Commit Graph

32 Commits

Author SHA1 Message Date
aurel cordonnier
e3f7878676 Merge from Release-Engine-Test @ 17462327 to UE5/Main
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17463546 by aurel cordonnier in ue5-main branch]
2021-09-08 16:42:26 -04:00
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
Robert Manuszewski
2752c82adc Merging //UE4/Dev-Main @ 4664414 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4675693 by Robert Manuszewski in Dev-Core branch]
2019-01-02 00:55:51 -05:00
Steve Robb
7fa474ae63 GitHub 5032 : Added templated StaticClass, StaticStruct and StaticEnum free functions, which are specialized for every reflected type by the generated code that UHT produces
#rb steve.robb
#jira UE-63337

[CL 4591484 by Steve Robb in Dev-Core branch]
2018-11-26 02:38:35 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
111ec7adc5 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870)
#lockdown Nick.Penwarden

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

Change 3284872 on 2017/02/03 by Graeme.Thornton

	Seperate pak cache granularity from pak signing chunk size

Change 3285765 on 2017/02/03 by Graeme.Thornton

	Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread

	#jira UE-41478

Change 3286913 on 2017/02/04 by Ben.Marsh

	IncludeTool: Merging fixes.

	* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
	* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.

Change 3287100 on 2017/02/05 by Ben.Marsh

	UBT: Move platform settings into platform-specific TargetRules objects.

Change 3287106 on 2017/02/05 by Ben.Marsh

	Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.

Change 3287398 on 2017/02/06 by Steve.Robb

	Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.

Change 3287399 on 2017/02/06 by Steve.Robb

	Log verbosities made more readable in the debugger.

Change 3287410 on 2017/02/06 by Steve.Robb

	Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.

	#fyi marc.audy

Change 3288020 on 2017/02/06 by Ben.Marsh

	Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.

Change 3291817 on 2017/02/08 by Steve.Robb

	New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.

Change 3292090 on 2017/02/08 by Graeme.Thornton

	Crash fix - don't update font engine services if it was never created

	#jira UE-33953

Change 3292993 on 2017/02/08 by Ben.Marsh

	Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)

Change 3293231 on 2017/02/08 by Ben.Marsh

	BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.

Change 3294213 on 2017/02/09 by Ben.Marsh

	EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.

Change 3294753 on 2017/02/09 by Ben.Zeigler

	#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated

Change 3296070 on 2017/02/09 by Ben.Zeigler

	Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.

Change 3296420 on 2017/02/10 by Graeme.Thornton

	Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
	Refactored encryption and signing key access in unrealpak to make it easier to use

Change 3296609 on 2017/02/10 by Ben.Marsh

	BuildGraph: Fix error running the <Copy> task with an empty "From" argument.

	* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
	* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.

Change 3297440 on 2017/02/10 by Ben.Marsh

	UBT: Move the FileFilter class into UnrealBuildTool.

Change 3297725 on 2017/02/10 by Ben.Zeigler

	#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
	Clean up a lot of confusingly named and broken functions on UEnum:
	#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
	#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
	Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
	Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
	While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
	Delete some now redundant enum editor code and pipe everything through UEnum

Change 3297979 on 2017/02/10 by Ben.Zeigler

	Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior

Change 3298299 on 2017/02/10 by Steve.Robb

	TTuple improvements:
	- equality comparable
	- serializable
	- in the correct folder

	2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
	TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.

	#fyi robert.manuszewski,ben.marsh

Change 3298460 on 2017/02/11 by Ben.Marsh

	UGS: Set the correct result from running custom tasks.

Change 3298462 on 2017/02/11 by Ben.Marsh

	UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.

Change 3299447 on 2017/02/13 by Graeme.Thornton

	Fix AES and pak signing key embedding for content only projects
	 - Force temp target when any keys are specified by project config

Change 3299649 on 2017/02/13 by Steve.Robb

	PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
	Other obsolete compiler switches removed.

Change 3299787 on 2017/02/13 by Steve.Robb

	IsAbstract() for testing if a reflected native type contains pure virtual functions.  Needed for BP nativization.

	#fyi robert.manuszewski

Change 3300576 on 2017/02/13 by Ben.Marsh

	EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.

Change 3300600 on 2017/02/13 by Ben.Marsh

	EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.

Change 3300624 on 2017/02/13 by Ben.Marsh

	Switch incremental builds for all streams to start up on the incremental agent.

Change 3302134 on 2017/02/14 by Steve.Robb

	UnrealCodeAnalyzer removed.

	#fyi ben.marsh,robert.manuszewski

Change 3302639 on 2017/02/14 by Ben.Zeigler

	Fix crash cooking odin with default command line
	#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified

Change 3303002 on 2017/02/14 by Ben.Zeigler

	#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
	#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
	Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
	Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
	Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
	Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
	Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate

Change 3303084 on 2017/02/14 by Ben.Zeigler

	Attempt to get Nativization and EDL working without warnings

	Change 3305153 on 2017/02/15 by Ben.Zeigler

	Fix Fortnite and Orion cook, I don't understand why this passed my local testing
	Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning

Change 3305959 on 2017/02/16 by Gil.Gribb

	UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.

Change 3306159 on 2017/02/16 by Ben.Marsh

	Fix path to target binaries when building non-monolithic in a unique build environment.

Change 3306584 on 2017/02/16 by Steve.Robb

	UEnum internal functions renamed from Index to Value.
	GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.

	#fyi ben.zeigler

Change 3307836 on 2017/02/16 by Ben.Zeigler

	#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
	Fixes lighting in Infiltrator demo

Change 3307929 on 2017/02/16 by Ben.Zeigler

	#jira UE-42055 Second half of matinee redirector fix

Change 3308840 on 2017/02/17 by Matthew.Griffin

	Reimplementing CL#3305808 from 4.15

		Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)

Change 3309115 on 2017/02/17 by Ben.Marsh

	Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on,  before many of the game settings have been initialized, so just return the directory containing the Core module instead.

Change 3309120 on 2017/02/17 by Ben.Marsh

	Fix support for creating modular builds which don't use the shared build environment.

Change 3309125 on 2017/02/17 by Ben.Marsh

	Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator.

Change 3309128 on 2017/02/17 by Ben.Marsh

	Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces.

Change 3309131 on 2017/02/17 by Ben.Marsh

	Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.

Change 3309140 on 2017/02/17 by Ben.Marsh

	UAT: Fix exception moving a file from one location to another if the target directory does not exist.

Change 3309212 on 2017/02/17 by Ben.Marsh

	Fixes/improvements for mod editor and code mods:

	* A separate top-level project is generated for each code mod in the Visual Studio solution.
	* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
	* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
	* Plugin browser now includes a separate category for mods.
	* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.

Change 3309231 on 2017/02/17 by Steve.Robb

	Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<.

	#jira UE-42052

Change 3309248 on 2017/02/17 by Ben.Marsh

	Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true.

Change 3309257 on 2017/02/17 by Ben.Marsh

	Prevent game binaries from being renamed for hot reload when working with installed projects.

Change 3309355 on 2017/02/17 by Steven.Hutton

	Changes to make the website compatible with the new database changes.

Change 3309371 on 2017/02/17 by Ben.Marsh

	Fix exception on shutdown when running asset registry with threads disabled.

	#jira UE-41951

Change 3309389 on 2017/02/17 by Ben.Zeigler

	#jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node

Change 3309570 on 2017/02/17 by Gil.Gribb

	UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4.

