michael.Trepka

	Copy of CL 3162466

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

	#rb Mark.Satterthwaite
	#jira UE-37088
	#tests Cooked MacNoEditor data on Windows

Change 3181624 on 2016/11/01 by David.Ratti

	Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates

	#rb none
	#tests golden path w/ extra logging to verify final value is what is broadcasted

	#c0dereview Billy.Bramer, Fred.Kimberley

Change 3181574 on 2016/11/01 by Jason.Bestimt

	#ORION_DG - Fixing up R0B0MERGE issue

	#RB:none
	#Tests:none

Change 3180859 on 2016/10/31 by Brian.Karis

	Removed SSAO from hair

Change 3180320 on 2016/10/31 by Daniel.Lamb

	Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
	#rb Andrew.Grant
	#test Paragon rebuild lighting
	#jira OR-30841

Change 3180227 on 2016/10/31 by Laurent.Delayen

	Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
	Will be turned into a warning message in the BP editor.

	#c0dereview benn.gallagher
	#rb none
	#tests none

Change 3179903 on 2016/10/31 by jason.bestimt

	#ORION_MAIN - Merge 34.2 @ CL 3179886

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3177903 on 2016/10/28 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34 @ CL 3177869

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3175548 on 2016/10/26 by Michael.Noland

	GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
	#rb david.ratti
	#c0dereview billy.bramer
	#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game

Change 3175544 on 2016/10/26 by Bart.Hawthorne

	Draft in replays improvements:
	- Marker added to timeline bar that shows when the level change happens
	- Added "Skip Draft" button when loading a replay which will bypass the draft
	- Only PvP matches will record replays
	- Added "Exit Replay" button to hamburger menu while in draft
	- No longer load hero data before viewing a replay if not skipping draft
	- Enable replay recording in PvP

	#rb john.pollard
	#c0dereview paul.moore
	#tests nomcp golden path up to spawnpoint, created and loaded several replays

Change 3175533 on 2016/10/26 by Michael.Noland

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

	#jira UE-37249
	#jira UE-37243

	#rb robert.manuszewski
	#lockdown robert.manuszewski

	[reimplementing CL# 3165739 from Release-4.13]

	#tests Compiled

Change 3175311 on 2016/10/26 by Daniel.Lamb

	Added support for safe zone change.
	Messed up files in last checkin
	#test Ps4 paragon
	#jira OR-30506
	#rb Matt.Kuhlenschmidt

Change 3175298 on 2016/10/26 by Daniel.Lamb

	Added support for updating safe area
	#rb Matt.Kuhlenschmidt
	#c0dereview Andrew.Grant Nick.Darnell
	#test Ps4 paragon
	#jira OR-30506

Change 3175209 on 2016/10/26 by David.Ratti

	Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.

	#rb none
	#tests pie

Change 3174858 on 2016/10/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34/33.2 @ CL 3174784

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3174822 on 2016/10/26 by Marcus.Wassmer

	Duplicate 3174187
	#jira UE-37020
	#rb marc.audy
	#test create/destroy effects with HQ lights in editor.

Change 3174344 on 2016/10/25 by Ryan.Gerleve

	Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.

	#rb john.pollard
	#tests golden path

Change 3174270 on 2016/10/25 by Marcus.Wassmer

	Add LightingChannel control to High Quality particle lights.
	#rb none
	#test tested different lighting channels.

Change 3173855 on 2016/10/25 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34 @ CL 3173292

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3173843 on 2016/10/25 by Michael.Trepka

	Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop

	#rb Matt.Kuhlenschmidt
	#tests Tested in editor build on PC

Change 3173783 on 2016/10/25 by Dan.Youhon

	Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)

	#rb None
	#tests MultiPIE

Change 3173734 on 2016/10/25 by Dan.Youhon

	Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128

	#rb None
	#tests MultiPIE

Change 3173714 on 2016/10/25 by David.Ratti

	Add Game and Engine Compat versions for replays

	#coderview John.Pollard
	#rb Lietz
	#tests golden path, replays

Change 3173681 on 2016/10/25 by Bart.Hawthorne

	Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.

	The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.

	Also fixed a warning on the dedicated server related to abandoning a draft.

	#rb john.pollard
	#c0dereview josh.markiewicz, paul.moore
	#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing

Change 3173677 on 2016/10/25 by Andrew.Grant

	Reenabled audio thread
	Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
	#tests na
	#rb Gil.Gribb

Change 3173588 on 2016/10/25 by Ryan.Gerleve

	Added a replication condition to skip replays.

	#tests golden path
	#rb john.pollard

Change 3172692 on 2016/10/24 by Marcus.Wassmer

	Fix OR-30390 caused by missing mutex lock
	#rb none
	#test compile ps4

Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt

	Fix blur widget not respecting clip rects

	#rb none
	#tests paragon blur widget clipping bugs

Change 3171570 on 2016/10/23 by Mieszko.Zielinski

	Moved Bots' enemy selection eqs query triggering to native code #Orion

	Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
	Also, made couple of tweaks to positioning and tower attacking behavior of melee bots

	#rb none
	#test golden path

Change 3171100 on 2016/10/21 by Aaron.Eady

	FGameplayCueTagDetails;

	Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.

	#rb David.Ratti (actually wrote the code)
	#tests PIE

Change 3171060 on 2016/10/21 by Ryan.Gerleve

	Some cleanup and fixes for deathcam:
	The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
	Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
	Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
	Added comment to  UAbilitySystemComponent::OnComponentDestroyed.

	#rb john.pollard
	#tests golden path, enabled deathcam

Change 3171041 on 2016/10/21 by Ryan.Gerleve

	Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.

	#rb john.pollard
	#tests golden path

Change 3170917 on 2016/10/21 by Mieszko.Zielinski

	Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion

	#rb none
	#test golden path

Change 3170914 on 2016/10/21 by Mieszko.Zielinski

	Fixed EQS scoring bug resulting in some items getting NaN scored #UE4

	The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
	Removed a bunch of deprecated code while there

	#rb Lukasz.Furman
	#test golden path

Change 3170912 on 2016/10/21 by Mieszko.Zielinski

	Manual merge of crucial BT fixed over from //Fortnite/Main #UE4

	Original CL#3159145 , CL#3159892

	#rb Lukasz.Furman
	#test golden path

Change 3170478 on 2016/10/21 by David.Ratti

	fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.

	#rb none
	#tests editor

Change 3170231 on 2016/10/21 by Ryan.Gerleve

	Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.

	#tests golden path, PIE
	#c0dereview john.pollard
	#rb none

Change 3170074 on 2016/10/20 by Ryan.Gerleve

	Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.

	CL 3169209

	#tests golden path, replays
	#rb none

Change 3170019 on 2016/10/20 by Ryan.Gerleve

	Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.

	CLs:
	3134499
	3134771
	3135279
	3137140
	3138081
	3140413
	3150142
	3142515
	3162189
	3162194

	#tests golden path
	#rb none

Change 3169686 on 2016/10/20 by Michael.Trepka

	Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.

	#rb Jeff.Campeau
	#tests Tested in editor build on PC

Change 3169668 on 2016/10/20 by Max.Chen

	Sequencer - Don't crash when a bool track or visibility track has a null runtime object.