Change 3310039 on 2017/02/17 by Ben.Marsh

	BuildGraph: Prevent exception when trying to delete a file that does not exist.

Change 3311484 on 2017/02/20 by Chris.Wood

	CrashReportProcess crash add retry logic improvements (CRP v1.2.16)

Change 3311600 on 2017/02/20 by Matthew.Griffin

	Updated StripSymbols functions so that all platforms can deal with the source and target file being the same

Change 3311675 on 2017/02/20 by Steve.Robb

	FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack.

Change 3311893 on 2017/02/20 by Ben.Marsh

	UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines.

Change 3313966 on 2017/02/21 by Ben.Marsh

	Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too.

Change 3314398 on 2017/02/21 by Ben.Zeigler

	#jira UE-42212 Fix shutdown of AnimGraph module to be safer

[CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -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
Marc Audy
43eedbeffe Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None

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

Change 3108929 on 2016/08/31 by Jon.Nabozny

	PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)

	#jira UE-35260

Change 3108930 on 2016/08/31 by Jon.Nabozny

	Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.

	#jira UE-33880

Change 3108934 on 2016/08/31 by Jon.Nabozny

	Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.

	#jira UE-33051

Change 3108971 on 2016/08/31 by Jon.Nabozny

	Add missing URadialForceComponent.h changes from CR 3108930

Change 3109557 on 2016/09/01 by Thomas.Sarkanen

	Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)

	Persona Upgrade

	Summary of changes:

	- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
	- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
	- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
	- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
	- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
	- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
	- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
	- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
	- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
	- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
	- Added asset family shortcut bar (and IAssetFamily to support this).
	- Const corrected some engine functions.
	- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
	- Padding, layouts and appearance of all editors have been polished.
	- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
	- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
	- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
	- Removed sequence recorder from non-level editor windows.

Change 3109628 on 2016/09/01 by Thomas.Sarkanen

	Fix non-unity build

Change 3109639 on 2016/09/01 by Thomas.Sarkanen

	CIS fix: Monolithic non-editor builds

Change 3109648 on 2016/09/01 by Thomas.Sarkanen

	Properly fix monolithic CIS this time

Change 3109683 on 2016/09/01 by Thomas.Sarkanen

	Fix Mac editor CIS

Change 3109689 on 2016/09/01 by Benn.Gallagher

	Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
	#jira UE-35353

Change 3109699 on 2016/09/01 by Thomas.Sarkanen

	More Mac Editor CIS fixes.

Change 3109727 on 2016/09/01 by Danny.Bouimad

	Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.

Change 3109758 on 2016/09/01 by Thomas.Sarkanen

	More Mac editor CIS fixes

	Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.

Change 3109829 on 2016/09/01 by Thomas.Sarkanen

	Fix crash when attaching slave components with differing bone counts

Change 3111672 on 2016/09/02 by Thomas.Sarkanen

	Populated UV channels correctly

	Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.

Change 3111924 on 2016/09/02 by Martin.Wilson

	Clean up references to GetBoneTree and deprecate

	#jira UE-35525

Change 3112086 on 2016/09/02 by Martin.Wilson

	Fix pose flickering on LOD change when using Layered Blend by Bone node

	#Jira UE-35471

Change 3112097 on 2016/09/02 by Aaron.McLeran

	UE-35533 StopQuietest concurrency not resulting in sounds returning to play

	- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
	- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.

Change 3112467 on 2016/09/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269

Change 3112604 on 2016/09/02 by Lina.Halper

	Fixed merge compile error

Change 3113524 on 2016/09/05 by Thomas.Sarkanen

	Prevent invalid assets from causing crashes with asset families

	Store asset references as weak object ptrs as assets can go away underneath us.
	Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.

	#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset

Change 3114118 on 2016/09/06 by Marc.Audy

	Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
	#jira UE-32852

Change 3114201 on 2016/09/06 by Lina.Halper

	#ANMI: Moving animation curves from asset to skeleton

	- Backward compatibility
	- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
	- Morphtarget curves are automatically set on loading
	- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game

	- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
	- TODO: Linking curve to joint
	- TODO: Allow Layer blending to use this data to blend curves

	#Code review:Martin.Wilson, James.Golding
	#jira: UEFW-179

Change 3114391 on 2016/09/06 by Lina.Halper

	Build warning fix

Change 3114399 on 2016/09/06 by Lina.Halper

	Fix build error.

Change 3114403 on 2016/09/06 by Lina.Halper

	Attempt to fix build error

Change 3114591 on 2016/09/06 by Lina.Halper

	Fix compile error

Change 3114963 on 2016/09/06 by Lina.Halper

	Fixed crash on deleting skeleton when placed in the level

	#jira: UE-35601

Change 3114985 on 2016/09/06 by Lina.Halper

	Fix crash with copy pose mesh node not checking registered or not.

	#jira: UE-35602

Change 3115933 on 2016/09/07 by James.Golding

	UE-33251 - add 'restart required' to bSupportUVFromHitResults option

Change 3116021 on 2016/09/07 by Marc.Audy

	Fix spelling
	de-auto
	NULL to nullptr
	minor optimization

Change 3116046 on 2016/09/07 by James.Golding

	Move AnimNode_LegIK.h to Public and .cpp for Private

Change 3116048 on 2016/09/07 by James.Golding

	UE-34640 Fix bogus tooltips for collision channels

Change 3116050 on 2016/09/07 by James.Golding

	PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)

Change 3116060 on 2016/09/07 by Lina.Halper

	#ANIM:

	- Fix crash of setting multiple times in the same menu
	- Make sure you can set to original animation, and not break

	#jira: UE-35580

Change 3116064 on 2016/09/07 by James.Golding

	Fix missing change for LegIK file move

Change 3116291 on 2016/09/07 by Marc.Audy

	FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed

Change 3116590 on 2016/09/07 by Dan.Reynolds

	Audio Test Map Content WIP

Change 3116649 on 2016/09/07 by mason.seay

	Updated map to test flying

Change 3116712 on 2016/09/07 by dan.reynolds

	Test Content Update EQTest Map WIP

Change 3117257 on 2016/09/08 by Benn.Gallagher

	Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).

Change 3117348 on 2016/09/08 by Benn.Gallagher

	Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
	#jira UEFW-180

Change 3117393 on 2016/09/08 by Benn.Gallagher

	Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
	#jira UE-34508

Change 3117507 on 2016/09/08 by Jurre.deBaare

	Streamline Persona Asset Browser
	#added ability to set whether or not a column should generate widgets in STableViews
	#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
	#added an ini path for saving the column filter state in SAnimationSequenceBrowser
	#jira UEFW-148

Change 3118003 on 2016/09/08 by mason.seay

	Updating meshes to use complex collision

Change 3118020 on 2016/09/08 by Zak.Middleton

	#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.

Change 3118437 on 2016/09/08 by Lina.Halper

	Fix grammar error

	#jira: UE-35729, UE-35730, UE-35729

Change 3118456 on 2016/09/08 by Lina.Halper

	Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.

Change 3118492 on 2016/09/08 by Aaron.McLeran

	Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)

Change 3118517 on 2016/09/08 by Lina.Halper

	Went back to original without spaces

Change 3118711 on 2016/09/08 by Aaron.McLeran

	Fixing build errors with CL 3118492

Change 3118712 on 2016/09/08 by Aaron.McLeran

	Fixing a build warning with CL 3118492

Change 3118745 on 2016/09/08 by Aaron.McLeran

	Fixing a build warning with CL 3118492

	- Fixed init order in FSoundSource

Change 3119201 on 2016/09/09 by Benn.Gallagher

	Fix static analysis warnings (Accessing nullptr), added check on the pointer
	#jira UE-35755

Change 3119338 on 2016/09/09 by Benn.Gallagher

	Fixed destructible import throwing out meshes where 1 or more submeshes are empty

Change 3119371 on 2016/09/09 by Lina.Halper

	fix texts

Change 3119453 on 2016/09/09 by Lina.Halper

	Change text style of the child montage instruction.

	#jira: UE-35144

Change 3119454 on 2016/09/09 by Lina.Halper

	Add option to open asset from context menu of the segment

	#jira: UE-35632

Change 3119457 on 2016/09/09 by mason.seay

	Updated maps and rebuilt lighting

Change 3119584 on 2016/09/09 by Marc.Audy

	Support for new metadata ShowInnerProperties (written by Matt K)

Change 3119667 on 2016/09/09 by Aaron.McLeran

	Fixing compile errors on Mac.

	- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there

Change 3119732 on 2016/09/09 by Aaron.McLeran

	Fixing clang compile error

	- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.

Change 3119734 on 2016/09/09 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702

Change 3119787 on 2016/09/09 by Lina.Halper

	Move cached UID to required bone

	- removed skeleton cached UID list
	- removed skeletalmeshcomponent cached UID list
	- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
	- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent

	#code review:Benn.Gallagher, Martin.Wilson

Change 3119800 on 2016/09/09 by Aaron.McLeran

	Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.

Change 3120260 on 2016/09/09 by Marc.Audy

	Fix if statement

Change 3120790 on 2016/09/12 by Thomas.Sarkanen

	Reordered skeletal mesh and animations in asset shortcut bar

	#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP

Change 3120793 on 2016/09/12 by Thomas.Sarkanen

	Improved fix for missing mesh details customization

	Improves on CL 3117257.
	Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
	Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
	Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.

Change 3120867 on 2016/09/12 by Marc.Audy

	Fix incorrect condition in for causing static analysis warning

Change 3120900 on 2016/09/12 by mason.seay

	Actually build lighting this time

Change 3120904 on 2016/09/12 by Thomas.Sarkanen

	Skeletons can now be deleted once opened (once more)

	Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
	Added logic to compact if weak ptrs are invalid.

	#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor

Change 3120927 on 2016/09/12 by Thomas.Sarkanen

	Details panel now shows selected items when re-opened

	Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.

	#jira UE-35445 - Details tab in persona dosn't populate with information when first opened

Change 3120979 on 2016/09/12 by Thomas.Sarkanen

	Re-added the ability to create pose assets

	This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.

	#jira UE-35740 - Create Pose asset missing from create animation dropdown

Change 3121208 on 2016/09/12 by Benn.Gallagher

	Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
	#jira UE-33216

Change 3121274 on 2016/09/12 by James.Golding

	PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
	#jira UE-29346

Change 3121276 on 2016/09/12 by James.Golding

	UE-33242 : Add option to copy morph target names to clipboard

Change 3121278 on 2016/09/12 by James.Golding

	UE-33004 : Add proper commands for Curve Viewer

Change 3121472 on 2016/09/12 by Zak.Middleton

	#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().

	#jira UE-34482

Change 3121829 on 2016/09/12 by dan.reynolds

	Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.

Change 3122218 on 2016/09/12 by Aaron.McLeran

	Minor cleanup in XAudio2Source.cpp

Change 3122823 on 2016/09/13 by Thomas.Sarkanen

	Fix incorrect camera offset when opening some skeletal meshes

	Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.

	#jira UE-35550 - Persona camera is far away from some skeletal meshes

Change 3122857 on 2016/09/13 by Lina.Halper

	Importing frame count issue with blendshapes
	- with this change when calculating sample rate, it checks blendshape curves.

	#jira: UE-27706

Change 3122992 on 2016/09/13 by Marc.Audy

	Child Actor Component now have an editable template
	* Template is stored as a child inside the child actor template
	* When gathering components for an actor, need to stop searching beyond any nested AActor
	#jira UEFW-125, UE-16474

Change 3123087 on 2016/09/13 by Marc.Audy

	Fix Child Actor Template being nulled out on template

Change 3123170 on 2016/09/13 by mason.seay

	Updated test map to test SpawnEmitterAttached SnapToTarget settings

	UEENGQA-9268

Change 3123203 on 2016/09/13 by Marc.Audy

	Multi-select of child actor components allows editing of template properties

Change 3123205 on 2016/09/13 by Marc.Audy

	Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
	#author Matt.Kuhlenschmidt

Change 3123422 on 2016/09/13 by Aaron.McLeran

	UE-35950 Fixing XboxOne spatialization

	- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.

Change 3123484 on 2016/09/13 by Lina.Halper

	Fix animation frame UI issue
	- This now displays from [0, numframes -1]

	#jira: UE-33437

Change 3123500 on 2016/09/13 by Marc.Audy

	Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
	#jira UE-35885

Change 3123549 on 2016/09/13 by Marc.Audy

	Fix warning message

Change 3123581 on 2016/09/13 by Marc.Audy

	PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
	#jira UE-35424

Change 3123688 on 2016/09/13 by Ben.Zeigler

	Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly

Change 3123768 on 2016/09/13 by Marc.Audy

	Go away auto
	NULL to nullptr
	Use ranged for instead of iterators

Change 3123906 on 2016/09/13 by Aaron.McLeran

	UE-34615 Supporting Pausing Sounds on Audio Components

Change 3123949 on 2016/09/13 by Aaron.McLeran

	UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0

Change 3124109 on 2016/09/13 by Aaron.McLeran

	UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite

Change 3124137 on 2016/09/13 by Aaron.McLeran

	PR #2601: made looping sound waves searchable by the asset registry

Change 3124396 on 2016/09/14 by James.Golding

	Allow anim node edit modes to work on all nodes, not just skel controls

Change 3124498 on 2016/09/14 by Benn.Gallagher

	Added method to get swing and twist quaternions from FQuat
	#jira UE-34054

Change 3124504 on 2016/09/14 by James.Golding

	Missed a few references to SkeletalControlEditMode

Change 3124508 on 2016/09/14 by James.Golding

	Fix function groupings in animnode editmode headers

Change 3124625 on 2016/09/14 by james.cobbett

	Rebuilding lighting.

Change 3124632 on 2016/09/14 by James.Golding

	UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
	- Converted PoseDriver from SkelControl to AnimNode
	- Added PoseDriverEditMode
	- Added debug drawing to show target poses and current ref position
	- Aded support for PoseDriver using translation instead of rotation
	- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler

Change 3124636 on 2016/09/14 by James.Golding

	Missed file

Change 3124652 on 2016/09/14 by Marc.Audy

	Fix initialization order warning
	#jira UE-35980

Change 3124658 on 2016/09/14 by Marc.Audy

	Fix if statement
	#jira UE-35976

Change 3124685 on 2016/09/14 by James.Golding

	Move PoseDriver files from BoneControllers to AnimNodes folder
	Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
	Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private

Change 3124690 on 2016/09/14 by James.Golding

	Missing header edit after file move

Change 3124707 on 2016/09/14 by Danny.Bouimad

	Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
	Somehow this was undone.