	Copy from Odin

	#rb none
	#tests opened a recorded sequence

Change 3169657 on 2016/10/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_33 - Fix for localization export of web data

	Fixed export of localized formatted text

	- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
	- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
	- Updated the translation picker to use GetHistoricFormatData.
	- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
	- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.

	[c0dereviewed]: jamie.dale
	#RB:none
	#Tests:Exported game data!

	#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3169616 on 2016/10/20 by David.Ratti

	missed file
	#rb none
	#tests none

Change 3169597 on 2016/10/20 by David.Ratti

	Missed include
	#rb DanH
	#tests none

Change 3169393 on 2016/10/20 by David.Ratti

	AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks

	#rb none
	#tests pie

Change 3168287 on 2016/10/19 by Mieszko.Zielinski

	Expanded EQS info logged with vlog #UE4

	#rb none
	#test golden path

Change 3168282 on 2016/10/19 by David.Ratti

	Restore warning when multiple GC notifies try to handle the same tag.

	#rb none
	#tests compile, launch editor, see warnings, cry

Change 3168196 on 2016/10/19 by Jon.Lietz

	compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.

	#RB none
	#tests compiles

Change 3168041 on 2016/10/19 by Michael.Trepka

	Don't restore saved resolution on window activation in non-fullscreen modes

	#rb Matt.Kuhlenschmidt
	#tests Tested in editor build on PC

Change 3167859 on 2016/10/19 by Aaron.McLeran

	UE-36288 Fixing concurrency resolution stop quietest

	Implementing in Dev-General for Joey since he needs the fix ASAP.

	#rb Jeff.Campeau
	#tests perform tests described in JIRA bug.

Change 3167790 on 2016/10/19 by Andrew.Grant

	Duplication of 3167569 from //Odion/Main for Paragon cinematics
	#rb none
	#tests compiled

Change 3167682 on 2016/10/19 by Laurent.Delayen

	Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473

	#rb ori.cohen, benn.gallagher
	#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.

Change 3167466 on 2016/10/19 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3167368

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3167312 on 2016/10/19 by Mieszko.Zielinski

	Fixed EQS template cache issues with multiple query run modes #UE4

	#rb Lukasz.Furman
	#test golden path
	#jira UE-37496

Change 3166784 on 2016/10/18 by Laurent.Delayen

	Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)

	#rb none
	#c0dereview benn.gallagher
	#test Chains in Persona

Change 3166641 on 2016/10/18 by Mieszko.Zielinski

	Made the value span used for EQS item score normalization configurable #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3166632 on 2016/10/18 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Added support for multiple deployment sandboxes on PS4.

	BuildCookRun -deploy=SomeDir
	ps4.elf -deployedbuild=SomeDir

	Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.

	#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
	[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
	#rb none

	#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3166494 on 2016/10/18 by Michael.Noland

	Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
	#jira OR-13877
	#rb david.ratti
	#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays

Change 3166476 on 2016/10/18 by Michael.Noland

	Cooker: Deleting dead GenerateManifestInfo methods
	#tests Compiled
	#rb none
	#c0dereview daniel.lamb

Change 3166471 on 2016/10/18 by Michael.Noland

	Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
	[reimplementing CL# 3157138 by Mike.Beach]
	#jira UE-37107
	#rb Dan.OConnor
	#tests Tested multiplayer PIE and opening an anim BP

Change 3166460 on 2016/10/18 by Michael.Noland

	Particles: Prevent log spam on servers about stripped emitters
	#rb graeme.thornton
	[reimplementing CL# 3157862 by Simon.Tovey]
	#tests Ran an uncooked server and tested golden path

Change 3166339 on 2016/10/18 by Laurent.Delayen

	oops, this file got away.

	#rb none
	#tests none

Change 3166337 on 2016/10/18 by Laurent.Delayen

	Fix for AnimDynamics Wind crash.
	https://jira.it.epicgames.net/browse/OR-30351

	Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.

	#rb benn.gallagher
	#c0dereview lina.halper, thomas.sarkanen
	#tests Vamp

Change 3166207 on 2016/10/18 by Mieszko.Zielinski

	Bot perception work #Orion

	Added a new sense that makes bots know about enemies visible on the minimap
	Made jungle minions do not register as sight sources
	Cleaned up bot perception component a bit

	#rb none
	#test golden path

Change 3166138 on 2016/10/18 by Michael.Noland

	Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
	#c0dereview dan.oconnor
	#rb none
	#tests Tested opening an anim BP during multiplayer PIE

Change 3165860 on 2016/10/18 by David.Ratti

	remove some debug code that wasn't intended to be checked in
	#rb none
	#tests compile

Change 3165288 on 2016/10/17 by Ian.Fox

	#XMPP - Add correlation id attribute to outgoing stanzas
	#RB Rob.Cannaday
	#Tests Correlation IDs come back in responses to xmpp messages we send
	#JIRA OGS-409

Change 3165096 on 2016/10/17 by David.Ratti

	Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.

	#rb none
	#tests PS4/PC crossplay

Change 3164973 on 2016/10/17 by Dan.Hertzka

	Fix link error

	#rb #tests compile

Change 3164910 on 2016/10/17 by Lukasz.Furman

	fixed bug in merging behavior tree searches
	copy of CL 3164903
	#ue4
	#rb Mieszko.Zielinski
	#tests none

Change 3164908 on 2016/10/17 by Dan.Hertzka

	Exposing the blur widget for use in Paragon
	** Use OrionBlurWidget, not the base BackgroundBlurWidget

	- Added it to the hero and default tooltips for reference

	#rb none
	#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
	#tests PIE

Change 3164482 on 2016/10/17 by David.Ratti

	Editor loadtime improvements
	* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.

	* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.

	* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.

	* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.

	* -game -nomcp will now properly async load initial set of data

	* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally

	* Added new log category: LogOrionStartup

	#rb none
	#c0dereview Dan.Hertzka
	#tests pie, golden path, cooked PS4

Change 3163635 on 2016/10/14 by Laurent.Delayen

	AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.

	#rb none
	#c0dereview martin.wilson, thomas.sarkanen
	#tests fixes Twinblast's primary fire blend out having a frame a lag.

Change 3163620 on 2016/10/14 by Laurent.Delayen

	AnimNode_Slot debug: Show actual slot local weight, instead of always 1.

	#rb none
	#c0dereview martin.wilson
	#tests twinblast debug

Change 3163061 on 2016/10/14 by Andrew.Grant

	Pulling test framework changes into seprate CL
	#rb #tests na

Change 3162675 on 2016/10/13 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging test framework changes down early.
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3162062 on 2016/10/13 by Michael.Trepka

	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.

	#rb Matt.Kuhlenschmidt
	#tests Tested in editor build on PC

Change 3161489 on 2016/10/13 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3161453

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3160664 on 2016/10/12 by Ben.Salem

	Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
	#rb adric.worley
	#tests Ran All Ftests that start with S

Change 3159866 on 2016/10/12 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3159727

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3158870 on 2016/10/11 by John.Barrett

	Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.