Change 3124954 on 2016/09/14 by Jurre.deBaare

	Import Alembic file gets editor crash
	#fix double check if Alembic isn't lying and there are no actual normals
	#misc fixed type in function signature
	#jira UE-35702

Change 3124980 on 2016/09/14 by Lina.Halper

	Tweak UI of child anim montage
	- removed padding, changed font size

Change 3124981 on 2016/09/14 by Lina.Halper

	Changed text of keys to Frames

Change 3124998 on 2016/09/14 by Lina.Halper

	Fix curve issue when evaluting with # of frames.

	#jira: UE-35782

Change 3125034 on 2016/09/14 by Aaron.McLeran

	Changes to 3123906 based on feedback from Marc Audy

Change 3125109 on 2016/09/14 by Aaron.McLeran

	PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)

Change 3125184 on 2016/09/14 by Lukasz.Furman

	vehicle RVO fixes
	#ue4

Change 3125191 on 2016/09/14 by Lukasz.Furman

	added blueprint interface for component's navigation influence control
	#ue4

Change 3125348 on 2016/09/14 by Mason.Seay

	Added GamepadFaceButtonRight as an input mapping for Crouch

Change 3125352 on 2016/09/14 by Lina.Halper

	#ANIM: Pose Asset - Insert pose support

	- made sure pose asset editor updates if the new pose is inserted.

	#jira: UE-32608

Change 3125413 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
	Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
	World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
	World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
	GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
	Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
	The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee

Change 3125414 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Convert all internal templates to use GameModeBase
	Convert most sample games, ShooterGame and several legacy projects are still using GameMode

Change 3125415 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Internal game compile fixes needed to support GameMode refactor
	Fixed a few places that overrode StartNewPlayer to override new functions instead

Change 3125438 on 2016/09/14 by Ben.Zeigler

	Log compile fix

Change 3125460 on 2016/09/14 by Ben.Zeigler

	Another try at log compile issues

Change 3125685 on 2016/09/14 by Aaron.McLeran

	Attempt to fix compile error

Change 3125700 on 2016/09/14 by Aaron.McLeran

	UE-35958 Undo in sound cue editor does not undo looping changes.

	Issue was sound cues were not being flagged as transactional and ignoring undo transactions

Change 3125857 on 2016/09/14 by Aaron.McLeran

	-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
	-Changed to setting flag directly in NewObject line instead of calling SetFlags

Change 3125888 on 2016/09/14 by Aaron.McLeran

	Adding call to super post load in USoundNode::PostLoad()

Change 3125964 on 2016/09/14 by Aaron.McLeran

	Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).

Change 3125974 on 2016/09/14 by Aaron.McLeran

	UE-35892 Not loading audio data when in -nosound mode

Change 3125983 on 2016/09/14 by Ben.Zeigler

	Better Nogore fix for lens effect

Change 3125985 on 2016/09/14 by Ben.Zeigler

	Fix fortnite compile failure on mac, it was inside non instantiated template

Change 3126409 on 2016/09/15 by Benn.Gallagher

	Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
	#jira UE-35657

Change 3126507 on 2016/09/15 by Thomas.Sarkanen

	Prevent crash when calling SetAnimationMode on a component with no skeletal mesh

	Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.

	#jira UE-36003 - Crash playing Ocean

Change 3126539 on 2016/09/15 by Marc.Audy

	Fix Win32 compilation error
	#jira UE-36018

Change 3126575 on 2016/09/15 by Marc.Audy

	Properly fix compile

Change 3126635 on 2016/09/15 by Benn.Gallagher

	Fix for crash when setting collision responses on destructible components after they have been fractured.
	#jira UE-35604

Change 3126649 on 2016/09/15 by Lina.Halper

	- Fixed issue with updating cache UID List, so certain curves did not work.
	- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.

Change 3126816 on 2016/09/15 by Lukasz.Furman

	Back out changelist 3125191

Change 3126903 on 2016/09/15 by Marc.Audy

	Fix !WITH_APEX compile errors from CL# 3126635

Change 3126908 on 2016/09/15 by Mieszko.Zielinski

	Added initialization of FBlackboardEntry properties #UE4

Change 3127081 on 2016/09/15 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
	Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
	GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
	Fixed internal game ini files and added example to BaseEngine.ini
	Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL

Change 3127102 on 2016/09/15 by Ben.Zeigler

	Crash fix if there is no deprecated config section

Change 3127103 on 2016/09/15 by Aaron.McLeran

	UE-34100 audio playback of an individual source

Change 3127109 on 2016/09/15 by Marc.Audy

	Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead

Change 3127143 on 2016/09/15 by Aaron.McLeran

	Missing file in CL 3127103

Change 3127218 on 2016/09/15 by Ori.Cohen

	PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)

	#JIRA UE-35564

Change 3127264 on 2016/09/15 by Aaron.McLeran

	Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent

Change 3127285 on 2016/09/15 by Marc.Audy

	Make it easier to create an audio component that will exist across level transitions
	Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
	UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
	#jira UE-16451

Change 3127360 on 2016/09/15 by Marc.Audy

	Consolidate a few GetWorld()s

Change 3127931 on 2016/09/16 by Benn.Gallagher

	Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
	#jira UE-36054

Change 3128001 on 2016/09/16 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918

Change 3128005 on 2016/09/16 by James.Cobbett

	#jira UE-29618 Submitting test assets

Change 3128022 on 2016/09/16 by Lina.Halper

	Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch

	#jira: UE-27256

Change 3128044 on 2016/09/16 by James.Cobbett

	Submitting gamemode test asset

Change 3128169 on 2016/09/16 by Mieszko.Zielinski

	Fixed couple of static analysis warnings in AI code #UE4

Change 3128430 on 2016/09/16 by Marc.Audy

	Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
	#jira UE-36096

Change 3128558 on 2016/09/16 by Mieszko.Zielinski

	Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4

	#jira UE-33036

Change 3128678 on 2016/09/16 by Jon.Nabozny

	#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
	#rn This can be used to prevent the game from being exited.

	#jira UE-34123

Change 3128693 on 2016/09/16 by Marc.Audy

	Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused

Change 3128753 on 2016/09/16 by Mieszko.Zielinski

	Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4

	#jira UE-35852

Change 3128791 on 2016/09/16 by Marc.Audy

	PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
	Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
	#jira UE-35719

Change 3128974 on 2016/09/16 by Mieszko.Zielinski

	Fixes to BB key synchronization #UE4

	syncing between two BBs associated by a common parent now works

Change 3128984 on 2016/09/16 by Jon.Nabozny

	Fix FConstraintBaseParams ContactDistance clamping.
	The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.

Change 3129010 on 2016/09/16 by Dan.Reynolds

	Updating developer folder content for external referencing

Change 3129093 on 2016/09/16 by Ben.Zeigler

	#jira UE-35424
	Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
	Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones

Change 3129103 on 2016/09/16 by Marc.Audy

	Fix initialization order CIS warning

Change 3129361 on 2016/09/16 by Dan.Reynolds

	Fixes to QASoundWaveProcedural.h

Change 3129994 on 2016/09/19 by Thomas.Sarkanen

	Skeletal mesh to Static mesh conversion

	Added feature to convert selected actors' meshes into static meshes.
	Supports static and skeletal meshes.
	Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
	Added IHasPersonaToolkit interface that all of these editors implement.
	Added toolbar button to each Persona-based editor.
	Added level editor right-click menu option.

	Added CPU skinning path for cloth sections (non-SIMD for now).
	Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
	Moved a few structures around so CPU skinned renderdata is more readily exposed.

	#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh

Change 3130008 on 2016/09/19 by Benn.Gallagher

	Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
	#jira UE-3687

Change 3130009 on 2016/09/19 by Thomas.Sarkanen

	Fixed static analysis warnings in Persona and AnimationBlueprintEditor

	Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).

Change 3130012 on 2016/09/19 by Thomas.Sarkanen

	CIS fix (implcit use of copy constructor)

Change 3130016 on 2016/09/19 by Thomas.Sarkanen

	Mac CIS fix - forward declare some classes.

Change 3130027 on 2016/09/19 by Thomas.Sarkanen

	Fix shadow variables found with Clang

Change 3130044 on 2016/09/19 by Jurre.deBaare

	Improved Texture Merging using the Merge Actors Tool
	#feature added simple binning algorithm to be used with texture importance values
	#misc small array indexing copy-paste error
	#jira UE-33823

Change 3130068 on 2016/09/19 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803

Change 3130181 on 2016/09/19 by Jurre.deBaare

	G++ compile errors
	#fix array enum size requires cast to be valid

Change 3130182 on 2016/09/19 by Jurre.deBaare

	Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently

Change 3130250 on 2016/09/19 by Marc.Audy

	Fix flag check indicated by static analysis

Change 3130256 on 2016/09/19 by Benn.Gallagher

	Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
	#jira UE-34796

Change 3130267 on 2016/09/19 by Marc.Audy

	Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes

Change 3130551 on 2016/09/19 by Ben.Zeigler

	Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier

Change 3130564 on 2016/09/19 by Jurre.deBaare

	More CIS fixes

Change 3130572 on 2016/09/19 by Ben.Zeigler

	#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes

Change 3130586 on 2016/09/19 by Ben.Zeigler

	#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different

Change 3130587 on 2016/09/19 by Martin.Wilson

	Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage

	#jira UE-34798

Change 3130694 on 2016/09/19 by Ben.Zeigler

	#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components

Change 3130700 on 2016/09/19 by Ben.Zeigler

	#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally

Change 3130778 on 2016/09/19 by Dan.Reynolds

	WIP Content update for external referencing

Change 3130812 on 2016/09/19 by Marc.Audy

	No longer use inconsistently applied bWantsBeginPlay
	#jira UE-21048

Change 3130876 on 2016/09/19 by Richard.Hinckley

	Fixing comments for documentation purposes.

Change 3131076 on 2016/09/19 by Marc.Audy

	PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
	#jira UE-35625

Change 3131102 on 2016/09/19 by Richard.Hinckley

	Fixing typo that slipped through.

Change 3131254 on 2016/09/19 by Ben.Zeigler

	#jira UE-36162 Remove bad game mode reference

Change 3131396 on 2016/09/19 by Marc.Audy

	Undo CL# 3125974 to fix Fortnite crash until investigation can be done
	#jira -UE-36164

Change 3131846 on 2016/09/20 by Thomas.Sarkanen

	Recording now functional again in blendspace editor

	Blendspaces now use the anim editor base.
	Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
	Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
	Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.

	#jira UE-35843 - Missing record option for Blendspaces

Change 3131921 on 2016/09/20 by Thomas.Sarkanen

	Re-added anim slot manager tab

	Anim slot manager was not added back into the standalone editors when they were split up.

	#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab

Change 3131922 on 2016/09/20 by Thomas.Sarkanen

	Added 'dirty' indicator to asset shortcut bar

	#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar

Change 3131950 on 2016/09/20 by Thomas.Sarkanen

	Animation stepping now functions as it did previously

	Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.

	#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently

Change 3131953 on 2016/09/20 by james.cobbett

	Updating test assets.

Change 3132241 on 2016/09/20 by Martin.Wilson

	Fix crash when importing a pose to pose asset.

	#jira UE-36122

Change 3132417 on 2016/09/20 by Thomas.Sarkanen

	Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)

	A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.

	#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()

Change 3132790 on 2016/09/20 by Ori.Cohen

	Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component

	#JIRA UE-35257

Change 3132795 on 2016/09/20 by Ori.Cohen

	Fix typo where enable swing drive was used for both swing and twist.

	#JIRA UE-35634

Change 3132838 on 2016/09/20 by Ori.Cohen

	Move flush deferred actor to EndPhysics

	#JIRA UE-35899

Change 3133088 on 2016/09/20 by Ori.Cohen

	Back out defer flush change. This requires more thought.

Change 3133185 on 2016/09/20 by Wes.Hunt

	QoS Analytics providers now use the real final Data Router URL #jira UE-30655

Change 3133262 on 2016/09/20 by Wes.Hunt

	HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.

Change 3133266 on 2016/09/20 by Wes.Hunt

	Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.

Change 3133277 on 2016/09/20 by Chris.Evans

	!N Pose asset test

Change 3133504 on 2016/09/20 by dan.reynolds

	Updating WIP Test Content

Change 3133761 on 2016/09/21 by Thomas.Sarkanen

	Fixed 100% crash when killing a husk

	Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.

	#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards

Change 3133766 on 2016/09/21 by Thomas.Sarkanen

	Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected

	The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.

	#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint

Change 3133774 on 2016/09/21 by Danny.Bouimad

	Translation Pose  Driver test assets content/animation/posedrivertests

Change 3133796 on 2016/09/21 by Thomas.Sarkanen

	Added metadata to remove "reset to default" button for certain properties

	Allows removal of the reset button without a cumbersome details customization.
	Fixes crash where a parent struct of an editfixedsize array was reset.

	#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT

Change 3133831 on 2016/09/21 by Jurre.deBaare

	Vert Color Background not contained to Asset's Viewport
	#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
	#jira UE-35052

Change 3133832 on 2016/09/21 by Jurre.deBaare

	Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
	#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
	#jira UE-34629

Change 3133833 on 2016/09/21 by Jurre.deBaare

	Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
	#fix do not wrap around for non-looping negative sampling times :)
	#jira UE-34630

Change 3133834 on 2016/09/21 by Jurre.deBaare

	Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
	#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
	#jira UE-34303

	Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
	#fix recursively add child actor components to include all static meshes
	#jira UE-25187

Change 3133835 on 2016/09/21 by Jurre.deBaare

	Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
	#fix new mesh with removed bottom quad, allowing for see-through from below
	#jira UE-35022

Change 3133836 on 2016/09/21 by Jurre.deBaare

	It isn't clear when a profile is added to the Preview Scene Settings
	#fix selected profile now changes to newly added one
	#jira UE-33848

	Change preview scene profile naming to validate name input in UI instead of PostEditChange
	#fix added ui feedback for duplicate naming
	#misc extra checks for having a correct profile name when adding a new profile
	#jira UE-34078

	Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
	#fix determine correct name by checking existing ones
	#jira UE-33898

Change 3133838 on 2016/09/21 by Jurre.deBaare

	Prevent preview scene assets being loaded in game (proper fix)
	#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
	#jira UE-36082

Change 3133839 on 2016/09/21 by Jurre.deBaare

	Moving over UE-35254 from 4.13.1

Change 3133840 on 2016/09/21 by Jurre.deBaare

	Moving over UE-35639 from 4.13.1

Change 3133844 on 2016/09/21 by Jurre.deBaare

	Alembic import causing a crash

	#jira UE-35551
	#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix

	#jira UE-35451
	#fix handle case where we imported an empty object in the Geometry cache path

	#misc alembic importer signature change
	#misc typo in function signature

Change 3133951 on 2016/09/21 by Mieszko.Zielinski

	Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4

Change 3134014 on 2016/09/21 by Jon.Nabozny

	#rn Ensure the runaway loop counter gets reset when processing parallel animation.