	#JIRA OR-29219

	#rb none

	#tests compiles, client/server

Change 3158336 on 2016/10/11 by Lukasz.Furman

	string pulling for local navigation grids
	#ue4
	#rb Mieszko.Zielinski
	#tests PIE

Change 3158203 on 2016/10/11 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3158043

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt

	Added a blur widget to umg that applies a blur effect to whatever is behind the widget
	- The widget has a content slot that can be used to display unblurred content on top of the blur
	- The widget has a low quality mode brush that can be applied instead of the background blur.  This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
	- This widget is currently expermental and must be subclassed to be used
	#tests Tested on PS4, PC, Mac (opengl and metal)
	#rb nick.darnell

Change 3157232 on 2016/10/10 by Lukasz.Furman

	added local navigation grids: dynamic obstacles on static navmesh
	#ue4
	#rb Mieszko.Zielinski
	#tests none, disabled by default

Change 3157112 on 2016/10/10 by Laurent.Delayen

	Removed my layer anim node fix, since Martin did a similar fix.

	#rb none
	#tests compiles
	#c0dereview martin.wilson

Change 3156789 on 2016/10/10 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3156726

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3156717 on 2016/10/10 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging 3156681 from //Orion/Release-33 to Main
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3156596 on 2016/10/10 by Martin.Wilson

	Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)

	#Jira OR-30017
	#rb Lina.Halper
	#tests Tested affected anim nodes in editor

Change 3156149 on 2016/10/08 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3155444 on 2016/10/07 by David.Ratti

	-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
	-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.

	#rb none
	#tests golden path

Change 3155228 on 2016/10/07 by Michael.Trepka

	Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main

	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

	#rb Dmitry.Rekman
	#tests Tested in editor build on PC

Change 3154910 on 2016/10/07 by Lukasz.Furman

	added new accessors in TSimpleCellGrid and inlined bunch of functions
	#ue4
	#rb none
	#tests none

Change 3154906 on 2016/10/07 by Lukasz.Furman

	adjusted comments for FGraphAStar
	#ue4
	#rb none
	#tests none

Change 3154679 on 2016/10/07 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33 @ CL 3154662

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3153638 on 2016/10/06 by Andrew.Grant

	Duplicating fix for  UE-36087 from UE4
	#rb #tests na

Change 3153325 on 2016/10/06 by David.Ratti

	CurveTableSets: support for multiple spread sheets
	-Sovereign data located in Sovereign subfolder, cloned from base data.

	#rb none
	#tests PIE, golden path

Change 3153318 on 2016/10/06 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge DUI @ CL 3152667

	#RB:none
	#Tests:none

	[c0dereviewed]: kerrington.smith, matt.schembari

	#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3153268 on 2016/10/06 by David.Ratti

	Missed file for engine changes
	#rb none
	#tests none

Change 3153264 on 2016/10/06 by David.Ratti

	Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.

	#rb none
	#tests paragon editor

Change 3153204 on 2016/10/06 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2/33 @ CL 3152587

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3152699 on 2016/10/05 by Andrew.Grant

	I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)

	-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
	-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
	-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
	-Split some Orion tests into seprate scripts
	-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
	-Added controllers for Boot, Soak, and Leak checks
	-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
	-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
	-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
	-OrionBot code no longer caches command line since some TestControllers set it at runtime
	-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.

	#rb none
	#tests verified all of the above and much more!
	#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland

Change 3152605 on 2016/10/05 by Andrew.Grant

	Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
	Added Editor ScaleRef stuff to Orion to suppress cooked warning
	#rb none
	#c0dereview Marcus.Wassmer
	#tests Verified warning about ScaleRef being missing is gone

Change 3152596 on 2016/10/05 by Andrew.Grant

	Made ASLR an option that can be disabled.
	Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
	Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon

	#c0dereview Luke.Thatcher
	#rb none
	#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal

Change 3152399 on 2016/10/05 by Josh.Markiewicz

	#UE4 - temporary fix for OSS R0B0MERGE issue
	#rb david.nikdel
	#test compiles

Change 3150916 on 2016/10/04 by Daniel.Lamb

	Removed warning when shader compiler is in a bad state.
	#rb Andrew.Grant
	#jira OR-29580
	#test Cook paragon

Change 3150889 on 2016/10/04 by Ben.Salem

	Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
	#rb adric.worley
	#tests Ran several commands to see log output.

Change 3150844 on 2016/10/04 by Lukasz.Furman

	compilation fix
	#rb none
	#tests none

Change 3150759 on 2016/10/04 by Lukasz.Furman

	added "hidden" state to gameplay debugger category
	#ue4
	#rb Mieszko.Zielinski
	#tests config changes and PIE

Change 3150758 on 2016/10/04 by Lukasz.Furman

	pass on SimpleCellGrid template to make it usable for local navigation grids
	#orion
	#rb Mieszko.Zielinski
	#tests PIE on agora, AI tactics debug on agora

Change 3150567 on 2016/10/04 by Dan.Hertzka

	Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
	- Not in actual use anywhere yet

	#rb none
	#tests PIE

Change 3150307 on 2016/10/04 by Laurent.Delayen

	Removed check() not considering SimulatedRootMotion for RemoteClients.

	#rb none
	#tests compiles

Change 3150236 on 2016/10/04 by Josh.Markiewicz

	#UE4 - added documentation to FNetworkNotify interface
	- fixed bad UE_LOG category while double checking the above
	#rb none
	#tests compiles

Change 3150206 on 2016/10/04 by Josh.Markiewicz

	#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
	- removed similar function from UGameInstanceCommon
	- more common usage location
	#rb none
	#c0dereview paul.moore
	#tests rejoin vectors and golden path

Change 3150073 on 2016/10/04 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2/33 @ CL 3150010

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3150031 on 2016/10/04 by Mieszko.Zielinski

	New AIData provider that generated random numbers #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3149946 on 2016/10/04 by Ben.Woodhouse

	Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()

	We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.

	#jira OR-26778
	#rb luke.thatcher
	#tests compile, run Win64 with -game, run editor

Change 3149743 on 2016/10/03 by Ben.Salem

	Null check for blank test names when making functional tests to repair crash on server.
	#rb nick.darnell
	#tests Ran multiple FTests

Change 3149460 on 2016/10/03 by Laurent.Delayen

	Refactored TickCharacterPose.
	Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
	Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().

	Fixes human players always calling TickPose regardless of settings on dedicated servers.
	Also addresses Jira UE-34720

	#rb martin.wilson
	#tests networked Vamp x2 + golden path

Change 3149435 on 2016/10/03 by Mieszko.Zielinski

	Fixed a bug in EQS item score normalization for the purposes of drawing #UE4

	Also, made printed out scores not normalized since seeing original EQS calculated score desirable

	#rb Lukasz.Furman
	#test golden path

Change 3148550 on 2016/10/03 by John.Barrett

	Fixed bad/blocking ensure added in FBitReader. OR-29219

	#tests compile
	#rb none

Change 3147460 on 2016/09/30 by Laurent.Delayen

	Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
	Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.