	#jira UE-33946

Change 3134032 on 2016/09/21 by Jurre.deBaare

	Remove comments

Change 3134100 on 2016/09/21 by James.Golding

	UE-35300 Support UV traces for UV on BSP

Change 3134103 on 2016/09/21 by Lukasz.Furman

	fixed NavLinkProxy not working correctly in PIE
	#jira UE-36194

Change 3134104 on 2016/09/21 by James.Golding

	UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts

Change 3134106 on 2016/09/21 by James.Golding

	UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts

Change 3134109 on 2016/09/21 by James.Golding

	UE-35813 Don't do srgb conversion for proc mesh vertex colors
	UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting

Change 3134145 on 2016/09/21 by Mieszko.Zielinski

	Fixed persistent BB key changes not getting propagated to child BB assets #UE4

Change 3134296 on 2016/09/21 by Lukasz.Furman

	fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
	copy of CL# 3133219

Change 3134390 on 2016/09/21 by mason.seay

	Blueprint for collision bug repro

Change 3134517 on 2016/09/21 by Mieszko.Zielinski

	CIS fix #UE4

Change 3134746 on 2016/09/21 by Ben.Zeigler

	Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
	Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe

Change 3134850 on 2016/09/21 by Ben.Zeigler

	Fix PlatformShowcase warnings

Change 3134852 on 2016/09/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107

Change 3134853 on 2016/09/21 by Marc.Audy

	Resolve of reimport portions

Change 3134857 on 2016/09/21 by Marc.Audy

	Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework

Change 3135002 on 2016/09/21 by Ori.Cohen

	Fix compiler errors

Change 3135147 on 2016/09/21 by dan.reynolds

	AEOverview Test WIP Update

Change 3135168 on 2016/09/21 by Wes.Hunt

	Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
	#jira UE-36211

Change 3135216 on 2016/09/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156

Change 3135238 on 2016/09/21 by Aaron.McLeran

	UE-36288 Fixing concurrency resolution stop quietest

Change 3135257 on 2016/09/21 by Ben.Zeigler

	Fix Orion version of OnlineGameFramework plugin

Change 3135258 on 2016/09/21 by Ben.Zeigler

	Other Orion GameMode fixes

Change 3135290 on 2016/09/21 by dan.reynolds

	AEOverview test map skeleton complete with comments per Nick BB request

Change 3135323 on 2016/09/21 by dan.reynolds

	Update to AEOverview test maps

Change 3135385 on 2016/09/21 by Marc.Audy

	Fix static analysis warnings in automation tests

Change 3135634 on 2016/09/22 by Thomas.Sarkanen

	Remove duplicated details customization

	Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.

Change 3135660 on 2016/09/22 by Thomas.Sarkanen

	CIS fix: Fixed deleted file still being included.

Change 3135949 on 2016/09/22 by Thomas.Sarkanen

	Fixed (another) crash with invalid curve data when an anim instance is GCed

	Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.

	#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()

[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
Robert Manuszewski
f4fb4b8596 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 2996057)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2975196 on 2016/05/12 by Robert.Manuszewski

	Garbage Collector will no longer be responsible for generating class token stream, instead the token stream will be generated on startup or when a class has finished loading.

	- This way we can avoid very long GC times after new blueprints have been loaded.
	- Temporarily enabled CLASS_TokenStreamAssembled check in development builds (for testing purposes)

Change 2993960 on 2016/05/30 by Robert.Manuszewski

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

Change 2959398 on 2016/04/28 by Steve.Robb

	TMap references are strong and cannot be nulled by pending kill.  This makes references in values strong too, even though we only really care about keys, which will corrupt the map when nulled.

	#jira UE-20828

Change 2960723 on 2016/04/29 by Graeme.Thornton

	Fix for texture asset import data being ignored when async loaded

Change 2960938 on 2016/04/29 by Robert.Manuszewski

	Nulling out sql db handle after closing it.

Change 2967127 on 2016/05/05 by Steve.Robb

	Move constructors explicitly disabled in generated code.

Change 2967143 on 2016/05/05 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant.

Change 2967164 on 2016/05/05 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer

Change 2968650 on 2016/05/06 by Steve.Robb

	Fix for HotReload copying module manager.

Change 2968915 on 2016/05/06 by Robert.Manuszewski

	Fixing spelling of SetImageIntegrityStatus function name.

Change 2970406 on 2016/05/09 by Steve.Robb

	Static analysis fixes:

	Function uses '...' bytes of stack:  exceeds /analyze:stacksize '81940'.  Consider moving some data to heap.

Change 2970419 on 2016/05/09 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant.
	warning C6011: Dereferencing NULL pointer '...'.
	warning C6385: Reading invalid data from '...':  the readable size is '...' bytes, but '...' bytes may be read.
	warning C6386: Buffer overrun while writing to '...':  the writable size is '...' bytes, but '...' bytes might be written.

Change 2970431 on 2016/05/09 by Steve.Robb

	Static analysis fixes:

	warning C6299: Explicitly comparing a bit field to a Boolean type will yield unexpected results.

Change 2972032 on 2016/05/10 by Steven.Hutton

	Workflow fixes to bugg / crashgroup filtering. Filters should now correctly persist across queries.

Change 2972085 on 2016/05/10 by Steve.Robb

	Const-correctness fix for FLogCategoryBase::IsSuppressed.

Change 2972087 on 2016/05/10 by Steve.Robb

	ELogVerbosity moved into its own header.

Change 2972090 on 2016/05/10 by Steve.Robb

	Redundant ensure removed.

Change 2972103 on 2016/05/10 by Steve.Robb

	Removal of redundant use of USING_CODE_ANALYSIS.

Change 2972139 on 2016/05/10 by Steve.Robb

	Fix for ensure macros throwing C6326 warnings during static analysis.

Change 2972147 on 2016/05/10 by Steve.Robb

	Fix for UE_LOG_ACTIVE macro throwing C6326 warnings during static analysis.

Change 2972162 on 2016/05/10 by Steve.Robb

	SCOPE_CYCLE_COUNTER_GUARD removed.

Change 2972168 on 2016/05/10 by Steve.Robb

	Compile error fix for logOrEnsureNanError in static analysis builds.

Change 2973084 on 2016/05/10 by Chris.Wood

	Crash Report Server performance tweak

Change 2974030 on 2016/05/11 by Steve.Robb

	Fix for IPropertyHandle::SetValue - used to take a non-const reference to a const UObject*, now it takes const references to both non-const and const UObject*.

Change 2974053 on 2016/05/11 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant.

Change 2974191 on 2016/05/11 by Steve.Robb

	Fix for template instantiation error in VS2013.

Change 2975298 on 2016/05/12 by Steve.Robb

	Static analysis fixes:

	warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.

Change 2975318 on 2016/05/12 by Steve.Robb

	Fix for hot reload info being reported as warnings.

	#jira UE-30586

Change 2975447 on 2016/05/12 by Steve.Robb

	Static analysis fixes:

	warning C6235: (<non-zero constant> || <expression>) is always a non-zero constant.
	warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.  Did you intend to use the bitwise-and operator?
	warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.  Did you intend to use the bitwise-and operator?
	warning C6285: (<non-zero constant> || <non-zero constant>) is always a non-zero constant.  Did you intend to use the bitwise-and operator?
	warning C6286: (<non-zero constant> || <expression>) is always a non-zero constant.  <expression> is never evaluated and might have side effects.
	warning C6289: Incorrect operator:  mutual exclusion over || is always a non-zero constant.  Did you intend to use && instead?
	warning C6316: Incorrect operator:  tested expression is constant and non-zero.  Use bitwise-and to determine whether bits are set.

Change 2975478 on 2016/05/12 by Steve.Robb

	Static analysis fixes for lots of redundant <zero constant> and <non-zero constant> warnings.

Change 2975538 on 2016/05/12 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'StaticResource'

Change 2976640 on 2016/05/13 by Robert.Manuszewski

	Fixing crashes caused by token stream generation changes. Making sure the token stream gets re-generated when a class gets re-linked.

	#jira UE-30675

Change 2978320 on 2016/05/16 by Steve.Robb

	Fix for static analysis warnings in XNA headers.

Change 2978329 on 2016/05/16 by Steve.Robb

	Static analysis fixes:

	warning C6334: sizeof operator applied to an expression with an operator might yield unexpected results:  Parentheses can be used to disambiguate certain usages.

Change 2980222 on 2016/05/17 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'X'.
	warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.

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

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

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

Change 2980639 on 2016/05/17 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'X'.
	warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.

Change 2981750 on 2016/05/18 by Steve.Robb

	check()s in ContainerAllocationPolicies.h changed to checkSlow()s, as they only exist to check that the container has been written correctly.

Change 2982106 on 2016/05/18 by John.Mahoney

	Fixed a crash caused by loading two stat capture files simultaneously in the profiler.
	If the user tries to load a capture file while another load is in progress, the previous load is now cancelled and cleaned up before proceeding with the new load.
	Made the delegates in FNewStatsReader explicitly specify which profiler instance they are loading data for, instead of relying on the current value of LoadConnection->InstanceId.
	This also fixes a crash that occurs when selecting a different capture file in the "Stats dump browser" pane of the profiler (after using Load Folder) while another file is still loading.
	Cleaned up some weak pointer usage in the profiler window.

	#jira UE-30741

Change 2983366 on 2016/05/19 by Steven.Hutton

	Changes for passing crash type directly from CRP to CRW.

Change 2983394 on 2016/05/19 by Steven.Hutton

	Minor changes to add crash with more error reporting

Change 2984685 on 2016/05/20 by Robert.Manuszewski

	Merging //UE4/Dev-Main @ 2984626 to Dev-Core (//UE4/Dev-Core)

Change 2985143 on 2016/05/20 by Steve.Robb

	Missing semi-colons.

Change 2986463 on 2016/05/23 by Steve.Robb

	CopyTemp added to make it clear that you want to make a copy (rather than a move, or an accidental copy) at the call site of a function taking rvalue refs.

Change 2986475 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6313: Incorrect operator:  zero-valued flag cannot be tested with bitwise-and.

Change 2986476 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6313: Incorrect operator:  zero-valued flag cannot be tested with bitwise-and.

Change 2986480 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant

Change 2986515 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6340: Mismatch on sign: 'X' passed as _Param_(N) when some unsigned type is required in call to 'Func'

Change 2986680 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6386: Buffer overrun while writing to 'Ptr':  the writable size is 'X' bytes, but 'Y' bytes might be written.
	warning C6387: 'Ptr' could be '0':  this does not adhere to the specification for the function 'Func'
	warning C6031: Return value ignored: 'snprintf'.
	warning C6340: Mismatch on sign: 'const unsigned int' passed as _Param_(4) when some signed type is required in call to 'snprintf'.

Change 2986865 on 2016/05/23 by Robert.Manuszewski

	Removing redundand AddReferencedObjects functions

Change 2987968 on 2016/05/24 by Robert.Manuszewski

	Removing redundant UPROPERTY macros from intrinsic classes.

Change 2987979 on 2016/05/24 by Steve.Robb

	Optimization of some FString and FPaths operations to produce fewer temporaries.

Change 2988297 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6287: Redundant code:  the left and right sub-expressions are identical.

Change 2988430 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6385: Reading invalid data from 'var':  the readable size is 'X' bytes, but 'Y' bytes may be read.

Change 2988461 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6235: (<non-zero constant> || <expression>) is always a non-zero constant.
	warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.
	warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.

Change 2988464 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6262: Function uses 'X' bytes of stack:  exceeds /analyze:stacksize 'Y'.  Consider moving some data to heap.

Change 2988494 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6237: (<zero> && <expression>) is always zero.  <expression> is never evaluated and might have side effects.

Change 2989411 on 2016/05/25 by Robert.Manuszewski

	Splitting GC cluster index and intenral object flags to allow more UObjects in editor builds.

Change 2989429 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6387: '_Param_(X)' could be '0':  this does not adhere to the specification for the function 'Func'.

Change 2989982 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6001: Using uninitialized memory 'LODPlanesMin'.

Change 2990018 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6386: Buffer overrun while writing to 'X'

Change 2990077 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.
	warning C6011: Dereferencing NULL pointer 'Ptr'.

Change 2990114 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6336: Arithmetic operator has precedence over question operator, use parentheses to clarify intent.

Change 2990125 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.

Change 2990162 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6294: Ill-defined for-loop:  initial condition does not satisfy test.  Loop body not executed.

Change 2990193 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C28182: Dereferencing NULL pointer. 'type' contains the same NULL value as 'type->base_type' did.
	warning C6011: Dereferencing NULL pointer 'Semantic'.

Change 2991006 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C28113: Accessing a local variable dummy via an Interlocked function:  This is an unusual usage which could be reconsidered.

Change 2991012 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6031: Return value ignored: 'InitializeCriticalSectionAndSpinCount'.

Change 2991013 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6287: Redundant code:  the left and right sub-expressions are identical.

Change 2991016 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.

Change 2991017 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant.

Change 2991019 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6292: Ill-defined for-loop:  counts up from maximum.

Change 2991023 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6322: Empty _except block.
	warning C28251: Inconsistent annotation for 'WinMain': this instance has no annotations.

Change 2991070 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C28182: Dereferencing NULL pointer. 'Ptr1' contains the same NULL value as 'Ptr2' did.

Change 2991416 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'Ptr'.

Change 2992738 on 2016/05/27 by Steve.Robb

	Revert changes to FString::MatchesWildcard.

Change 2992916 on 2016/05/27 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'Ptr'.

Change 2992960 on 2016/05/27 by Chris.Wood

	Optimized P4 access in Crash Report Process and MinidumpDiagostics.

Change 2992964 on 2016/05/27 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'Ptr'.

Change 2993956 on 2016/05/30 by Robert.Manuszewski

	Fixing a crash after adding a new C++ class in the editor - made sure new classes have the token stream assembled after hot-reload.

	#jira UE-31309

Change 2993977 on 2016/05/30 by Robert.Manuszewski

	Don't wait for all packages to finish loading before PostLoading those which already have.

Change 2994206 on 2016/05/31 by Robert.Manuszewski

	PR #2429: Three bug fixes required for script support to work properly (Contributed by pluranium)

#lockdown Nick.Penwarden

[CL 2996251 by Robert Manuszewski in Main branch]
2016-06-01 12:08:56 -04:00
Bob Tellez
4b28d78a10 Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main
This is CL#2904759 from //Fortnite/Main

#lockdown Nick.Penwarden

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

Change 2904398 on 2016/03/10 by Bob.Tellez

	#UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons.