	#rb michael.noland
	#tests Golden Path

Change 3146677 on 2016/09/30 by Jamie.Dale

	Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing

	#rb Andrew.Rodham
	#tests Ran the gather

Change 3146555 on 2016/09/30 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3146524

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3146129 on 2016/09/29 by Michael.Noland

	Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
	#c0dereview marc.audy
	#rb none
	#tests Tested ToggleDebugCamera with slomo 0.00001

Change 3145574 on 2016/09/29 by Adric.Worley

	Fix FunctionalTestingManager not compiling when included

	#tests compile
	#rb mieszko.zielinski

Change 3145224 on 2016/09/29 by Michael.Trepka

	Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid

	#rb Dmitry.Rekman
	#tests Tested editor build on PC

Change 3145132 on 2016/09/29 by Alexis.Matte

	Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
	#jira OR-29617
	#rb matt.kuhlenschmidt
	#test none

Change 3144926 on 2016/09/29 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3144835

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3144920 on 2016/09/29 by Benn.Gallagher

	Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
	#rb James.Golding
	#tests Editor + -game vamp RMB abilities using new notify

Change 3144055 on 2016/09/28 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: ben.marsh
	BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.

	#rb none
	#tests Compared exported job definition before and after

	#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3143801 on 2016/09/28 by Mieszko.Zielinski

	Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion

	Also, made failing to do so not fails a check

	#rb Lukasz.Furman
	#test golden path
	#c0dereview Aaron.Eady

Change 3142377 on 2016/09/27 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: marcus.wassmer
	Fix crashes when using GBuffer resources in simpleforward mode.
	#rb Daniel.Wright
	#test vamp Q on low settings.

	#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3141628 on 2016/09/27 by David.Ratti

	Guard against recursion in WaitGameplayEffectApplied ability task

	#rb none
	#tests pie crash case

Change 3141497 on 2016/09/27 by Marcus.Wassmer

	Duplicate 3123743
	Separate skeletal/static mesh lod interfaces
	#rb none
	#test created an LOD for vamp locally.

Change 3140832 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: marcus.wassmer
	Remove dubious non-threadsafe GBuffer reference adjustments.
	Possibly fix OR-29506
	#rb none
	#test PC on all settings

	#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3140828 on 2016/09/26 by Uriel.Doyon

	Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
	#rb marcus.wassmer
	#tests running lighting build with command let & loading editor

Change 3140331 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Cloning fix for UE-36253 from //UE4/Dev-Framework/...
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139976 on 2016/09/26 by David.Ratti

	balance tweaker + some prep for multiple data tables support

	#rb none
	#tests pie, golden path

Change 3139904 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Adding code to log name of package that refuses to load...
	#rb none
	#tests compiled

	#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139871 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Fixes for OR-29229 and OR-29413
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139751 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3139692

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139451 on 2016/09/25 by Uriel.Doyon

	Submitted a workaround for the lighting build command let crash.
	#rb none
	#tests loaded editor, built lighting command let

Change 3138304 on 2016/09/23 by David.Ratti

	Fix checkslow in Debug editor
	#rb none
	#tests debug editor
	#c0dereview Martin.Wilson

Change 3138068 on 2016/09/23 by Laurent.Delayen

	Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
	Fixes Steel's curves all getting matched to 'DistanceCurve'

	#rb martin.wilson
	#tests Steel's curve are not all 'DistanceCurve'

Change 3137830 on 2016/09/23 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3137699

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3137657 on 2016/09/23 by Ben.Marsh

	Fix initialization order warning.

	#rb none
	#tests none

Change 3137628 on 2016/09/23 by bruce.nesbit

	Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster

	#rb none

	#tests Compiled NU

Change 3137538 on 2016/09/23 by Thomas.Sarkanen

	Fix crash rendering sequence with keyframed material parameters

	Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:

	Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.

	#tests Rendered out problematic sequence successfully multiple times
	#rb none
	#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
	#c0dereview Frank.Fella

Change 3136580 on 2016/09/22 by Ben.Marsh

	Merging CL 3136158 to fix support for generating project files with Visual Studio Express.

	#rb none
	#tests none

Change 3136574 on 2016/09/22 by Michael.Trepka

	Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode

	#rb Marcus.Wassmer
	#tests Tested editor build on PC

Change 3136293 on 2016/09/22 by Adric.Worley

	Add BlueprintType to EFunctionalTestResult

	#tests editor
	#rb ben.salem
	#c0dereview nick.darnell

Change 3136240 on 2016/09/22 by Andrew.Grant

	Merging from //UE4/Main @ 3135156
	#rb none
	#tests QA pass and local golden path

Change 3136197 on 2016/09/22 by Jamie.Dale

	Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes

	#rb Gareth.Martin
	#tests Loaded the map that was crashing

Change 3135914 on 2016/09/22 by Dan.Youhon

	Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
	- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
	- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)

	#rb None
	#tests MultiPIE
	#R0B0MERGE: MAIN, 32.2, 32.1

Change 3135893 on 2016/09/22 by David.Ratti

	GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer

	#rb none
	#tests gameplaycue editor

Change 3135843 on 2016/09/22 by jason.bestimt

	#ORION_MAIN - Merge 32.2 @ CL 3135756

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

	#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
	//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
	//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
	#c0dereview: jason.bestimt

Change 3134639 on 2016/09/21 by jason.bestimt

	#ORION_MAIN - Merge 32.2 @ CL 3133910

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

	#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#c0dereview: jason.bestimt

Change 3134367 on 2016/09/21 by Ben.Woodhouse

	More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
	#rb daniel.wright
	#tests none

Change 3134176 on 2016/09/21 by Jason.Bestimt

	#ORION_DG - UnrealPak speed improvements

	Moving shelved CL to DG and submitting for DanielL

	#RB:none
	#Tests:none

	#c0dereview: andrew.grant, daniel.lamb

Change 3134129 on 2016/09/21 by Jamie.Dale

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

	#rb none
	#tests Built UAT

Change 3133864 on 2016/09/21 by Ben.Woodhouse

	Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.

	Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
	#c0dereview daniel.wright
	#rb luke.thatcher
	#jira OR-29262
	#tests yes

Change 3133849 on 2016/09/21 by Martin.Wilson

	Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1

	#rb Jurre.DeBaare
	#tests Editor tests with mambo pose asset
	#jira UE-36189

Change 3133546 on 2016/09/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: marcus.wassmer
	Null merge of 3131588.  Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
	#rb none
	#tests none
	[c0dereviewed] Jason.Bestimt

	#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3133487 on 2016/09/20 by Michael.Noland

	Automation: Added Automation to the manual autocomplete list

Change 3133363 on 2016/09/20 by Daniel.Lamb

	Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
	#rb Trivial
	#test Compile automation tool

Change 3132956 on 2016/09/20 by Benn.Gallagher

	Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
	#tests Editor, apex reimport
	#rb none

Change 3132403 on 2016/09/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3132254

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3132332 on 2016/09/20 by Andrew.Grant

	Replicated UE4/Main fix for missing materials pane
	#rb none
	#tests verified material pane shows

Change 3132131 on 2016/09/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging automation work from //Orion/Release-32.2 to Main
	#rb none
	#tests verified functionality

	#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3131698 on 2016/09/19 by Andrew.Grant

	Qucik fix to unblock build. Will follow up correct way tomorrow
	#rb none
	#tests blueprint compiles

Change 3131489 on 2016/09/19 by Andrew.Grant

	Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
	#rb none
	#tests QA pass in Orion-Staging, Golden path post merge

Change 3131350 on 2016/09/19 by Adric.Worley

	Fix functional test reporting typo

	#tests PIE
	#rb ben.salem

Change 3130959 on 2016/09/19 by Mieszko.Zielinski

	Compilation fix #UE4

	#rb none
	#test compilation

Change 3130904 on 2016/09/19 by Mieszko.Zielinski

	Couple of generic AI perception fixes #UE4

	Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
	Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
	Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call

	#rb Lukasz.Furman
	#test golden path

Change 3130304 on 2016/09/19 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3130115

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
Ori Cohen
a0625fdf15 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none

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

Change 3038116 on 2016/07/05 by James.Golding

	Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)

Change 3038271 on 2016/07/05 by Lukasz.Furman

	fixed bug with instanced behavior tree nodes writing over memory of other nodes
	#jira UE-32789

Change 3038295 on 2016/07/05 by Lukasz.Furman

	changed behavior tree node injection to modify shared template instead of switching nodes to instanced
	fixes GC reference chain between AI using the same behavior tree

Change 3038504 on 2016/07/05 by Zak.Middleton

	#ue4 - Fix typo in comment (debugging arrow).

	github #2352
	#jira 30255

Change 3039151 on 2016/07/06 by James.Golding

	UE-30046 Add bAllowCPUAccess flag to UStaticMesh

Change 3039281 on 2016/07/06 by Ori.Cohen

	Fix attached partially simulating ragdolls not moving with actor.

	#JIRA UE-32830

Change 3039286 on 2016/07/06 by Benn.Gallagher

	Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.

Change 3039313 on 2016/07/06 by Benn.Gallagher

	Enabled override of angular joint bias on AnimDynamics

Change 3039335 on 2016/07/06 by Ori.Cohen

	Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.

	#JIRA UE-32833

Change 3039412 on 2016/07/06 by Ori.Cohen

	PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)

	#JIRA UE-30725

Change 3039799 on 2016/07/06 by Tom.Looman

	- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
	- Fixed bug in override gravity for the suggest projectile velocity functions.

Change 3039903 on 2016/07/06 by Ori.Cohen

	Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.

Change 3039932 on 2016/07/06 by Lina.Halper

	Merging using //Orion/Dev-General_to_//UE4/Dev-Framework

	serialize crash is always bad, so dupe checkin.

Change 3040059 on 2016/07/06 by Ori.Cohen

	Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)

	#JIRA UE-32730

Change 3040203 on 2016/07/06 by Jon.Nabozny

	Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.

	#jira UE-32357

Change 3040211 on 2016/07/06 by Ori.Cohen

	Fix constraints being unselectable in phat when a render mesh is on top

	#JIRA UE-32479

Change 3040273 on 2016/07/06 by Ori.Cohen

	Fix vehicle drag adding instead of removing energy when in reverse.

	#JIRA UE-28957

Change 3040293 on 2016/07/06 by Zak.Middleton

	#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.

Change 3040325 on 2016/07/06 by Zak.Middleton

	#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.

	#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html

Change 3040950 on 2016/07/07 by Thomas.Sarkanen

	Removed GWorld from FTimerManager

	Switched LastAssignedHandle to a static member.

	#jira UE-31485 - Remove GWorld from FTimerManager

Change 3041054 on 2016/07/07 by Jon.Nabozny

	Fix warning about negation operator on FRotator introduced in CL 3040203.

Change 3041214 on 2016/07/07 by Ori.Cohen

	Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies

	#JIRA UE-29538

Change 3041319 on 2016/07/07 by James.Golding

	UE-29771
	- Rename LocalAtoms to BoneSpaceTransforms
	- Rename SpaceBases to ComponentSpaceTransforms

Change 3041432 on 2016/07/07 by James.Golding

	UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
	Also remove PhysicsSettings.h from PhysicalMaterial.h

Change 3041434 on 2016/07/07 by James.Golding

	Improve comment on UStaticMesh::bAllowCPUAccess

Change 3041701 on 2016/07/07 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498

Change 3041760 on 2016/07/07 by Ori.Cohen

	Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.

	#JIRA UE-32438

Change 3041771 on 2016/07/07 by Marc.Audy

	Add GetParentActor convience accessor

Change 3041798 on 2016/07/07 by Marc.Audy

	Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
	#jira UE-32772

Change 3041857 on 2016/07/07 by Jon.Nabozny

	Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.

	#jira UE-32272

Change 3041914 on 2016/07/07 by Marc.Audy

	Fix mismatch function prototype

Change 3042041 on 2016/07/07 by Jon.Nabozny

	Fix CIS issue introduced by CL 3041857

Change 3042402 on 2016/07/08 by James.Golding

	Fix CIS after no longer globally including PhysicsSettings.h

Change 3042517 on 2016/07/08 by Martin.Wilson

	Fix root motion when actor and component transforms do not match

	#jira UE-32944

Change 3043021 on 2016/07/08 by mason.seay

	Assets for testing poses

Change 3043246 on 2016/07/08 by Marc.Audy

	Eliminate USoundWave::CompressionName
	Add USoundWave::HasCompressedFormat
	#jira UE-32546

Change 3044376 on 2016/07/11 by James.Golding

	- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
	- Add UVInfo mem usage to UBodySetup::GetResourceSize
	- Remove BodySetup.h from EnginePrivate.h
	- Remove outdated comment in PhysUtils.cpp

Change 3044464 on 2016/07/11 by Ori.Cohen

	Fix CIS

	#JIRA UE-33005

Change 3044519 on 2016/07/11 by Ori.Cohen

	PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)

	#JIRA UE-30712

Change 3044774 on 2016/07/11 by Zak.Middleton

	#ue4 - Fix typos in comments.

Change 3044854 on 2016/07/11 by Mieszko.Zielinski

	Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4

	#jira UE-32013

Change 3044855 on 2016/07/11 by Mieszko.Zielinski

	Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4

	#jira UE-32458

Change 3044887 on 2016/07/11 by Zak.Middleton

	#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.

	- Fixed comments on FindNearestPointsOnLineSegments.
	- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".

	Merge CL 3036162.

Change 3044910 on 2016/07/11 by Mieszko.Zielinski

	Fixed  AISense_Sight not reporting any hits on ECC_Visibility channel #UE4

Change 3045144 on 2016/07/11 by Lukasz.Furman

	exposed pathfollowing's reach test modifier: goal radius as parameter of move request

Change 3045174 on 2016/07/11 by Marc.Audy

	Remove incorrect SetMobility reference from comment
	#jira UE-30492

Change 3045233 on 2016/07/11 by Marc.Audy

	Correct function name in warning

Change 3045284 on 2016/07/11 by mason.seay

	Test Assets for pose blending

Change 3045342 on 2016/07/11 by Michael.Noland

	PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
	#jira UE-29522

Change 3045343 on 2016/07/11 by Michael.Noland

	PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
	#jira UE-32403

Change 3045344 on 2016/07/11 by Michael.Noland

	Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
	Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
	#jira UE-31632

Change 3045382 on 2016/07/11 by Ori.Cohen

	Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.

	#JIRA UE-29937

Change 3045529 on 2016/07/11 by Zak.Middleton

	#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.