	#rb Josh.Markiewicz
	#codreview Josh.Markiewicz
	#JIRA FORT-20703

Change 2904339 on 2016/03/10 by Daniel.Broder

	Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes).

	One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs).

	Change made after discussion with Bob.

	#CodeReview Bob.Tellez

	#UE4

Change 2903020 on 2016/03/10 by John.Abercrombie

	Added blueprint function to set named params for use when running an EQS query from BP
	- Phil is going to test this out for me.

	#rb me (Mieszko wrote this)
	#codereview Phil.Cole, Mieszko.Zielinski

Change 2902440 on 2016/03/09 by Ben.Zeigler

	#Jira FORT-20149
	Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized.
	#codereview john.pollard
	#RB bob.tellez

Change 2900138 on 2016/03/08 by Bob.Tellez

	#UE4 Updated the following Parameter value functions to respect the bOverride flag

	GetStaticSwitchParameterValue
	GetStaticComponentMaskParameterValue
	GetTerrainLayerWeightParameterValue

	#rb Nick.Penwarden

Change 2899839 on 2016/03/08 by Lukasz.Furman

	fixed navmesh projection on actors with overlap response to world channels
	#rb Mieszko.Zielinski
	#codereview Zak.Middleton

Change 2899743 on 2016/03/08 by Lukasz.Furman

	fixed handling multiple blocking hits in navwalking's geometry conforming
	blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response
	#fortnite FORT-21546
	#rb Mieszko.Zielinski
	#codereview Zak.Middleton

Change 2898194 on 2016/03/07 by Chris.Gagnon

	Added the ability to filter DataTable Assets by their row using the metadata.
	meta = (RowType=MyRowName)

	#RB Saad.Nader
	#codereview Saad.Nader, Jamie.Dale

Change 2895102 on 2016/03/04 by Ben.Zeigler

	#JIRA FORT-20290
	Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out
	Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main
	#codereview josh.markiewicz

Change 2891302 on 2016/03/02 by Bob.Tellez

	#UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason.

	#rb Ben.Zeigler
	#codereview Lukasz.Furman

Change 2887908 on 2016/03/01 by Chris.Gagnon

	Added Event Track to UMG Sequencer.
	Added PlayTo functionality for targeting the end point of a played animation.

	#RB Frank.Fella
	#codereview Frank.Fella, Nick.Darnell

Change 2887686 on 2016/03/01 by Joel.Crabbe

	Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value.

	#codereview Ben.Zeigler

Change 2886847 on 2016/02/29 by Bob.Tellez

	#UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms.

	#codereview Richard.TalbotWatkin

Change 2886414 on 2016/02/29 by Lukasz.Furman

	fixed start point of composite path's update
	#fortnite FORT-21380
	#rb Mieszko.Zielinski

Change 2886250 on 2016/02/29 by Bob.Tellez

	#UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup.

	#codereview Robert.Manuszewski

Change 2885942 on 2016/02/29 by Bob.Tellez

	#UE4 Disabling per-instance mesh painting on instanced static mesh components.

	#rb Jack.Porter

[CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Marc Audy
e47a934672 Merge main stabilization changes back to //depot/UE4
#lockdown Ben.Marsh

[CL 2723377 by Marc Audy in Main branch]
2015-10-09 15:13:41 -04:00
Marc Audy
a916b98145 Put back the bAutoActivates = true. While most are unnecessary, working out the fallout from a fairly cosmetic change isn't worth it.
[CL 2584181 by Marc Audy in Main branch]
2015-06-11 10:20:48 -04:00
Marc Audy
0f4127872b Clean up cases where bAutoActivate was simply being used to ensure ticking didn't get disabled
[CL 2580373 by Marc Audy in Main branch]
2015-06-08 16:09:27 -04:00
Laurent Delayen
f635d52081 Fortnite Dev > Main Integration from CL #2535376
UE4-Fortnite-CL-2535376
CL# 2535376
MCP CL# 2532705
Linux Dedicated Server
Backend: Testing
  "app" : "fortnite",
  "moduleName" : "Fortnite-PublicService",
  "branch" : "TRUNK",
  "buildDate" : "2015-05-01T13:57:06.985Z",
  "serverDate" : "2015-05-04T13:50:47.828Z",
  "build" : "1306",
  "cln" : "2532705",
  "overridePropertiesVersion" : "unknown",
  "version" : "UNKNOWN"

[CL 2539301 by Laurent Delayen in Main branch]
2015-05-06 11:05:00 -04:00
Daniel Broder
8ea8f8d7ad Merging using UE4-Fortnite-To-UE4 using 2517024
Weekly Fortnite Dev -> Main integration.

#CodeReview Paul.Moore, Bob.Tellez

[CL 2524683 by Daniel Broder in Main branch]
2015-04-24 14:07:47 -04:00
Mieszko Zielinski
a7360c17a7 Fixed PawnActions not being aborted on PawnActionComponent's unregistering #UE4
This fixed PawnAction_Move holding a reference to navigation path after AI's death, which made the path stick around longer and impacting navigation paths updating time.

[CL 2489241 by Mieszko Zielinski in Main branch]
2015-03-24 10:03:28 -04:00
Laurent Delayen
e586cd3a8f Dev to Main integration from CL #2446290
[CL 2456855 by Laurent Delayen in Main branch]
2015-02-23 15:58:14 -05:00
John Abercrombie
4e9ac6444a Merging using UE4-Fortnite-To-UE4 @ CL 2382284
[CL 2388856 by John Abercrombie in Main branch]
2014-12-15 15:29:48 -05:00
Lukasz Furman
a0316af9b3 integrated pawn action changes from dev branch
integrated behavior tree fixes from dev branch

[CL 2385683 by Lukasz Furman in Main branch]
2014-12-11 11:54:39 -05:00
Mieszko Zielinski
b25836ee33 Made PawnAction aborting be treated like all other action events, meaning it's processed in PawnActionsComponent's tick rather than instantly #UE4
- merged over from dev branch

[CL 2383395 by Mieszko Zielinski in Main branch]
2014-12-10 09:32:59 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Ben Zeigler
02a9e1dd4e Merging Dev -> Main using UE4-Fortnite-To-UE4 from CL 2340802
Includes following engine changes:

Getting display metrics only once at construct time when using SSafeZone. GetDisplayMetrics is expensive in Windows so it is impractical to call it every frame.
- Some AI API improvements, mostly switchig pointer function parameters to references.
- minor refactor of UCrowdFollowingComponent's queryinf functions:
    - IsCrowd*Enabled functions refactored to  IsCrowd*Active
    - implemented IsCrowd*Enabled that return acrual values of relevant properties
- Added a function to CrowdManager to query for location of agents neighbouring given agent
Added support for PS4 touchpad-based cursor
You can now choose to skip synchronously scanning for asset data in object libraries and just use the data that is currently in the asset registry. The data will be refereshed automatically later once the global scan completes. The only applies to non-commandlet editor instances.
Crash fixes for trying to access NULL Metal surfaces on IOS
Slate: Cleaned up some atlas code related to padding and corrected some comments

[CL 2347323 by Ben Zeigler in Main branch]
2014-11-03 15:47:28 -05:00
sebastian kowalczyk
5805456393 Binary file format for Visual Logger (Log Visualizer can still load old file format)
Removed old Visual Logger class and files. Minor cleanups in code.

[CL 2341032 by sebastian kowalczyk in Main branch]
2014-10-27 08:35:45 -04:00