Change 3045601 on 2016/07/11 by Michael.Noland

	Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
	#jira UE-20962

Change 3046039 on 2016/07/12 by Jurre.deBaare

	Instanced HLOD materials to reduce permutations + compilation time

Change 3046147 on 2016/07/12 by Ori.Cohen

	PR #1615: Traceworldforposition should trace async scene too
	#JIRA UE-21728

Change 3046180 on 2016/07/12 by Ori.Cohen

	Introduce a shape complexity project setting

	#JIRA UE-31159

Change 3046280 on 2016/07/12 by Ori.Cohen

	Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.

	#JIRA UE-31525, UE-19252

Change 3046282 on 2016/07/12 by Benn.Gallagher

	Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
	  - Made default slot 0, as a montage should always have at least one slot
	  - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
	#jira UE-32626

Change 3046284 on 2016/07/12 by Benn.Gallagher

	Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
	  - Made default slot 0, as a montage should always have at least one slot
	  - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
	(2nd CL, missed file)
	#jira UE-32626

Change 3046416 on 2016/07/12 by Jon.Nabozny

	PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)

	#jira UE32123

Change 3046428 on 2016/07/12 by Michael.Noland

	Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
	#jira UE-33055

Change 3046429 on 2016/07/12 by Michael.Noland

	Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
	#jira UE-25994

Change 3046475 on 2016/07/12 by Ori.Cohen

	Added strength multiplyer for physical animation

	#JIRA UE-33075

Change 3046518 on 2016/07/12 by Ori.Cohen

	Make sure to refresh contact points when turning simulation on for bodies.

	#JIRA UE-31286

Change 3046658 on 2016/07/12 by Ori.Cohen

	Fix the case where setting body blend weight doesn't turn off blend override.

Change 3046720 on 2016/07/12 by Ori.Cohen

	Added option to allow skeletal mesh simulation to NOT affect component transform.

	#JIRA UE-33089

Change 3046908 on 2016/07/12 by Ori.Cohen

	Fix welded body not properly unwelding when in a chain of welded bodies

	#JIRA UE-32531

Change 3047015 on 2016/07/12 by Lukasz.Furman

	fixed nested repath requests

Change 3047102 on 2016/07/12 by Ori.Cohen

	Added physics component to content example

Change 3047848 on 2016/07/13 by Ori.Cohen

	Expose transform update mode to phat

	#JIRA UE-33227

Change 3047853 on 2016/07/13 by Ori.Cohen

	Update physical animation level and content. Was missing some blueprints

Change 3047897 on 2016/07/13 by Ori.Cohen

	PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)

	#JIRA UE-27102

Change 3048026 on 2016/07/13 by Benn.Gallagher

	Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
	#jira UE-23823

Change 3048592 on 2016/07/13 by Marc.Audy

	Change check when physics state exists but not registered to ensure and add additional logging information.
	#jira UE-32935

Change 3048790 on 2016/07/13 by Ori.Cohen

	Fix CIS for shipping physx builds.

	#JIRA UE-33246

Change 3048801 on 2016/07/13 by Ori.Cohen

	Update RootBodyTransform when ref skeleton has offset

Change 3048891 on 2016/07/13 by Marc.Audy

	Fix copy paste bug with AudioComponent::SetPitchMultiplier

Change 3049549 on 2016/07/14 by Thomas.Sarkanen

	Prevented stale anim asset references from persisting in wired pins

	Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
	Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
	Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
	Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.

	#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset

Change 3049576 on 2016/07/14 by Thomas.Sarkanen

	Fix CIS linker errors

Change 3049611 on 2016/07/14 by Benn.Gallagher

	Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
	Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
	#jira UE-31016
	#jira UE-33061

Change 3049663 on 2016/07/14 by Benn.Gallagher

	CIS fix after Persona render fixes

Change 3049794 on 2016/07/14 by Marc.Audy

	Some cleanup and ensuring ActiveSound adds references to all of its used assets

Change 3049823 on 2016/07/14 by Tom.Looman

	Added Player Connect and Disconnect Multicast Events to GameMode

	PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)

Change 3049896 on 2016/07/14 by Ori.Cohen

	Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.

	#JIRA UE-31660

Change 3049921 on 2016/07/14 by Benn.Gallagher

	PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
	    - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
	#jira UE-29573

Change 3049929 on 2016/07/14 by Zak.Middleton

	#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.

Change 3049956 on 2016/07/14 by Zak.Middleton

	#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.

Change 3049992 on 2016/07/14 by Jon.Nabozny

	Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.

	#JIRA: UE-31601

Change 3050017 on 2016/07/14 by James.Golding

	PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)

Change 3050061 on 2016/07/14 by Zak.Middleton

	#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.

Change 3050254 on 2016/07/14 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614

Change 3050416 on 2016/07/14 by mason.seay

	Test map and asset for slicing proc meshes

Change 3050881 on 2016/07/14 by Zak.Middleton

	#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.

	github #2047

Change 3051401 on 2016/07/15 by Thomas.Sarkanen

	Prevented animation from restarting each time a new section is selected/inspected in the montage editor

	Preserved playback state when changing section.
	Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.

	#jira UE-31014 - Moving Montage Event Unpauses Playback
	#jira UE-25101 - Improve Montage Replay Usability issue

Change 3051717 on 2016/07/15 by Benn.Gallagher

	Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
	#jira UE-18558

Change 3051729 on 2016/07/15 by Benn.Gallagher

	Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
	  - They look the same when there isn't a documentation entry for them (Just the enum name)
	  - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name

Change 3051825 on 2016/07/15 by Marc.Audy

	Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
	#jira UE-29435

Change 3051850 on 2016/07/15 by Marc.Audy

	Reduce priority of audio thread
	Add a frame sync to avoid audio thread drifiting behind

Change 3051920 on 2016/07/15 by Tom.Looman

	Added ActorComponent Activate/Deactivate events

	#JIRA UE-31077

Change 3051923 on 2016/07/15 by Tom.Looman

	PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)

Change 3052038 on 2016/07/15 by Martin.Wilson

	Possible fix for fortnite crash + ensure incase the situation occurs again

	#jira UE-33258

Change 3052042 on 2016/07/15 by Jurre.deBaare

	Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)

Change 3052171 on 2016/07/15 by Ori.Cohen

	Improve UI for constraint profiles. Polish UI for physical animation profile.

	#JIRA UEFW-101, UE-33290

Change 3052243 on 2016/07/15 by Martin.Wilson

	Pose watching: Ability to draw bones of pose at any point in the anim graph.

	#jira UE-12181 (originally Epic Friday project)

Change 3053202 on 2016/07/18 by Thomas.Sarkanen

	FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility

	#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication

Change 3053203 on 2016/07/18 by Thomas.Sarkanen

	Fixed properties that are fed to skeletal mesh components via construction script not updating when edited

	Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
	Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case  to prevent edits being a frame out of date.

	#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph

Change 3053241 on 2016/07/18 by Martin.Wilson

	Add parent bone space to GetSocketTransform

	#jira UE-29814

Change 3053270 on 2016/07/18 by Jurre.deBaare

	PR #2105: Disable creation of array modifiers (Contributed by projectgheist)

Change 3053273 on 2016/07/18 by Jurre.deBaare

	Default ini for asset viewer and HDR images

	#jira UE-32903

Change 3053527 on 2016/07/18 by Ori.Cohen

	Fix CIS

	#JIRA UE-33375

Change 3053620 on 2016/07/18 by Thomas.Sarkanen

	Socket chooser now has a search box

	Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
	Search box has focus when the menu appears.

	#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh

Change 3053626 on 2016/07/18 by Martin.Wilson

	Fix crash caused by skeletalmeshcomponent being destroyed during a notify

	#jira UE-33258

Change 3053761 on 2016/07/18 by Martin.Wilson

	Mac build compile fix

Change 3053858 on 2016/07/18 by Lina.Halper

	Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/

	Fix on crashing recursive asset

Change 3053864 on 2016/07/18 by Ori.Cohen

	Make sure phat UI changes when picking different constraint profiles

Change 3053866 on 2016/07/18 by Ori.Cohen

	Submit content example for constraint profiles

Change 3053915 on 2016/07/18 by Lina.Halper

	The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
	This is the fix for that.

	#jira: UE-32927

Change 3053969 on 2016/07/18 by James.Golding

	PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)

Change 3054004 on 2016/07/18 by Ori.Cohen

	Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.

	#jira UE-33333

Change 3054410 on 2016/07/18 by Lina.Halper

	Fixed issue with moving translation not working with mirrored parent due to inverse position.

	Changed to Transform.

	#jira: UE-31521

Change 3054659 on 2016/07/18 by Lina.Halper

	Fix for retargeting of pose asset

	- Moved animsequence::retarget to be out to AnimationRuntime
	- PoseAsset is now using that function to retarget correctly

	#code review: Martin.Wilson, Ori.Cohen

Change 3054777 on 2016/07/18 by Jurre.deBaare

	Fixing integration blocker, had this fix locally already

	#jira UE-33427

Change 3056619 on 2016/07/19 by Ori.Cohen

	Temporarily turn off audio threading due to heap corruption.

	#JIRA UE-33320

Change 3057770 on 2016/07/20 by Aaron.McLeran

	Doing sync trace for occlusion if audio thread is enabled
	#jira UE-33494

Change 3057778 on 2016/07/20 by Aaron.McLeran

	#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)

Change 3057788 on 2016/07/20 by Aaron.McLeran

	#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)

	Enabling audio thread (with a capital T for True)

Change 3057850 on 2016/07/20 by Ori.Cohen

	Temporarily turn off audio threading as the feature is still experimental

Change 3057876 on 2016/07/20 by Martin.Wilson

	Fix Graph Linked External Object issue when saving recompressed animations

	#jira UE-33567

Change 3058371 on 2016/07/20 by Ori.Cohen

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

[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
Marc Audy
4c41590c3d Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski

	Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4

	This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.

	#rb Lukasz.Furman

Change 2828384 on 2016/01/14 by Mieszko.Zielinski

	Back out of visual log refactor done as part of CL#2821607 #UE4

Change 2869215 on 2016/02/16 by Marc.Audy

	Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior
	#rb Bruce.Nesbit
	#jira UE-26417

Change 2869404 on 2016/02/16 by Ori.Cohen

	Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood.

	#rb Lina.Halper

Change 2870062 on 2016/02/17 by Jurre.deBaare

	Name parameter driven by bone controller
	#JIRA UE-25997
	#rb Thomas.Sarkanen

Change 2870280 on 2016/02/17 by Mieszko.Zielinski

	Vis log category handling fixes #UE4

	Also, a minor cleanup

	#rb Lukasz.Furman

Change 2871729 on 2016/02/18 by James.Golding

	UE-26663 Fix 'LOD For Collision' display name
	#rb thomas.sarkanen

Change 2871730 on 2016/02/18 by James.Golding

	UE-26580 Make ECollisionEnabled a BlueprintType
	UE-25373 Add a MakeHitResult node
	#rb thomas.sarkanen

Change 2871732 on 2016/02/18 by James.Golding

	UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API.
	#rb ori.cohen

Change 2872022 on 2016/02/18 by Lukasz.Furman

	gameplay debugger refactor
	#ue4

Change 2872082 on 2016/02/18 by Lukasz.Furman

	enabled old gameplay debugger as default one for now
	it will be deprecated with next version after testing in game projects
	#ue4

Change 2872390 on 2016/02/18 by Aaron.McLeran

	OR-15041 (CPU) Hitches due to audio decompression on Windows

	1) Moving ogg-vorbis file info parsing into a worker thread
	 - stat dumphitches now shows the vorbis stuff totally gone

	2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback

	#rb marc.audy

Change 2872418 on 2016/02/18 by Mieszko.Zielinski

	Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4

	#rb Lukasz.Furman

Change 2872446 on 2016/02/18 by Aaron.McLeran

	Using cached value of ActualVolume in GetVolumeWeightedPriority

Change 2872770 on 2016/02/18 by Aaron.McLeran

	QAGame testing content for audio testing.

	Going to create a folder with specific sub-system testing maps for audio

Change 2873733 on 2016/02/19 by Jurre.deBaare

	- HLOD generated assets are now saved into a separate package instead of inside of the level asset
	#rb Ori.Cohen

Change 2873828 on 2016/02/19 by Ori.Cohen

	Distributions that bake out no longer load in cooked build.

	#JIRA UE-27126
	#rb Olaf.Piesche, Nick.Penwarden

Change 2874623 on 2016/02/19 by Aaron.McLeran

	UE-27131 Support for changing sound class volumes dynamically

	- new BP function to override a sound mix sound class adjuster
	- cleanup of AudioDevice.h and AudioDevice.cpp
	   - removing unnecessarily forward declares on various types
	   - removing unnecessary spaces and (void) params, etc

Change 2874922 on 2016/02/20 by Mieszko.Zielinski

	Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4

	#jira OR-15292
	#rb none

Change 2875838 on 2016/02/22 by Benn.Gallagher

[CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Robert Manuszewski
97cc1e1be1 Copying //UE4/Dev-Core to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2799478 on 2015/12/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Added Dev Stream custom versions.

	- Each stream now has its own custom version
	- Developers working in a stream should only modify their respective version

Change 2789867 on 2015/12/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	UnrealHeaderTool plugins no longer need to be a separate plugin and don't require UnrealHeaderTool source code changes to work.

	- Merged ScriptGeneratorPlugin with ScriptPlugin
	- Introduced the concept of UHT plugin support for plugins so that UHT's source files don't need to be modified to make it work with external plugins
	- Added RuntimeNoProgram module type (module that can be used at runtime but not by program targets).
	- Fixed logic with project file path setting in the engine. It will no longer try to crate a full path from an already rooted path.

Change 2796114 on 2015/12/09 by Steve.Robb@Dev-Core

	TEnumRange - enabled ranged-based for iteration over enum values.

Change 2789843 on 2015/12/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2

	More thorough way of verifying GC cluster assumptions.

Change 2794221 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2

	Don't merge GC clusters by default

Change 2797824 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Added the option to load all symbols for stack walking in non-monolithic builds.

Change 2790539 on 2015/12/04 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	Stats/Profiler - Better handling for live connection, using the same path as file profiles, added FStatsLoadedState to separate runtime stats state from the loaded one

Change 2794183 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Always reset events when returning them to pool.

Change 2794406 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2

	Fixing -unversioned flag being completely ignored when cooking

Change 2794563 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2

	Making sure string referenced assets don't get cooked if referenced by editor-only properties.

Change 2795124 on 2015/12/08 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	Profiler - Fixed bad data in min/max/avg inclusive times, added min/max/avg num calls, fixed event graph tooltip not displaying correct values

Change 2796208 on 2015/12/09 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	Profiler - Remove support for multiple instances in the profiler (game thread is always visible, a few crash fixes, cleaned code a bit)

Change 2797658 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Allocation verification helpers. Helps with tracking down memory stomps, freeing the same pointers multiple times.

Change 2797699 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Fix incorrect asset loading in Cooked game data (by bozaro)

	PR #1844

Change 2798173 on 2015/12/10 by Steve.Robb@Dev-Core

	Migration of Fortnite to use engine's TEnumRange.

Change 2798217 on 2015/12/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	PR #1331
	[Core] Added a stomp allocator that allows finding memory overruns, underruns, and read/write after free. (Contributed by Pablo Zurita)

Change 2799605 on 2015/12/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Fixing a crash when cancelling async loading caused by detaching linker from objects that had RF_NeedLoad flag set.

Change 2799849 on 2015/12/11 by Steve.Robb@Dev-Core

	Migration of Ocean to use engine's TEnumRange.

Change 2803144 on 2015/12/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Changed export tagging archive to also serialize class default objects using the normal Serialize path so that it can collect all custom versions used by exports.

Change 2803206 on 2015/12/15 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	#jira UE-24177
	Audit ôshippingö defines in engine

Change 2804868 on 2015/12/16 by Steve.Robb@Dev-Core

	Removal of stats from MallocBinned2, to be readded later.

#lockdown Nick.Penwarden

[CL 2805158 by Robert Manuszewski in Main branch]
2015-12-16 11:52:36 -05:00
Andrew Grant
2fd2070b07 Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2792706 on 2015/12/07 by Terence.Burns

	Rebuild lightmaps automation changes
	- Sync and Build binary files for execution
	- Much improved error handling
	- Email notification support added.

	#Note - This should massively simplify the batch script we use to rebuild lightmaps.

	#rb none
	#Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly.

Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt

	Added settings to toggle on and off display of Ping and FPS values.

	Server FPS will be disabled before ship

	#rb none #test pc/ps4 golden path, pie

Change 2791827 on 2015/12/05 by Marcus.Wassmer

	Fix texture memory leak.  Fixes automation using too much memory.
	#rb Brad.Angelcyk
	#codereview bob.ferreira
	#test automation runs, editor.
Change 2791313 on 2015/12/04 by Martin.Mittring

	fixed PS4 compiling
	#rb:Michael.Noland
	#test:not

Change 2791014 on 2015/12/04 by Martin.Mittring

	nicer cvar help for r.PS4ContinuousSubmits
	#rb:Olaf.Piesche
	#code_review:Marcus.Wassmer
	#test:PC

Change 2791011 on 2015/12/04 by Martin.Mittring

	fixed compile error when disabling ENABLE_TEXTURE_TRACKING
	#rb:Olaf.Piesche
	#test:run Paragon on PC

Change 2790848 on 2015/12/04 by Martin.Mittring

	missing changes

	nicer cvar help, optimized unneccessary referencecounting, removed redundant code
	#rb:Olaf.Piesche
	#test:PC Paragon

Change 2790840 on 2015/12/04 by Martin.Mittring

	nicer cvar help, optimized unneccessary referencecounting, removed redundant code
	#rb:Olaf.Piesche
	#test:PC Paragon

Change 2791585 on 2015/12/04 by Michael.Noland

	Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD
	#rb None
	#tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh

Change 2791244 on 2015/12/04 by Ryan.Brucks

	Submitting all my Paragon Content before the new Agora Branch.

Change 2791240 on 2015/12/04 by Marcus.Wassmer

	Bump to .061 patch and new pub tools to pass cert
	#rb non
	#test compile ps4

Change 2791132 on 2015/12/04 by ryan.brucks

	RenderToTextureMacros: fixed issue with polygon index being +1 on accident

Change 2790747 on 2015/12/04 by Terence.Burns

	Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines.

	#rb None
	#tests Run through the Rebuild Lightmaps UAT script process.

Change 2790589 on 2015/12/04 by Bart.Bressler

	- Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359.

	#rb sam.zamani
	#tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session

Change 2790418 on 2015/12/04 by James.Golding

	Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation
	#rb none
	#tests none

Change 2790333 on 2015/12/04 by James.Golding

	Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing
	#rb martin.wilson
	#codereview jurre.debaare
	#tests Built HLOD meshes in the editor

Change 2790292 on 2015/12/04 by Olaf.Piesche

	Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes

	#rb marcus.wassmer
	#tests Editor, PIE

Change 2790003 on 2015/12/04 by James.Golding

	Fix possible crash in ALODActor::RemoveSubActor
	#rb keith.judge
	#codereview jurre.debaare
	#tests Generated HLOD proxy in editor

Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
Ryan Gerleve
99cf756e7c [AUTOMERGE]
Replaced all calls to UWorld::GetFirstPlayerController in the engine with a more readily available player controller, or UGameInstance::GetFirstLocalPlayerController, since that appears to be the actual intent. The first controller in the world's list may not be considered local, such as when a client is recording a replay.
Also changed UConsole::ConsoleCommand to use the first local player controller instead of the first player controller with a non-null player. This fixes commands like ToggleDebugCamera during client replay recording.

--------
Integrated using branch UE4-Orion-To-UE4 of change#2688431 by Ryan.Gerleve on 2015/09/11 14:24:23.

[CL 2688498 by Ryan Gerleve in Main branch]
2015-09-11 14:49:47 -04:00
Mieszko Zielinski
20e4252b50 Gameplay Task priority and resources management up and running, pass 1 #UE4
Including:
- every GameplayTask can specify resources it requires to run, and separately resources it's going to lock, or "shadow" ones in the priority queue
- added a broadcast delegate to GameplayTasksComponent one can register for to get notified about changes in resource locks
    - AI uses this to lock AI logic for scripted tasks
- made IGameplayTaskOwnerInterface::GetAvatarActor require a task pointer to determine avatar actor - this was needed for a "skeletal" owners, like BT nodes
- Improvements to AITask_MoveTo
- expanded BTTaskNode with bits required for it being a GameplayTask owner
    - might need to move that to the most generic BTNode so that services can easily spawn tasks as well
- BT movement tasks can now use AITasks (opt-in with AISystem::bEnableBTAITasks via Project Settings)
- started adding a generic mechanism for configuring AI properties via Project Settings
    - consistency throughout multiple ways of spawning given AI task being the main drive here. Started with movement of course
    - currently implemented by exposing AISystem's properties to global config. Going to switch that over to UDeveloperSettings soon.
- Added a blackboard component member to AIController
- added setting BB SelfActor key to AI-controlled Pawn

[CL 2597132 by Mieszko Zielinski in Main branch]
2015-06-23 11:05:27 -04:00